Samsung - CX Lab
2014 - 2017
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Designer II > Senior Designer
The Customer Experience Lab at Samsung Research America was where future-facing product concepts were born. It spanned displays, hardware, and interactive experiences across Samsung's visual displays product ecosystem. I contributed to both exploratory concepts and shipped consumer products, working across motion design, UI, illustration, hardware concepting, and character design. If it was visual and it needed to come to life, it landed on my desk.
2017
MOTION DESIGN - FRAME TV
The Frame TV needed a motion design language that could communicate UI behavior precisely enough for engineers in South Korea to implement it faithfully. I developed and delivered the motion redlines that defined how UI elements moved and interacted across the experience. The work required building a motion framework from scratch. It explored depth-based UI navigation systems and ambient motion art that informed without breaking the minimal aesthetic the product demanded.
Frame TV shipped to market later that year.
Motion redlines for the Frame's UI
(Left) a depth-based UI navigation system, and (right) was experimenting with ambient motion art that gave traffic information while maintaining a minimal aesthetic.
ENGAGED DISPLAYS - EVERYWHERE DISPLAYS
The Everywhere Display project explored how displays of varying sizes could surface helpful, relevant information and functions in context. I was the visual voice of the project, producing illustration boards that brought scenarios to life for executive presentations. Each board translated a script into a clear, compelling visual narrative that communicated the concept's value without requiring the audience to fill in the gaps themselves.
2016
LIVING CANVAS - FRAME TV
In the early development of the Frame TV, our team explored how artwork and photography could feel alive on screen in subtle, non-distracting ways. I produced a series of layer animation studies investigating depth and motion as a way to give static images dimensionality. This exploratory work informed the product's art display direction.
USER AVATARS - FAMILY HUB 2.0
The Family Hub team needed user avatars for testing that was something beyond stock photos or placeholder images. My initial sketch concepts were selected, leading to a full set of family-oriented monster avatars that I designed and delivered.
They shipped as part of the Family Hub 2.0 rollout in early 2017.

2015
SAMMIE - TOY PROTOTYPE
Sammie was a children's companion toy prototype, and my role was to define its personality and bring it to life visually. I built a facial rig in After Effects that allowed me to animate mouth movements to sync with a teammate's voice-over, giving the team a tangible, expressive prototype to present and test. It was equal parts character design, motion craft, and rapid prototyping under a tight project cycle.
2014
NODE - HARDWARE CONCEPT DESIGN
My first project at the CX Lab put me in the deep end with a hardware concept design for the lab's audio team. I took early-stage ideas from rough sketches into refined, presentation-ready concepts. It set the tone for the kind of range the lab would ask of me over the next three years.

