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Aaron Schwartz
User Experience Research and Design




          ajacobschwartz@gmail.com
                        718.974.7709
Work Samples

            Course projects
            From ideation to physical prototyping
   page 3   Daisy Cam
            Course: Activating Environments

        4 Random Cam
            Course: Gadgets, Sensors and Activity Recognition in HCI



            User Research and Design
      5-9 Cheeosk - the cheese kiosk
            Course: Basic Interaction Design




            Personal projects
       10   Experience Design: wedding edition

       11   Found-object art




Aaron Schwartz                                             Master’s, Human-Computer Interaction   Carnegie Mellon University 2
Daisy Cam                                      Activating Environments, Fall 2009
Summary
Designed an ambient-energy powered
memory sharing device, culminating with
concepts for a wearable / mountable
camera powered by wind and solar energy.

The Problem
People do not remember days, they
remember moments. We endeavored to
create a digital capture device with a touch
of whimsy and unpredictability to capture
otherwise lost everyday moments.

Goals
Conjure the nostalgia of taking pictures
with a film camera, with no “Let me see
how it came out!” Capture lost moments of      Mounted to a bike, the camera can chronicle       Front view of camera lens, solar and wind panels
everyday life that at the time would not be    your journeys without slowing you down
deemed photo-worthy, but that in later years
become invaluable.

The Design
This wearable device has three layers.
The front panel contains a solar panel
and the camera lens. The middle panel
folds out to reveal a pinwheel. The rear
panel contains the chargeable power
source and the circuitry.

The shutter fires automatically when
enough energy has been harvested. The          Bodystorming an armband pinwheel for wind-power   Testing an early version as a wearable device
only control is an on/off switch. Pictures
can be uploaded via USB or SD card.                                                              Concept: Aaron Schwartz
                                                                                                 Process, Ideation: Aaron Schwartz and team
                                                                                                 Fabrication: Aaron Schwartz and Cheng Xu

Aaron Schwartz                                 Master’s, Human-Computer Interaction                            Carnegie Mellon University 3
Random Cam                                       Gadgets, Sensors and Activity, Spring 2010
Summary
Inspired by the Daisy Cam project,
I created a working prototype of an
intermittent wearable camera.




Goal
Create a working prototype of an
intermittent camera designed to capture
moments.



The Design
As a first working iteration of a wearable,
intermittent camera, functionality was
                                                 Prototype front view, showing lens and light-meter   What’s inside: hacked keychain-camera,
prioritized over design aesthetics.
                                                                                                      Arduino microprocessor, LED, light-meter

The project centers around an inexpensive
digital keychain camera. A breadboard
connects the camera, LED, light-meter and
power leads to an Arduino microcontroller.
Code written in Processing allows the
Arduino to communicate with the camera.
A Radioshack project enclosure houses all
the components and necessary batteries.

When the device is powered on, the
Arduino takes light readings at set intervals,
triggering the shutter to take a photograph
if there is sufficient lighting.                 Circuit schematic diagram of the prototype           Wires soldered to power and shutter buttons




Aaron Schwartz                                   Master’s, Human-Computer Interaction                             Carnegie Mellon University 4
Cheeosk          page 1/5    Basic Interaction Design, Spring 2010



                                                                   Goals
                                                                   Create a cheese-recommendation system to
                                                                   address the needs of inexperienced cheese
                                                                   buyers, while enhancing cheesemongers’
                                                                   relationships with their customers



                                                                   Problems
                                                                   Novice cheese buyers face a barrier to entry
                                                                   Approaching a cheese counter is intimidating
                                                                   Consumers do not wish to appear ignorant



                                                                   Process and Methods
                                                                   Online competitive analyses
                                                                   Brick and mortar field observations
                                                                   Modeling
                                                                   Personas
                                                                   Wireframing/Prototyping
                                                                   Navigational flows



                                                                   Solution
                                                                   A dual system with in-store and at
                                                                   home components to:
                                                                   Facilitate customer / cheesemonger relationships
                                                                   Increase customer knowledge

Aaron Schwartz              Master’s, Human-Computer Interaction                    Carnegie Mellon University 5
Cheeosk                        page 2/5                 In Store and Online Competitive Analysis

