Hi, I am Haruka

I am a Product Designer with 4-years experience working closely with Sony HQ R&D projects and their consumer products in Tokyo, Japan.
Currently I am studying UX design at Hyper Island in Stockholm, Sweden.

Specialities

● Interaction design
● User experience design
● Design systems for digital products
● Branding for digital products
● Prototyping

CV  |  Contact me  |  Linkedin




My beliefs

Be close to a product

A product is having several elements behind of it, and I believe that design should be portrayed by products themselves. When I design something, I need to understand and also identify the product clearly first, the idea behind the product, target users, strategy, business model, and so on. Then translate them to design language for representing themselves in beautiful way.





Do prototyping, testing first

My approach is based on prototyping and testing. All of my projects are developed with prototyping, testing and getting feedback with team members, clients and target users. I think it's an efficient and collaborative way to built product from zero. Prototyping and testing is also a valuable way to communicate with actual users to get relevant feedback to improve the idea.






Be a explorer of creative experiments

Creativity is a big passion of mine. I'm always creating and making side projects. For example, currently I'm exploring TouchDesigner, Pixel Nodes which are node based visual programming languages for interactive arts. Check out my arts from here.
I am also working on an app of Pixel Nodes with Hexagons for making creative coding easily.

Poof

2018   |   Hyper Island
Role:   Art Direction, UX Design, UI Design, Character Design


WHAT

Poof is a web-based game for pre-schoolers using shape recognition to learn math. Together with Andrea Scaringello we built it for 4 weeks as an experience design and development project in Hyper Island.

WHY

There are a lot of web-based games to learn math, but we thought UI / UX are quite complicated for kids. We aimed to make a game that is more fun and easy to learn. We chose web media instead of an app to give as much accessibility for children as possible.



HOW

For the art direction, first I start to difine how design should be to make a criteria to decide design depending on the propose of the project. After that I made several potential directions and disucussed which directions are most effective and helpful for UX/UI for target user with researching needs of target user. For polishing design, I started from iPad sketching and then moved to Adobe AI and XD.



As the developing process, we did prototyping and user-testing a lot. We started from paper-prototyping to structure the game and then moved to web-development with wire-framing. Each prototyping phase, we did user testing for target user and got feedback and use feed back for design improvement, for instance to decide color for the shape and color cause we found bright color is recognizable and attract target user. In the research phase, we researched a lot of different kind of games not only for web-games, but also traditional physical games and app games to analyze how thay design the game structure like how they make differences of games, also how to design shape and color to attract target user.

Sony recruiting 2015

2015   |   Sony
Role:   Art Direction, UX Design, UI Design, Graphic Design



WHAT

I was part of the project's communication strategy for the campaign of recruiting at Sony in 2015. We created interactive web-based contents to communicate the Mission/vision/value of Sony and created the messaging for hiring.

WHY

We, me and Daigo Maesaka at the design department, proposed the visual direction and message for recruiting the event to communicate the Mission/vision/value more for people who'd like to work at Sony. Instead of just stating the information that we are hiring.

HOW

It was a 1-yr project we collaborated with the HR department as the client, from a photography creative agency that I used to be an intern at within the developer team. I mainly led the UX design / visual design. As a UX designer I sorted the entire user journey of the campaign with several medias, and wire-framing for the web contents. I Also created the concept for the message and visual direction and created for web ads, event graphics and brochure. With the HR department I communicated a lot to build the message concept for the campaign, getting insights from the previous campaign. Together with the developer team we created the visual prototyping for web interaction discussing what could be possible. With the photography agency we gave them the briefing, art direction and managed image assets to cover entire touch points for them during the entire shooting process.

wena wrist

2014-2016 | Sony
Role:   Art Direction, UX Design, UI Design (WEB, App) , Graphic Design


WHAT

“wena wrist” is a hybrid smartwatch that combines the design of an analogue watch with the functions of a smartwatch. The watch head is analogue and the wristband has three smart functions: payment, notification, and activity log. The watch head is removable, so users can easily change it. I founded this project together with two engineers as an an intrapreneurial project at Sony. The project amassed ¥100 million ($913,200) through crowdfunding (Japanese record in 2016) and got Good Design Award 2017,   iF Design Award 2017,   Red Dot Design Award 2018.

WHY

In this project, we aimed to create new wearable device to use usual watch we've already know instead of smart watches which have display as face of watch. One of co-founder Teppei Tsusima come up with idea to put every technology for band instead of watch face , by gathering technology for the band, people change watch face that user like.Also we made it possible to also collabrate with other watch companies in the world.




HOW

For releasing the project I lead to shape value of the product in relevant market and from these created the identity as a product and positioning. Creating the logo for the product, art direction and design system for all of communication tools. As UX design I structured for on-boarding and set-up as well as UI. I was part of the first generation only and left the project.


Tokyo Camouflage

Individual project   |   Musashino Art University   |   2014



WHAT

Tokyo Camouflage is a graduation contemporary design project in department of science of design at Musashino Art University 2014 in Japan. Created four camouflage patterns for 4 areas in Tokyo which have different atomosphere such as 'Shinjuku' 'Asakusa' 'Marunouchi' 'Setagaya'.
It won selected degree show 2014 in the university and used for a concept book of MUJI. Also I got interview about this work from Design Made in Japan.

WHY

I born in Tokyo and raise in Tokyo and I know about Tokyo but still I'm not sure that I know Tokyo. I was really interested in what elements sturucture cityscape, and how people recognize like 'This is Tokyo'. Tokyo camouflage is experimental project to explore the recognition of Tokyo again through hiding in Tokyo wearing camouflage pattern for each towns.
I was being mentored from proffesor Hara Kenya who is a art director of MUJI. it really affected and insupired me by his perspective of Ex-formation which is new contemporary desihgn perspective that make it unknown with design.







HOW

It was a 1-year individual project. I took a lot of time to develop the concept, idea of the project. When I decided the idea of the project, I started to reseach about how comouflage pattern is made and prototyping methods. I took a lot of pictures for city to analyse them followimng way of making camouflage and made mouckups and tested out it in actual city, and then developed my idea.