Alessio Macrí // Visual Designer
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I’m a designer interested in the relationship between people and technology, passionate about food, new media, branding, and printed stuff. I’m not interested in graphic design for graphic designers, and I don’t like social media.

V.1

This book is as a visual diary of sumUX Visual Design team process. Through the themes of Intrigue, Expose, Craft & Apply, and Inspire it shows designers' contributions to the product development process.

V.1 ― BOOK DETAILS

The book was printed by a small family-run press in Italy on Fedrigoni paper (Arcoprint + Old Mill). Screen print, blind emboss, and foiling provide different tactility feelings across its sections.

V.1 ― CONTENT

The book collects most of the work of the team, emphasising its design craft as a means to exemplify the importance and impact of expressiveness, emotion, and essence.

V.1 ― GOALS

The aim of the project is not only to showcase and inspire, but also to create dialogue between projects and read each piece of work in the light of the others.

V.1 ― PURPOSE

Acting as “contemporary artisans” we find inspiration from anything that has a sensory dimension. We bring those sensory qualities into non-tangible products, attempting to infuse every detail with emotional resonance.

V.1 ― GOALS

The book is a celebration of everyone’s work, an object that perseveres — but most of all it’s an open conversation. As its title affirms, V.1 is a just version of a more comprehensive work in progress.

GOOGLE GO

Google Go brings Search to users in Emerging Markets accessing the internet for the first time on mobile devices. It’s lightweight, multilingual, data-saving, and blazing fast.

GOOGLE GO ― OVERVIEW

Make the internet accessible to everyone — at any education and income level — is part of our mission. Google Go allows users with limited literacy or visual and reading impairments to listen to webpages out loud, and it’s based on a tap-first interaction model that allows an easier way to navigate the web.

GOOGLE GO ― APPROACH

The app helps discover what’s new on the internet. Users can quickly access favorite apps and websites, as well as images, videos and information on the things they care about.

GOOGLE GO ― PROCESS

The team invested heavily on research to validate usability concepts, iterate rapidly, and to create a product culturally resonant in different local cultures.

GOOGLE GO ― TARGET

The app has been designed to run smoothly on low-end phones, tailoring UI layouts for different screen sizes and resolutions. We currently cover the full spectrum of low-end and high-end devices.

GOOGLE ASSISTANT

Google Assistant is your personal assistant powered by artificial intelligence that helps you getting things done. I worked on the project for the first product launch, collaborating with a team of very talented designers.

GOOGLE ASSISTANT ― ACTIONS

I led the visual design of the multi-modal, modular voice actions framework for the Assistant on mobile. The framework supports 40+ actions across many verticals including productivity, media, communications, device and local.

GOOGLE ASSISTANT ― FRAMEWORK

The initial launch plan spanned across multi-modal conversational interfaces, personality, knowledge answers, task-completion, first party and third party services integration — across multiple platforms.

GOOGLE ASSISTANT ― LENS

I designed with the awesome Adrian Zumbrunnen and Woonji Kim the first integration of Google Lens in Assistant.

GOOGLE ASSISTANT ― PAYMENTS

I helped out with some “minor” but fun tasks, like illustrations for payments onboarding, UX flow to add payment methods, and some visual explorations for immersive games.

GOOGLE ASSISTANT ― PAYMENTS

I helped out with some “minor” but fun tasks, like illustrations for payments onboarding, UX flow to add payment methods, and some visual explorations for immersive games.

GOOGLE ASSISTANT ― GAMES

I helped out with some “minor” but fun tasks, like illustrations for payments onboarding, UX flow to add payment methods, and some visual explorations for immersive games.

MISC. PROJECTS

A collection of products and projects I’ve been working on recently as visual/UX designer. Randomly sorted.

GOOGLE APP RECENTS ― UI+UX

With more than 60 millions, Google App Recents provides a visual layout of the search history.

sumUX ― EVENT ARTWORK

Artwork created for sumUX Global Summit t-shirt (sumUX is the design&research team behind Google Search and Google Assistant).

AGSA SUMMIT ― EVENT IDENTITY

Identity designed for the annual Android Google App Summit, an event where the Search community gathers together for three days of talks, conferences, and social events. Awesome animation by Laura Dimitru.

AGSA SUMMIT ― EVENT IDENTITY

Identity designed for the annual Android Google App Summit, an event where the Search community gathers together for three days of talks, conferences, and social events.

AGSA SUMMIT ― EVENT IDENTITY

Identity designed for the annual Android Google App Summit, an event where the Search community gathers together for three days of talks, conferences, and social events.

ROCKET ― FEATURE PROMOTION

Illustration created for feature promotion and opt-in experiments. Initially designed in 3D, then recreated in vectors.

POSTER PROJECT

Poster created for Poster Project, a space for visual experimentation and expressive freedom that to bring together designers from different teams in Google.

POSTER PROJECT

Interactive poster created for Poster Project representing "Chaos". The composition reacts to ambient sound or music.

AUTONOMOUS DRIVE UI

A research that analyses current scenario and future social implications of self driving vehicles (note: this project is from 2013). The book collects the research, a UI design aimed to communicate intentions of the vehicle, and speculative analysis of future scenarios.

AUTONOMOUS DRIVE UI ― GOAL

The ultimate goal is to increase user confidence, improve acceptance and promote all the benefits the system could bring to mobility. The book is used as a communication tool to understand the complexity and the architecture of the vehicles.

