Selected client work Experience Designer

Ammunition.

Physical products.
Considered experiences.

At Ammunition, I worked on the experiences that bring physical products to life. This selection explores how everyday situations become tangible interactions, and how light, movement, and physical controls help people understand what a product is doing.

A person carrying a yellow Gantri lamp
Workplace robot concept with lime-green arms extended above a dark wheeled base
Pink Toniebox with a Moana figure and Disney Tonieplay disc
Seven projects. Different ways of interacting.Concepts, prototypes & selected process
01

Gantri

Portable lighting platform

Experience strategy & interaction concepts

A light has a life beyond the table.

A person walking across a dark room carrying a glowing Gantri Eave lamp
One object, moving between rooms, activities, and people.

Portable lighting follows everyday life. Its controls and feedback need to make sense wherever it goes.

The work connected scenarios for homes, hotels, and restaurants to decisions about carrying, charging, and interaction. A guest needs an immediately understandable light. The person preparing a room needs to know it is ready for the next guest.

Light itself became part of the interface. Dedicated indicators could communicate system states, while the main light could draw attention to a moment that matters—without overwhelming the atmosphere.

Experience focus

User scenarios, physical controls, charging workflows, and light-behavior prototypes.

View product page (opens in a new tab)

Selected charging and light studies

Examples from a broader exploration of charging, readiness, and light feedback.

Concept drawing of eight portable lights together on a shared charging base

Preparing for the next guest

A shared charging concept explores how staff could keep a group of lights ready for rooms or tables.

Circular lamp underside with charging contacts, a USB-C port, and five dedicated indicators

Reading the system state

Dedicated indicators on the underside keep battery and connection feedback separate from the main light.

Motion study

A subtle low-battery cue

A brief flicker explores how the main light could signal low battery without interrupting use.

02

Wearable AI

In development

Experience concepts & multimodal feedback

Making a silent interface understandable.

A person wearing the black wearable interface against a warm beige background
A wearable interface designed for everyday use.

An interface without a conventional screen still needs to communicate what it is doing.

The exploration considered deliberate activation, interruptions, and recovery, alongside the signals visible to other people. Everyday scenarios helped connect silent-speech interaction to the controls and feedback of a physical wearable.

For the wearer
Clear activation, useful feedback, and a way to recover.
For the people around them
Understandable signals about when the device is in use.
Experience focus

Interaction scenarios, physical controls, social signals, and light-language studies.

Selected light studies

Three approaches from a wider exploration of how a wearable communicates activity.

Motion study

Conversational

A more expressive rhythm makes activity visible.

Motion study

Breathing

A quieter rhythm explores a subtler presence.

Motion study

Directional flow

A soft light travels along the bar, exploring direction as a signal of activity.

03

Tonies

Play, storytelling & connection

Tangible interface concepts

Putting the next move in a child’s hands.

Pink Toniebox with a Moana figure and Disney Tonieplay disc
Toniebox and Tonieplay: physical objects for listening and play.

Physical interactions can make choices feel concrete, playful, and easy to discover.

The explorations looked at how children could choose content, create stories, and connect with familiar people through physical play. Everyday scenarios helped frame a child’s growing independence alongside the parent’s role in shaping the experience.

Puck concepts explored different ways to connect a physical action with feedback, from a form that turns as a whole to an integrated display or a small light cue.

A familiar interaction, different possibilities: content changes, while the physical way of exploring it remains recognizable.

Experience focus

Opportunity exploration, everyday scenarios, tangible navigation, and concept development.

Explore product page (opens in a new tab)

Selected puck explorations

Three examples from a broader exploration of physical play, content choices, and feedback.

Rounded blue puck concept on top of a blue Toniebox

Whole-puck rotation

A rounded form turns as one piece, making the puck itself the control.

Red display puck mounted on a red Toniebox, showing a robot character

Content on the puck

A circular display brings characters and content directly onto the physical control.

Pale green puck concept with a perforated dome and a small indicator on top of a Toniebox

Rotation with a light cue

A rotating upper section pairs a tactile control with a simple light indicator.

04

Workplace Robotics

In development

Motion principles & animated studies

Movement is a way of speaking.

