CLIENTS: UE, BBC, NBA, VCA +

CLIENTS: UE, BBC, NBA, VCA +

NEXUS, VISUALISE, JACK MORTON

CLIENTS: UE, BBC, NBA, VCA +

NEXUS, VISUALISE, JACK MORTON

CLIENTS: UE, BBC, NBA, VCA +

NEXUS, VISUALISE, JACK MORTON

Unfolding Chapters

Unfolding Chapters

YEAR: 2010 ONWARDS

YEAR: 2010 ONWARDS

My AR experience began in 2010. Helping to create fun AR puzzles and tools. Our first app Konstruct, was a sound reactive mobile AR app that built virtual sculptures. The app was used in classrooms worldwide to teach children about tech art. It was exhibited globally in London, US, Australia, Colombia, Northern Ireland and China with downloads of 20,000+. Our second app was called Composite, an AR Mobile App to create artistic compositions using the camera feature. With global downloads of over 7,800. Both apps built by my partner James Alliban.

Awards: Both apps won FWA Mobile App of the Day. Extensive media coverage and online reviews. Mentions: CreativeApplications: Best iPhone & iPad, Projects of 2011; Wired Beyond the Beyond.


Over the years, I've been privileged to work on numerous XR UX/UI projects and pitches, designing for platforms like LiDAR, Niantic, WebAR/8th Wall, and Spark AR, producing immersive filter experiences, campaigns, product features, learning tools and more. Software used include Sketch, Figma, Miro, Adobe Illustrator and Photoshop. See examples in the image below.



  • 2016-2018: Nexus / Gruffalo Spotters AR App. BAFTA Nominated Interactive Children’s Category (2017).

  • 2017: Nexus / BBC Civilisations AR App.

  • 2019: Nexus / Coca Cola + AEG LA Live Immersive AR Experience. Featuring Santa!

  • 2020: Universal Everything / Super You AR iOS App.

  • 2021: Jack Morton / Client Undisclosed. Immersive AR experience for MWC.

  • 2021 onwards: Visualise / Van Cleef & Arpels, NBA, TVR and more. WebAR immersive experiences.

  • 2022: The Mill / Client Undisclosed. XR experiences and social interactions.

My AR experience began in 2010. Helping to create fun AR puzzles and tools. Our first app Konstruct, was a sound reactive mobile AR app that built virtual sculptures. The app was used in classrooms worldwide to teach children about tech art. It was exhibited globally in London, US, Australia, Colombia, Northern Ireland and China with downloads of 20,000+. Our second app was called Composite, an AR Mobile App to create artistic compositions using the camera feature. With global downloads of over 7,800. Both apps built by my partner James Alliban.

Awards: Both apps won FWA Mobile App of the Day. Extensive media coverage and online reviews. Mentions: CreativeApplications: Best iPhone & iPad, Projects of 2011; Wired Beyond the Beyond.


Over the years, I've been privileged to work on numerous XR UX/UI projects and pitches, designing for platforms like LiDAR, Niantic, WebAR/8th Wall, and Spark AR, producing immersive filter experiences, campaigns, product features, learning tools and more. Software used include Sketch, Figma, Miro, Adobe Illustrator and Photoshop. See examples in the image below.



  • 2016-2018: Nexus / Gruffalo Spotters AR App. BAFTA Nominated Interactive Children’s Category (2017).

  • 2017: Nexus / BBC Civilisations AR App.

  • 2019: Nexus / Coca Cola + AEG LA Live Immersive AR Experience. Featuring Santa!

  • 2020: Universal Everything / Super You AR iOS App.

  • 2021: Jack Morton / Client Undisclosed. Immersive AR experience for MWC.

  • 2021 onwards: Visualise / Van Cleef & Arpels, NBA, TVR and more. WebAR immersive experiences.

  • 2022: The Mill / Client Undisclosed. XR experiences and social interactions.

My AR experience began in 2010. Helping to create fun AR puzzles and tools. Our first app Konstruct, was a sound reactive mobile AR app that built virtual sculptures. The app was used in classrooms worldwide to teach children about tech art. It was exhibited globally in London, US, Australia, Colombia, Northern Ireland and China with downloads of 20,000+. Our second app was called Composite, an AR Mobile App to create artistic compositions using the camera feature. With global downloads of over 7,800. Both apps built by my partner James Alliban.

Awards: Both apps won FWA Mobile App of the Day. Extensive media coverage and online reviews. Mentions: CreativeApplications: Best iPhone & iPad, Projects of 2011; Wired Beyond the Beyond.