Process
Investigate existing online resources for
cheese purchasing, recommendations
- 7 Cheese websites and blogs
- 3 Wine websites
- 2 Supermarkets
- 2 Speciality Shops




Online findings
- Strong visual presentation
- Categories for browsing
- Ability to filter
                                                The team takes a trip to a specialty cheese shop          Leading a retrospective interview with an
- Recommendations and pairings                  in Pittsburgh’s Strip District shopping area              expert cheesemonger provides insights into
                                                                                                          the customer experience




In store findings
- Shoppers know what they like, but can’t
  always express it
- Tasting cheese is crucial to the experience
- Cheesemongers help customers explore
   outside their comfort zone
- Cheeses have stories, and even a sense of
  romance for many people


                                                Several prominent cheese shops present similar layouts and navigation options on their homepages.
                                                Imagery plays a central role, as do options for searching.



Aaron Schwartz                                  Master’s, Human-Computer Interaction                                  Carnegie Mellon University 6
Cheeosk                page 3/5         Customer/Cheesemonger Information Flow

The Model
Visual representation of research
findings from conversations with:
5 Cheesemongers
3 Expert Purchasers
3 Novice Purchasers



Experiences differ
Green arrows represent novice
customers’ interactions.

Blue arrows represent experienced
customers’ interactions.

Breakdowns, shown in red,
highlight existing issues our team
can avoid when creating a system.




Aaron Schwartz                       Master’s, Human-Computer Interaction   Carnegie Mellon University 7
Cheeosk                       page 4/5                Persona: Frank Punnci, Cheesemonger
Background
- Grew up in Italy on a dairy farm
- Moved to New York at age 15
- Started cheesemongering at 23
- Friendly, enthusiastic
- Has regular customers
- Not computer savvy


Life goals
- Support himself in New York City
- Open his own cheese shop
- Promote his parents’ cheeses



Experience goals                                       Creating a persona helped the team set a focus and
                                                       provided a vehicle for our scenario-driven presentation
- Navigate the system easily
- Share information with customers



End goals
- Create a sense of romance about cheese
- Introduce customers to cheeses outside
  their comfort zone
- Enhance relationships and build up a
  customer base to open his own store




Aaron Schwartz                             Master’s, Human-Computer Interaction                         Carnegie Mellon University 8
Cheeosk                   page 5/5                                            Wireframing and Prototyping
Customer website
Features include:
- Browse by style
- Browse by region
- View maps to provide context
- Offer comparisons to encourage exploration
- Save cheeses to a wish list

                                               The website allows customers to explore and learn at their leisure, as well as create
                                               an easily retrieved wish list to aid the cheesemonger during their next visit to the store.




In-store vendor kiosk
Features include:
- Display customer purchase history
- See customer’s cheese lists
- Build and save cheese plates
- Show regional maps to provide context




                                               The kiosk features large buttons and an intuitive interface. Information from the
                                               customer website helps the cheesemonger tailor their advice and build their relationship.


Aaron Schwartz                                 Master’s, Human-Computer Interaction                         Carnegie Mellon University 9
Repurposing the Lost                                                                   Found object art: metalsmithing with discarded memorabilia and
                                                                                       hardware to create decorative and sometimes functional pieces




The Problem
Antique shops, yardsales and flea markets become
repositories for boxfulls of discarded photographs.
The images which were once cherished and held
dear now languish, and are practically worthless. The
same applies to mechanical objects, though with less
poignancy. They have no purpose and no value.




Goals
As an artist, attempt to evoke some sense of wonder.
Help people imagine a story behind the images that
have been brought back to life. Evoke a narrative or
create context for the images in their new incarnations.   nobody asked - front and rear                         you will see




Design
Combining disparate and discarded objects gave
them new life. Small pieces of new material were
sometimes added, but the focus remained on what
was salvaged.

The use of text creates a loose narrative, suggesting
a story to the viewer. By joining the pieces in this
manner and creating that story, each part is given a
new life as part of the whole.