Workplace robot concept with lime-green arms and a dark wheeled base

Before a robot says anything, the way it moves can tell us what it intends to do.

These studies explored how direction, timing, and small gestures could make a robot’s actions easier to anticipate. Simple animated forms isolated the behavior, allowing different approaches to be compared without the distraction of a finished product.

The aim was a presence that feels legible and aware of people, while remaining unobtrusive.

Experience focus

Nonverbal interaction, movement principles, and comparative animation.

Selected motion explorations

Three examples from a broader study of how movement communicates intent.

Motion study

Signal the next action

Orientation before travel can give someone a cue about where the robot is going.

Motion study

Anticipation

A brief preparatory movement signals the next move before the main action begins.

Motion study

Invite an interaction

Moving an item forward can suggest that it is ready to be taken.

ThisNot thatTwo approaches to the same action

05

Connected Care

In development

Service flows & hardware interaction

Small signals. Meaningful reassurance.

Pale green wristband with a circular help button and a metal clasp
A wrist-worn help button for everyday care.

A help button is part of a larger relationship between a resident, a caregiver, and the system around them.

Scenarios mapped the everyday experience of care: asking for help, changing how a device is worn, keeping it charged, and preparing it for someone new. Each situation raised requirements that crossed the physical product and staff workflows.

The light studies centered on a question: how much feedback is enough to be understood, without asking someone to learn a complicated language of signals? The aim was a clear, calm response, with later concepts focused on essential behaviors such as press feedback and charging.

Experience focus

Resident and caregiver scenarios, service flows, device states, and motion prototyping.

Selected care concepts

Wear options and charging feedback from a broader exploration of everyday care scenarios.

Concept visualization of a circular help button clipped to a resident’s cardigan

Within easy reach

A clothing-mounted concept keeps the help button close during daily life.

A circular help button in a green pendant with a woven lanyard

A choice of how to wear it

A pendant option complements the wristband while keeping the same simple interaction.

Motion study

Feedback during upkeep

An amber signal makes the charging state visible to the people looking after the device.

06

Culligan

Culligan Purity · Workplace hydration

Digital interfaces & interaction flows

Making every step of a pour clear.

Two Culligan Purity dispensers with circular touchscreen controls, one filling a glass
Purity brings digital controls into a shared workplace product.

A small circular screen connects a person’s choice to what the water system does next.

The interface work explored how to choose a water format, confirm a selection, and understand when the system is ready to dispense. Color, icons, and feedback bring those steps together at the point of use.

The studies considered everyday pours alongside moments that need more guidance: deliberately unlocking hot water, waiting for extra-hot water to heat, and understanding what happens while the system is working.

Experience focus

User journeys, screen flows, information hierarchy, and interaction feedback.

View Purity project (opens in a new tab)

Selected interface studies

Screen states, a motion study, and an interaction flow from the wider work on choosing and dispensing water.

Motion study
Circular screen studies showing water choices, hot-water unlocking, heating countdowns, and dispensing feedback
Early screen-state explorations. Select the image to view in detail.
Choose
Recognizable icons distinguish water formats.
Confirm
A deliberate hold makes hot-water activation intentional.
Understand
Progress and countdowns explain the wait.
Interaction flow from waking the display and choosing water through sanitization, heating or unlocking, and dispensing
Mapping the steps from choosing water to confirmation, preparation, and dispensing.
07

Wearable Exploration

Unreleased project

Physical handling studies

The experience starts with a grip.

A set of small wearable forms arranged for comparison
Comparing forms, grip, and the ways an object can be held.

For a small wearable, taking it out of its case is already a design problem.

The exploration considered how compact forms could be held, oriented, retrieved, and returned to a carrying case. Physical comparisons brought attention to the details that are easy to miss in a rendering: where the fingers go, how the object presents itself, and how it fits into a routine.

Experience focus

Handling, physical affordances, and the relationship between object and case.

Selected handling studies

Examples from a broader exploration of grip, orientation, and taking the wearable out of its case.

A small wearable prototype held at its center between thumb and finger
01 / Explore different handling positions
A small wearable form held between two fingers
02 / Look closely at the grip
Fingers lifting a slotted wearable prototype from an open white case
03 / Lift it out of the case