Introduction
Before I was able to bring my industrial designs to life using professional CAD software including AutoCAD and Fusion 360, I had sketched hundreds of devices and ideas. When I was much younger, I decided on the moniker of "Air" to precede my designs, which has led to a naming convention that often includes sky or bird names. For instance, my music devices are all called Air Wave. My current library of designs is a testament to my ability to rapidly learn software and continually innovate. 
Folio
EARLY 2017 | QUETZAL
This premium 13-inch notebook includes a full-width trackpad with palm rejection and bluetooth stylus support, a 180º hinge, full-width 16:10 display and touch-sensitive key for interacting with the built-in AI assistant, Co Pilot (see Aether OS). I am currently in the process of completely redesigning an early 2019 version. Since these renders were exported, I have begun using my own 3-panel HDR environment for rendering that produces better colours and shadows especially on reflective surfaces. 
EARLY 2017 | BLACKBIRD
The 15-inch version of Folio (Quetzal) includes more ventilation, additional USB ports and customizable RGB lighting for the keyboard, ports and underneath the device for ambience befitting its enhanced specifications dedicated to graphics-intensive apps from games to video production.
Quarto
MID 2017 | CANARY
Intended as an affordable package with decent specifications and build quality, the 14-inch Quarto (mid 2017) includes two traditional USB-A and two USB-C ports alongside a simplified trackpad and keyboard compared to Folio. A durable polycarbonate shell suits it especially to educational or scientific usage. It was my last design to use a plastic shell, as I have since endeavoured to design with as little environmental impact as possible, as seen in the new Quarto (late 2018). 
LATE 2018 | MOORHEN
Renders of this new design coming soon...
Octavo
MID 2015 | VERDIN
Old renders coming soon...
EARLY 2016 | SPARROW
Old renders coming soon...
MID 2017 | KINGFISHER
Octavo (mid 2017) is a harmonious blend of sharp angles and curves matching the design language of Cell (early 2017) and Slate (early 2017). An accent bar sweeps gracefully around the device, leaving an industrial yet subtle impression, highlighting the USB-C port, hinge and logo. The speakers sit above the keyboard to allow more area for acoustic resonance. The new keyboard foregoes wasteful plastic for recycled aluminium, precision machined to allow backlit labels which adapt to modifier keys. Because it uses a powerful, low-voltage processor, Octavo (mid-2017) is my thinnest laptop design ever.
LATE 2018 | SWALLOW
Renders of this new design coming soon...
Cube
EARLY 2016 | HORNBILL
Cube exemplifies the mini-PC, with sheer glass sheets permitting a ventilation design that compliments its cooling system, always pulling cool air down over the processor. These renders, from 2015, were my first design using professional modelling software.

More flattering renders with my new HDR environment coming soon...
LATE 2018 | MAGPIE
With the continuity features of Aether OS blurring the boundaries between devices, dedicated desktops are more mobile than ever. Therefore, their core user base of professional designers, musicians and film-makers cannot be ignored.