                                                           the utensil formerly known as fork                    How Dancing Came to Be - front and rear




Aaron Schwartz                                             Master’s, Human-Computer Interaction                                 Carnegie Mellon University 10
Our Wedding                                              “The best wedding ever.” (their words, not mine)
Summary
- 200 Playbill-style wedding programs
- 84 foam dart guns
- 500+ darts
- 1 James Bond-themed entry to the reception
- 6 lanes at the bowling after-party

Goals
Create an event that really stands out in our
guests’ memories, expressing my and my wife’s
quirkiness and individuality. Bring my sense of
playfulness and the absurd to put a personal
stamp on this most important day.


The Design
My wife Alana works as a Press Agent on
                                                         A Playbill-styled wedding program created in    A James Bond theme sets the stage for a game
Broadway, so I styled the wedding programs               InDesign explains the wedding ceremony          of assassins during the reception
after theatrical Playbills.

Eighty four foam dart guns and over five hundred
darts were procured and distributed to wedding
guests. Cards were given out along with the seat
assignments, naming each guest’s target and
explaining the rules of the game. The reception
ostensibly became a 4 hour long game of
assassins, but as desired quickly devolved into a
chaotic storm of darts.

Both Alana and I are bowlers, and fans of the
Dude. Fliers placed on the tables invite guests to
roll at an after-party at the lanes across the street.   Seating cards contain instructions and target   After-party invitation   The aftermath: a vase
                                                         assignment for “assassins” dart-tag game        to the bowling lanes     used for target practice
                                                                                                         across the street


Aaron Schwartz                                           Master’s, Human-Computer Interaction                         Carnegie Mellon University 11
Aaron Schwartz
                                                                                            User Experience Research and Design

Objective:
Application of Human-Computer Interaction methods to discover and advocate for
users’ needs, directing the design process. Work on interdisciplinary teams to coordinate
development from research to implementation.




Education:
Carnegie Mellon            MS Human-Computer Interaction                08/10
Binghamton University      BA English, Magna Cum Laude                  05/00


Experience:
01/10 – 08/10       Project Coordinator, Masters in HCI Capstone Project
                    Human-Computer Interaction Institute at CMU, Pittsburgh, PA

01/09 -- 07/09      Training Consultant, Cisco VOIP System Implementations (NY, NJ, PA)
                    Maestri Consultants, Atkinson, NH

08/06 – 08/08       Senior Client Trainer and Technical Writer,
                    M5 Networks VOIP Phone Service Provider, New York, NY

09/03 – 06/06       High School English Teacher, Special Education
                    Parents for Torah for All Children (P’TACH), New York, NY

09/01 -- 06/03      Assistant Teacher, Applied Behavioral Analysis
                    Shema Kolainu School for Autistic Children, Brooklyn, NY




                                                                                                   ajacobschwartz@gmail.com
                                                                                                                 718.974.7709

