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GETTY IMAGES

Innovations

 

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Innovation development group focusing on the exploration of emerging technology, exposing new media trends, and applications for the world's leader in visual content.

the future is unwritten

— Joe Strummer

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AI, virtual reality, augmented reality, machine learning, block-chain, and cat memes have almost taken over almost every technology avenue and conversation. Well, maybe not the cat-memes. The future is here my friends and definitely exciting times for sure, but how do you bridge a company's rich creative past, with it's enormous presence in the here and now, and have it consider the possibilities of it's own future? I don't know for sure, but that's why you explore, learn, try, fail, try again, and keep pushing forward…

From direct research to defining the key design processes to driving the actionable functionalities, I partnered with senior counterparts leading development and product management to successfully launch multiple experimental prototypes and exploratory projects, developing them into fully viable platforms and exposing new avenues to further activate Getty's extensive libraries of rich media content in untapped spaces, drawing newfound consumer traffic, and generating direct revenue.

 
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WEBVR

360 PLAYGROUND & WEB EDITOR

 

HELLO Proto!

A completely web-based VR platform allowing any user to customize and publish their own immersive stories and virtual experiences utilizing the world-leading wealth of Getty's 360 media & digital content or your own personal captures and creations. 

 

Even many of the World's leaders and visionary pioneers within virtual and mixed reality have acknowledged that the bridge to getting the masses into those spaces is through the phones (and fingers) of the global mobile audience.

With that in mind and with all the major VR/MR players dedicated to establishing their hardware user base for the future, it was our focus to offer a simpler (and far more cost effective) means for new audiences curious about VR to quickly jump into the space and just create, play, and share their own stories and experiences. With access to Getty's vast collections of 360 stills/video, 2D creative assets, as well as their own downloaded or captured content, immersive VR publishing immediately accessible to anyone with a modern laptop and/or desktop.

To minimize the friction and eliminate the intimidation of learning new software or any coding at all to compose or customize user content, an intuitive native online editor allows users to leverage their own familiarity in simply uploading digital content as they normally would on other digital or social platforms. 

Maximizing usability to go beyond pioneering developers or savvy designers was focal and the ability to create and publish stories quickly for even quicker sharing was ideal to attract and appeal to the shortening attention spans across digital space. 


From an early prototype with potential to a practical platform
for any & all. No code fumbling or creative cloud subscription necessary.

 
 

Initial experiences offered a range of virtual tours, technology education, breaking news/information updates, fashion & awards show coverage, environment/wildlife, architectural & travel editorials, fantasy & pop-culture. These first exploratory test cases allow users in getting up close and personal with the Mars Rover, touring the breathtaking St.Peter's Basilica or incredible Palau De Musica, marveling at the heights of global architectural wonders of the Azady Tower in Iran or Dongdaemun Stadium in Korea, observing the heavens and constellations in rare clarity, visiting the world's most secluded coral reefs, getting absorbed into the infinity inspired works of Yayoi Kusama, and of course joining Katy Perry & One Direction on the red carpet, along with many more interactive stories.

 
 

Demo Videos

 

Exploration, Process, & Development

Initial Demo - "Celebritorial" Live Event Editorial

UX / UI / VISUAL & INTERACTION

PRESENTATION & DEMONSTRATION


CREDITS

Team

CINO/Executive Lead: Steve Heck
Engineering & Development Leads: Andy Laird, Rafael Miller
Engineering: Ernesto Hernandez, Jeff Gayle, Sarah Trowbridge
Design and Experience Lead: Dan Dejos
UX & UI Design: Lauren Wheelright, Richard Saguin
Product Manager: Laine Kokas
Web Development: Thomas Vaeth

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GIMME

Getty Images Messaging Meme Extension
& Stickers

 

Saying it Visually

What initially started as a couple express test launches of an iMessage extension and a few packs on the Apple's newly opened sticker market, quickly burst a floodgate giving way to a vibrant (and awkward) stream of iconographics for GI to directly serve and engage the youth-driven socialverse across multiple mobile platforms and vast digital communities beyond the typical stock content of celeb captures and video panoramas making up


 

Quickly making Getty's social content weirder & stickier then ever.

Working swiftly in activating existing assets collecting digital dust in our archives and we releasing them specially for the iconographically inclined and visually viral nature of mobile communication directly to iOS' iMessage , Viber, and Line marketplaces.

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Within 8 hours from publishing, we recieved our first iOS app store feature, with multiple packs of expressive minions and cuties quickly received additional features on the App Store's charts and making a nice chunk of change in the process, then something happened…

 

 

Boom Goes the Boombox

 

Upon multiple sticker collections being amongst iOS' Top Selling and Popularity charts, Apple reached out to include our pack awkward music inspired iconographics Musicomics as part of their new iOS10 iMessage campaign ushered in by the Iphone 7 "Sticker Fight" spot which officially shouted out Apple's big push in showing off the shiny new visual chat features in the revamped OS and content marketplace. The pack is still ranked well in the music category charts and check out the toony boombox in the spot below:

 

Apple iPhone7 “Sticker Fight” Spot

 

PROCESS

Method Behind the Madness

Believe it or not, this project initially started as a more far out exploration in mixed reality messaging and augmenting integrated creative communication content like gifs, memes, and more in experiential fashion. We ended up doing a JCVD-esque pivot and distilling things down to just get a few tests out there now in the more grounded, terrestrial social media spaces and the various digital creative content markets, and what do you know, our quirky collections of cutesy heroes, awkward monsters, and funky comic characters quickly captured the twisted hearts and snarky trigger fingers of the mobile masses, generating thousands upon thousands of downloads and racking up millions upon millions of impressions in a number of weeks you can count on two hands.

 

DOWNLOAD THE STICKERS

UX, UI, & Visual Processing


CREDITS

Team

CINO / Executive Lead: Steve Heck
Interactive Direction & Design: Dan Dejos
Production Design: Richard Saguin
Motion Design: Mohammed Elberkawi
Engineering Manager: Rafael Miller
Engineering & Development: Ernesto Hernandez,Jeff Gayle, Sarah Trowbridge
Product Manager: Lanie Kokas

Social Media: Bridget Bogee, Schuyler Pham

Apple "Sticker Fight" Spot

Wieden & Kennedy (PDX)

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