Renders of this new design coming soon...
Pane
EARLY 2017 | PETREL
Unlike laptops, all-in-one computers are permanent fixtures in a room. As such, I wanted to push the traditional boundaries tying current designs to the iMac, and make Pane (early 2017) incredibly striking and professional. I used Fusion 360 to calculate and simulate the optimal width and position of supports for my hinge and stand design. A contrast between matte materials for the main body and polished aluminium for the stand emphasizes the almost magical way the stand sweeps out of one side of the display, leaving the rest floating mid-air. 
Nyx
MID 2017 | HARPY
The concept for Nyx went through a constant evolution as I was designing it. There is no consumer space for another dedicated gaming console which would have to accrue followers and publication rights. However, the PC is perhaps the strongest and most powerful platform of all. Why, therefore, should a PC dedicated to console gaming not be produced? Nyx is designed to fulfil the unique criteria that follow this concept. It is small enough to place beside or below a TV for gaming, yet large enough to house the most powerful NVIDIA and AMD graphics cards, which can be inserted by the user. Its premium polygonal aluminium shell, themed around triangles, has more surface area for cooling than a regular box. Customizable LED lighting futuristically outlines these features with the edginess favoured by gamers. The Nyx controller blends traditional analogue controls with a large touchpad. Additionally, while using my Xbox One S controller, I constantly find the placement of the bumper and trigger buttons unergonomic. Therefore, I moved the triggers to the lower grips of the controller, leaving the rear entirely to bumpers. In the updated 2019 version of the controller, I will significantly improve the appearance of the front panel, which is currently too bulbous.
MID 2019 | NIGHTHAWK
Renders of this new design coming soon...
Band
EARLY 2017 | FULVETTA
While they have gained immense popularity for fitness, smartwatches still struggle to compete with traditional watches in the luxury space. Unlike competitor devices from traditional watchmakers, Band (early 2017) would be powered by a dedicated OS and not compromise with mechanical components for image's sake. Here, a round OLED panel wraps seamlessly around the edges of the watch face, without any cutouts or borders (housed underneath the aluminium). A crown on the side is used only for pressing, as certain other smartwatch crowns are, in my experience, annoying. The band clips in simply but sturdily, with buttons for easy release. The renders below show rose gold, yellow gold, leather and aluminum bands, for which I carefully modelled every hinge and link. The display panel uses new solar technology I investigated to capture light between pixels. Nevertheless, in hindsight, Band (early 2017) is too thin to house an adequate battery, which is remedied in the early 2019 version. 
EARLY 2019 | PITTA
Renders of this new design coming soon...
Base
EARLY 2017 | HUMMINGBIRD
Housing a 1 terabyte hard drive, Base is a simple network attached storage device (with its ethernet port at the rear) intended to be more openly displayed in the home, with its wireless charging capability for up to four phones. The storage can be shared between all the user's devices to access a unified library of apps, games and media.
Hub
EARLY 2017 | CRANE
Hub (early 2017) converts any display to a smart Aether OS device, and serves as the home's hub for coordinating all the user's devices so open windows and files can be grabbed from one device and instantly resumed on another. Initially, Hub was going to be a dedicated smart speaker, but I elected to design it to connect to a television instead to liberate its AI from delivering vocal assistance alone. Connected to an always-on TV with extreme power saving, Hub can show results in more dynamic ways. Similar to Pane (early 2017), Hub needed to have an aesthetic inspired more by home decor than set-top boxes. Therefore, an elegant collapsible polished stand allows it to stand beside a TV or lay flat in a cabinet. 
LATE 2018 | JAY
Hub (late 2018) revolutionizes the home hub concept by combining Hub and Base into a single device. A single sculpted block smoothly integrates into any room, with my 2018/19 devices' characteristic engraved pattern artfully adorning its glass upper case as though underwater. With two coils underneath, this region supports wireless charging of two devices simultaneously. Three USB-C ports make Hub (late 2018) even more versatile, giving it ability to connect to ultra-high definition 8k displays and chain multiple devices. A silicone base ensures surfaces are not scratched by Hub (late 2018), which was a potential issue with Hub (early 2017). A 1 to 4 terabyte internal hard drive provides personal storage shared over the local network between the user's devices, and over the cloud.
Remote
EARLY 2017 | WOODPECKER
Remotes are often bundled with TVs as an afterthought, with the same utility they have had for decades. Even the fourth-generation Apple TV remote is problematic -- it feels cheap, the touch surface is troublesomely placed, and the buttons are not versatile enough. My remote design has been completely rethought to return to the magic remotes originally had. Imagine, a controller that could be pointed at any device to take control, automatically unlocked and personalized for the person using it. An embedded fingerprint sensor, six-axis gyroscope, Bluetooth, infrared and NFC unite in this remote to achieve that future. Pick up the remote with your finger on the sensor, point it at Hub (early 2017), for instance, then get the content you want. 
LATE 2018 | VANGA
The revolutionary concept of Remote (early 2017) required redesigning to meet my aesthetic, design and environmental standards in 2018. A glass top with touch sensitivity covers useful media controls and an embedded fingerprint sensor, using the same technology as Cell devices. Aluminium D-pad and ABXY controls have been added, which are required to make best use of Aether OS' specialized TV interface. The remote has been more attentively designed for ergonomic holding, and the buttons are now backlit to make this perfectly symmetrical design easier to orient in the dark. And because glowing is awesome.
Cell
EARLY 2016 | SWIFT
My first smartphone design to be 3D modelled was a steep learning experience which I approached with my regular creative zeal. Looking back, I can criticize many aspects of the design, chiefly the extremely fragile cover glass, which comes to a point at the edges of the device. But I remain proud of Cell (early 2016) for its fluid expression of a novel appearance. And soon, I will upload mechanical drawings of my unique thermo-kinetic autogenic energy system which would be contained inside this and subsequent Cell designs. 
EARLY 2017 | FALCON
My pursuit of knowledge generally leads to the discovery and implementation of technology in my designs before they can be mass produced by other manufacturers. As such, Cell (early 2017) includes a sonic fingerprint sensor below the display, dynamic point brightness control for its 5.7-inch OLED display, and an array of lasers for detecting gestures above the display and in front of the camera. For this design, I completely engineered the six-element lens camera module and flash. Cell (early 2017) also has four trigger buttons programmable for gaming, the camera shutter and more. Compared to Cell (early 2016), this design is more durable and serviceable, and seamlessly blends smooth faces with sharp accents to beautiful effect. 
EARLY 2018 | EAGLE
In 2018, I restructured my Cell designs to bring them into line with trends in the market, while remaining innovative and novel. I decided to abandon the budget-focussed Cell μ and replace its position with a simplified, more economical basic Cell design. Cell (early 2018) has a 4.7-inch display mirrored on starkly on the rear by glass that permits wireless charging. Metal logos are laid under the glass with cutouts in the laminate to produce a unique finish. Subtle antenna lines double as the plastic buffer for the glass against a softly curved ring of anodized aluminium colour. This curve has since been refined in my late 2018-2019 designs to be a signature element. A key development in Cell (early 2018) is the side switch, which has three positions locking the phone in customizable controls. For instance, it could mute notifications, behave as a camera shutter, change the function of the volume buttons and more. 
Cell μ
EARLY 2016 | TOUCAN
EARLY 2017 | GREBE
Cell Σ
MID 2017 | PHOENIX
Through continuous refinement of the core components of a smartphone, I reached a vision of their most powerful expression in Cell Σ. The entire front of the device is occupied by an OLED panel, wrapping delicately over the edges of a seamlessly curved body. When I designed the original prototype for Cell Σ in early 2016, its triple camera setup was unprecedented. The main wide angle camera couples with a telephoto camera for high levels of AI-driven optical zoom. A third monochrome camera augments laser and infrared sensors for enhanced object and motion detection, contrast and depth perception particularly for AR applications. The main camera's lens is interchangeable with an intricate but sturdy mechanism, powered by an eject button on the lens package itself. The sensor is housed under a protective cover in the device. 
EARLY 2019 | OSPREY
Renders of this new design coming soon...
Slate
LATE 2016 | HERON
Using a wrapped design with an indented core was intended to inspire the feeling of a book in Slate (early 2016), where the display was a constant cover wrapping around the spine of the device. The spend displays different controls depending on the orientation the device is held in, so unnecessary input is not received. 
EARLY 2017 | STARLING
A simple, basic tablet, essentially an equivalent of Quarto (mid 2017), reflecting some of the design elements of Cell (early 2017). While it has no interesting features, I believe that continuity is important, so I have included this as an earlier example of transferring design cues.