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Portfolio: Aaron Schwartz

  • 1. Aaron Schwartz User Experience Research and Design ajacobschwartz@gmail.com 718.974.7709
  • 2. Work Samples Course projects From ideation to physical prototyping page 3 Daisy Cam Course: Activating Environments 4 Random Cam Course: Gadgets, Sensors and Activity Recognition in HCI User Research and Design 5-9 Cheeosk - the cheese kiosk Course: Basic Interaction Design Personal projects 10 Experience Design: wedding edition 11 Found-object art Aaron Schwartz Master’s, Human-Computer Interaction Carnegie Mellon University 2
  • 3. Daisy Cam Activating Environments, Fall 2009 Summary Designed an ambient-energy powered memory sharing device, culminating with concepts for a wearable / mountable camera powered by wind and solar energy. The Problem People do not remember days, they remember moments. We endeavored to create a digital capture device with a touch of whimsy and unpredictability to capture otherwise lost everyday moments. Goals Conjure the nostalgia of taking pictures with a film camera, with no “Let me see how it came out!” Capture lost moments of Mounted to a bike, the camera can chronicle Front view of camera lens, solar and wind panels everyday life that at the time would not be your journeys without slowing you down deemed photo-worthy, but that in later years become invaluable. The Design This wearable device has three layers. The front panel contains a solar panel and the camera lens. The middle panel folds out to reveal a pinwheel. The rear panel contains the chargeable power source and the circuitry. The shutter fires automatically when enough energy has been harvested. The Bodystorming an armband pinwheel for wind-power Testing an early version as a wearable device only control is an on/off switch. Pictures can be uploaded via USB or SD card. Concept: Aaron Schwartz Process, Ideation: Aaron Schwartz and team Fabrication: Aaron Schwartz and Cheng Xu Aaron Schwartz Master’s, Human-Computer Interaction Carnegie Mellon University 3
  • 4. Random Cam Gadgets, Sensors and Activity, Spring 2010 Summary Inspired by the Daisy Cam project, I created a working prototype of an intermittent wearable camera. Goal Create a working prototype of an intermittent camera designed to capture moments. The Design As a first working iteration of a wearable, intermittent camera, functionality was Prototype front view, showing lens and light-meter What’s inside: hacked keychain-camera, prioritized over design aesthetics. Arduino microprocessor, LED, light-meter The project centers around an inexpensive digital keychain camera. A breadboard connects the camera, LED, light-meter and power leads to an Arduino microcontroller. Code written in Processing allows the Arduino to communicate with the camera. A Radioshack project enclosure houses all the components and necessary batteries. When the device is powered on, the Arduino takes light readings at set intervals, triggering the shutter to take a photograph if there is sufficient lighting. Circuit schematic diagram of the prototype Wires soldered to power and shutter buttons Aaron Schwartz Master’s, Human-Computer Interaction Carnegie Mellon University 4
  • 5. Cheeosk page 1/5 Basic Interaction Design, Spring 2010 Goals Create a cheese-recommendation system to address the needs of inexperienced cheese buyers, while enhancing cheesemongers’ relationships with their customers Problems Novice cheese buyers face a barrier to entry Approaching a cheese counter is intimidating Consumers do not wish to appear ignorant Process and Methods Online competitive analyses Brick and mortar field observations Modeling Personas Wireframing/Prototyping Navigational flows Solution A dual system with in-store and at home components to: Facilitate customer / cheesemonger relationships Increase customer knowledge Aaron Schwartz Master’s, Human-Computer Interaction Carnegie Mellon University 5
  • 6. Cheeosk page 2/5 In Store and Online Competitive Analysis Process Investigate existing online resources for cheese purchasing, recommendations - 7 Cheese websites and blogs - 3 Wine websites - 2 Supermarkets - 2 Speciality Shops Online findings - Strong visual presentation - Categories for browsing - Ability to filter The team takes a trip to a specialty cheese shop Leading a retrospective interview with an - Recommendations and pairings in Pittsburgh’s Strip District shopping area expert cheesemonger provides insights into the customer experience In store findings - Shoppers know what they like, but can’t always express it - Tasting cheese is crucial to the experience - Cheesemongers help customers explore outside their comfort zone - Cheeses have stories, and even a sense of romance for many people Several prominent cheese shops present similar layouts and navigation options on their homepages. Imagery plays a central role, as do options for searching. Aaron Schwartz Master’s, Human-Computer Interaction Carnegie Mellon University 6
  • 7. Cheeosk page 3/5 Customer/Cheesemonger Information Flow The Model Visual representation of research findings from conversations with: 5 Cheesemongers 3 Expert Purchasers 3 Novice Purchasers Experiences differ Green arrows represent novice customers’ interactions. Blue arrows represent experienced customers’ interactions. Breakdowns, shown in red, highlight existing issues our team can avoid when creating a system. Aaron Schwartz Master’s, Human-Computer Interaction Carnegie Mellon University 7
