Year: 2013
Role: Design Lead
Methods: Product Planning, User Flows, Low Fidelity Wireframes, Interface Designs, Design QA
Year: 2016
Role: Design Lead
Methods: Product Planning, User Flows, Low Fidelity Wireframes, Interface Designs, Design QA
Year: 2013
Role: Design Lead
Methods: Product Planning, User Flows, Low Fidelity Wireframes, Interface Designs, Design QA
The United Food and Commercial Workers International Union (UFCW) is a labor union representing over a million workers in the United States and Canada. Most of the members are in industries including retail; meatpacking , food processing and manufacturing; hospitality; agriculture
; cannabis; chemical trades; security; textile, and health care.
The initial stage of the campaign would be a Facebook contest that let workers show their UFCW Pride, members would take a photo of themselves at work and then vote on which pictures they thought showed the most union pride. The winner would be announced at the convention. The wall itself was massive and allowed users to watch videos, browse photos, check the days' schedule, get info on speakers, and explore places in Chicago. The entire interface was controlled by a Kinect and through a series of simple, intuitive gestures.
The United Food and Commercial Workers International Union (UFCW) is a labor union representing over a million workers in the United States and Canada. Most of the members are in industries including retail; meatpacking , food processing and manufacturing; hospitality; agriculture
; cannabis; chemical trades; security; textile, and health care.
The initial stage of the campaign would be a Facebook contest that let workers show their UFCW Pride, members would take a photo of themselves at work and then vote on which pictures they thought showed the most union pride. The winner would be announced at the convention. The wall itself was massive and allowed users to watch videos, browse photos, check the days' schedule, get info on speakers, and explore places in Chicago. The entire interface was controlled by a Kinect and through a series of simple, intuitive gestures.
Back in the interactive dark ages, motion was hard. It wasn't just hard for us designers but for engineers. There just wasn't enough support resource-wise and the exploration of motion through CSS or JS was kinda in its nascent stages. For this project though we did step out of our comfort zone a bit to add some rudimentary motion for the interactive wall. At the time however, we just didn't have the great bounce, spring and smooth effects that every designer has access to now.
Back in the interactive dark ages, motion was hard. It wasn't just hard for us designers but for engineers. There just wasn't enough support resource-wise and the exploration of motion through CSS or JS was kinda in its nascent stages. For this project though we did step out of our comfort zone a bit to add some rudimentary motion for the interactive wall. At the time however, we just didn't have the great bounce, spring and smooth effects that every designer has access to now.
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© 2022 Jonathan Brazeau
© 2022 Jonathan Brazeau
© 2022 Jonathan Brazeau
© 2022 Jonathan Brazeau