More flattering renders with my new HDR environment coming soon...
LATE 2018 | IORA
As smart devices converge on a design where the display occupies the entire front of the device, distinctive design characteristics must move to the sides and rear of the device. A premium device should look and feel as powerful and distinguished as it is. Slate (late 2018) exudes class and poise, with its gold accents, elegantly curved edges that transition into symmetrical glass panels, and Art Deco-style pattern etched laminate. The display reaches 8mm from the edges of the device, to allow gripping area without sacrificing immersion. My new suite of colours (which will be posted soon) are more prestigious, and dramatically contrast in their matte and polished finishes across the device. 
Wave
LATE 2016 | BAR
LATE 2016 | HYBRID EARPHONES
With a hybrid combination of a dynamic driver and balanced armature driver, Wave Hybrid Earphones (late 2016) would produce powerful, beautiful sound from a package that fits comfortably in the ear, with a silicone support that also contains antennas and electronics, leaving more room for the battery in the main shell. Suiting the angular trend in my mid-late 2016 designs, an LED indicator light jauntily adorns the side, pointing futuristically down the wearer's face. It shows when a song is playing or being skipped, the unit's battery status, bluetooth status and call status. 

More flattering renders with my new HDR environment coming soon...
MID 2018 | WIRELESS EARPHONES
The most powerful earphones I have designed, Wave Wireless Earphones (mid 2018) contain three balanced armature drivers, a large woofer and two tweeters, covering more dynamic range than any other configuration. Instead of relying on a support up in the outer ear, this design is moulded around the deeper lower part of the ear, which anchors its greater bulk more effectively. Unlike Wave Hybrid Earphones (late 2016), these charge with two magnetic pins instead of a plug, in their own case. Using a push button click mechanism, the case locks with the earphones snugly inside a precision moulded capsule.
Industrial Design
Published:

Industrial Design

My entire library of industrial designs focussed on consumer electronics, but expanding into homewares and other categories as time goes on.

Published: