//:ImmersiveVieW & Immersive AR
Principal UI Design & Implementation
Product roadmapping & planning
Bridging design & development engineering
Figma, Adobe CC, Unity, C#
From vr to or
I started off at ImmersiveTouch® as a Unity UI designer working as a part of the development/engineering team to build ImmersiveView™, the company’s ground-breaking virtual surgical planning software that converts real patient data, such as DICOMs and MRIs into tangible 3D volumes that can be interacted with, explored, and even edited in a virtual reality space. After 9 months, I took over as UI Designer II, and after another year, became the principal designer for all visual design across the company. Around this time, I worked in tandem with our principal software engineer to create ImmersiveAR™, the augmented reality companion to ImmersiveView™, which allows users to take files saved in the VR platform into a Hololens to be viewed and manipulated in AR.
I also used my background in visual design to partner with the sales & marketing team to revamp the company’s branding, including a total website overhaul and marketing collateral initiatives such as brochure series and email marketing campaigns. In this effort I consistently delegated tasks to and reviewed work from a small team of designers of other disciplines, such as traditional art and 3D modeling/rendering in order to fill needs from the sales team.
ImmersiveView
I started my work on ImmersiveView just before we released version 4.0. Below is an early version of ImmersiveView:
I quickly found many areas of improvement in the overall user experience and visual design and worked with the senior designer to realize a new vision for the product. Below, you can see the product post-4.0 release, after a few months of my work:
When I took over as principal visual designer, we spent over a year developing ImmersiveView 5.0, a complete, ground-up rework of all aspects of the application. This included a total UI design overhaul and included a login screen + generative visual effect animation, case preparation module, and and all new look & feel for the VR UI. I also wrote some of my own UI utility scripts to improve the behaviour of the interface, including writing a more reliable version of the Content Size Fitter base Unity component. You may see ImmersiveView 5.0 below:
Since then, we have released version 5.1, which includes the foundation for cephalometric analysis used in orthopedics and other specialties. As of my writing this, I have been part of versions 4.0, 4.1, 4.2, 4.3, 4.4, 4.5, 5.0, and 5.1. The team is hard at work to release version 5.2 which adds features for use in trauma cases as well as grouping functions, & is expected to release in late Q3 2024 or early Q4.
You can find out more about the latest news regarding ImmersiveView here.
Immersive AR
Along side ImmersiveView, I also worked with the principal software engineer to develop the pilot version of our augmented reality platform, which served to bridge the gap between the planning stage and the OR of a surgical procedure. I not only architected the entire UI and user flow of the application, but also wrote front-end code in C# to get it working, integrating with the backend framework of our proprietary codebase. As of this writing, ImmersiveAR is in its 1.0 phase with a 1.1 set to be released soon, along with a tracked version sometime in 2025.
You can find out more about ImmersiveAR here.