  • 8. Cheeosk page 4/5 Persona: Frank Punnci, Cheesemonger Background - Grew up in Italy on a dairy farm - Moved to New York at age 15 - Started cheesemongering at 23 - Friendly, enthusiastic - Has regular customers - Not computer savvy Life goals - Support himself in New York City - Open his own cheese shop - Promote his parents’ cheeses Experience goals Creating a persona helped the team set a focus and provided a vehicle for our scenario-driven presentation - Navigate the system easily - Share information with customers End goals - Create a sense of romance about cheese - Introduce customers to cheeses outside their comfort zone - Enhance relationships and build up a customer base to open his own store Aaron Schwartz Master’s, Human-Computer Interaction Carnegie Mellon University 8
  • 9. Cheeosk page 5/5 Wireframing and Prototyping Customer website Features include: - Browse by style - Browse by region - View maps to provide context - Offer comparisons to encourage exploration - Save cheeses to a wish list The website allows customers to explore and learn at their leisure, as well as create an easily retrieved wish list to aid the cheesemonger during their next visit to the store. In-store vendor kiosk Features include: - Display customer purchase history - See customer’s cheese lists - Build and save cheese plates - Show regional maps to provide context The kiosk features large buttons and an intuitive interface. Information from the customer website helps the cheesemonger tailor their advice and build their relationship. Aaron Schwartz Master’s, Human-Computer Interaction Carnegie Mellon University 9
  • 10. Repurposing the Lost Found object art: metalsmithing with discarded memorabilia and hardware to create decorative and sometimes functional pieces The Problem Antique shops, yardsales and flea markets become repositories for boxfulls of discarded photographs. The images which were once cherished and held dear now languish, and are practically worthless. The same applies to mechanical objects, though with less poignancy. They have no purpose and no value. Goals As an artist, attempt to evoke some sense of wonder. Help people imagine a story behind the images that have been brought back to life. Evoke a narrative or create context for the images in their new incarnations. nobody asked - front and rear you will see Design Combining disparate and discarded objects gave them new life. Small pieces of new material were sometimes added, but the focus remained on what was salvaged. The use of text creates a loose narrative, suggesting a story to the viewer. By joining the pieces in this manner and creating that story, each part is given a new life as part of the whole. the utensil formerly known as fork How Dancing Came to Be - front and rear Aaron Schwartz Master’s, Human-Computer Interaction Carnegie Mellon University 10
  • 11. Our Wedding “The best wedding ever.” (their words, not mine) Summary - 200 Playbill-style wedding programs - 84 foam dart guns - 500+ darts - 1 James Bond-themed entry to the reception - 6 lanes at the bowling after-party Goals Create an event that really stands out in our guests’ memories, expressing my and my wife’s quirkiness and individuality. Bring my sense of playfulness and the absurd to put a personal stamp on this most important day. The Design My wife Alana works as a Press Agent on A Playbill-styled wedding program created in A James Bond theme sets the stage for a game Broadway, so I styled the wedding programs InDesign explains the wedding ceremony of assassins during the reception after theatrical Playbills. Eighty four foam dart guns and over five hundred darts were procured and distributed to wedding guests. Cards were given out along with the seat assignments, naming each guest’s target and explaining the rules of the game. The reception ostensibly became a 4 hour long game of assassins, but as desired quickly devolved into a chaotic storm of darts. Both Alana and I are bowlers, and fans of the Dude. Fliers placed on the tables invite guests to roll at an after-party at the lanes across the street. Seating cards contain instructions and target After-party invitation The aftermath: a vase assignment for “assassins” dart-tag game to the bowling lanes used for target practice across the street Aaron Schwartz Master’s, Human-Computer Interaction Carnegie Mellon University 11
  • 12. Aaron Schwartz User Experience Research and Design Objective: Application of Human-Computer Interaction methods to discover and advocate for users’ needs, directing the design process. Work on interdisciplinary teams to coordinate development from research to implementation. Education: Carnegie Mellon MS Human-Computer Interaction 08/10 Binghamton University BA English, Magna Cum Laude 05/00 Experience: 01/10 – 08/10 Project Coordinator, Masters in HCI Capstone Project Human-Computer Interaction Institute at CMU, Pittsburgh, PA 01/09 -- 07/09 Training Consultant, Cisco VOIP System Implementations (NY, NJ, PA) Maestri Consultants, Atkinson, NH 08/06 – 08/08 Senior Client Trainer and Technical Writer, M5 Networks VOIP Phone Service Provider, New York, NY 09/03 – 06/06 High School English Teacher, Special Education Parents for Torah for All Children (P’TACH), New York, NY 09/01 -- 06/03 Assistant Teacher, Applied Behavioral Analysis Shema Kolainu School for Autistic Children, Brooklyn, NY ajacobschwartz@gmail.com 718.974.7709