AUTONOMOUS DRIVE UI ― RESEARCH

The first section of the project investigates general mobility, the social role that cars acquired over the decades, and impact on society and mobility.

AUTONOMOUS DRIVE UI ― SCOPE

The second part introduces the UI design which makes explicit the objectives of the research: building a “bridge” between the human and the machine to increase the confidence in autonomous system decisions, and allow them to communicate harmoniously.

AUTONOMOUS DRIVE UI ― TESTING

The UI has been tested with the support of eye tracking techniques. I developed a quick prototype and asked a small sample of users (7) to complete key tasks in order to get early insights and iterate.

AUTONOMOUS DRIVE UI ― DESIGN

A crucial aspect of the design process was to determine visual variables complexity, information hierarchy, and cognitive load during manual driving mode. The interface is based on two fundamental principles: simplicity (of use) and anthropomorphism (of language).

AUTONOMOUS DRIVE UI ― DASHBOARD

“Cleo” is the name of the system. It’s a visual storyboard of what is happening outside the car. The UI has been designed for first models of self-driving cars with manual drive option and standard cockpit layout.

AUTONOMOUS DRIVE UI ― PLATFORMS

The UI lives on several surfaces in the car (instrument panel, dashboard display, Heads Up Display). Information architecture and density vary based on the active modality, manual or autonomous drive.

AUTONOMOUS DRIVE UI ― ITERATIONS

Some features have been modified according to problems identified by users. Tests highlighted ambiguity in settings and cartography, and helped simplifying navigation layout and dialog confirmations.

AUTONOMOUS DRIVE UI ― SHARED MOBILITY

As part of the project, I sketched a mobile app for self driving taxis / car-sharing that would help users requesting a car on-demand, avoiding the need to own a car at all.

AUTONOMOUS DRIVE UI ― INFO

This project has been selected by ADI Design Index 2015 and published in ADI Design Index. Many thanks to Pier Paolo Porta (VisLab) for technical advices. The project was developed in parallel to Giorgio Fanecco’s Interfaces for precision agriculture.

REMIX DATA VISUALISATION

The outcome of “Remix data visualisation”, a workshop with Accurat at Resonate Festival. The visualisation compares the sovereign debt exposure of sixty-one European banks to the twenty-nine nations of the old continent.

REMIX DATA VISUALISATION ― STRUCTURE

The outer circle describes the role of the banks. It’s divided in 4 segments based on the entity of the investment, so is easy to understand in which countries they invested and in what percentage.

REMIX DATA VISUALISATION ― INSPIRATION

The inspiration for this infographic comes from the events’ location. I wanted to make a tight connection between the artwork and the environment it was conceived.

REMIX DATA VISUALISATION ― STRUCTURE

Each country is represented by a polygon. In Flatland a higher number of sides is associated with higher intelligence. In this case a higher number of sides means higher public debt.

REMIX DATA VISUALISATION ― TIMING

During the workshop we had time to discuss and brainstorm ideas and methodologies, after that I spent 2 days completing the design.

ENZO RAGAZZINI

A monograph about Enzo Ragazzini, an Italian photographer that pioneered Optical Art in the dark room, and worked in parallel on social, anthropological, and industrial photography.

ENZO RAGAZZINI ― CONTENT

The monograph contains all graphic and optical dark room experiments, anthropological photography, industrial photography and experimentations of the Italian photographer.

ENZO RAGAZZINI ― STRUCTURE

To describe Enzo’s multifaceted personality the choice of presenting his work chronologically was limiting. For this reason the monograph is based on deeper logical connections among projects.

ENZO RAGAZZINI ― CONTENT

Approaching the character of Enzo Ragazzini, we soon realised how his life is a mosaic of experiences. The path to discover Enzo Ragazzini’s work begins from his studio-laboratory. A place that reveals a lot about him and his memories.

ENZO RAGAZZINI ― NARRATIVE

Each section is narrated with two voices: an external one which contextualises the project and explains the technical details, and — in red — a direct quote of Enzo narrating his experience and impressions.

ENZO RAGAZZINI ― WORK-LIFE RELATION

Enzo is a great master; not only for his fascinating, emphatic, and sophisticated work, but also for the way in which he approaches life in relation to it. “I was ill, photography cured me.”

ATLAS OF PUBLIC URBINO

The book analyses of the urban area of Urbino (Italy) mapping several aspects of social relations. It's the result of a workshop led by Joost Grootens at ISIA Urbino.

ATLAS OF PUBLIC URBINO ― CONTENT

The atlas analyses several aspects of the public spaces of the city, and how citizens generally interact with them throughout the day. Its goal is indeed to create a “social map” of the city.

ATLAS OF PUBLIC URBINO ― METHODOLOGY

Given the limited time available to create the book (5 days, from collecting data to book production) we split in different groups. Each workgroup — formed of 3 people — analysed a specific topic.

ATLAS OF PUBLIC URBINO ― MAPPING

In the mapping phase we highlighted all the public places where people usually interact, as bars, restaurants, universities, churches, museums, tourist spots, public offices.

ATLAS OF PUBLIC URBINO ― OUTCOME

At the end of this process we designed many thematic maps covering different time slots during the day. The project has been selected by ADI Design Index 2014 and published in ADI Design Index Catalogue 2014.