Over the years, I've been privileged to work on numerous XR UX/UI projects and pitches, designing for platforms like LiDAR, Niantic, WebAR/8th Wall, and Spark AR, producing immersive filter experiences, campaigns, product features, learning tools and more. Software used include Sketch, Figma, Miro, Adobe Illustrator and Photoshop. See examples in the image below.



  • 2016-2018: Nexus / Gruffalo Spotters AR App. BAFTA Nominated Interactive Children’s Category (2017).

  • 2017: Nexus / BBC Civilisations AR App.

  • 2019: Nexus / Coca Cola + AEG LA Live Immersive AR Experience. Featuring Santa!

  • 2020: Universal Everything / Super You AR iOS App.

  • 2021: Jack Morton / Client Undisclosed. Immersive AR experience for MWC.

  • 2021 onwards: Visualise / Van Cleef & Arpels, NBA, TVR and more. WebAR immersive experiences.

  • 2022: The Mill / Client Undisclosed. XR experiences and social interactions.

THE RISE OF

THE RISE OF

VR—

THE RISE OF

VR—

THE RISE OF

VR—

2023 AND BEYOND...

2023 AND BEYOND...

2023 marked significant progress in VR technology, highlighted by the launch of Meta Quest 3 and Apple Vision Pro. This presented an excellent opportunity to fully engage in the emerging spatial design paradigm and explore this dynamic field further.


My VR experience began in 2017, helping Nexus to conceptualise on an immersive VR narrative. There's been a handful of MR projects since then, working with wearables and connected spaces. Visualise's prestigious client Philharmonia Orchestra required visual designs for their immersive VR experience. At the beginning of the year, I was asked to apply the Philharmonia digital branding to their showcase, featuring great 360° performances recorded at the Royal Festival Hall.


Later that year, I was asked to produce some conceptual MR experiences and VR game assets for Meta Quest 3. Various visual explorations, design kits, and MR UI assets were produced. Design thinking also extended to interaction states using hand tracking, along with a greater appreciation of z-depth, pass-through and accessibility.

2023 marked significant progress in VR technology, highlighted by the launch of Meta Quest 3 and Apple Vision Pro. This presented an excellent opportunity to fully engage in the emerging spatial design paradigm and explore this dynamic field further.


My VR experience began in 2017, helping Nexus to conceptualise on an immersive VR narrative. There's been a handful of MR projects since then, working with wearables and connected spaces. Visualise's prestigious client Philharmonia Orchestra required visual designs for their immersive VR experience. At the beginning of the year, I was asked to apply the Philharmonia digital branding to their showcase, featuring great 360° performances recorded at the Royal Festival Hall.


Later that year, I was asked to produce some conceptual MR experiences and VR game assets for Meta Quest 3. Various visual explorations, design kits, and MR UI assets were produced. Design thinking also extended to interaction states using hand tracking, along with a greater appreciation of z-depth, pass-through and accessibility.

2023 marked significant progress in VR technology, highlighted by the launch of Meta Quest 3 and Apple Vision Pro. This presented an excellent opportunity to fully engage in the emerging spatial design paradigm and explore this dynamic field further.


My VR experience began in 2017, helping Nexus to conceptualise on an immersive VR narrative. There's been a handful of MR projects since then, working with wearables and connected spaces. Visualise's prestigious client Philharmonia Orchestra required visual designs for their immersive VR experience. At the beginning of the year, I was asked to apply the Philharmonia digital branding to their showcase, featuring great 360° performances recorded at the Royal Festival Hall.


Later that year, I was asked to produce some conceptual MR experiences and VR game assets for Meta Quest 3. Various visual explorations, design kits, and MR UI assets were produced. Design thinking also extended to interaction states using hand tracking, along with a greater appreciation of z-depth, pass-through and accessibility.

2023 marked significant progress in VR technology, highlighted by the launch of Meta Quest 3 and Apple Vision Pro. This presented an excellent opportunity to fully engage in the emerging spatial design paradigm and explore this dynamic field further.


My VR experience began in 2017, helping Nexus to conceptualise on an immersive VR narrative. There's been a handful of MR projects since then, working with wearables and connected spaces. Visualise's prestigious client Philharmonia Orchestra required visual designs for their immersive VR experience. At the beginning of the year, I was asked to apply the Philharmonia digital branding to their showcase, featuring great 360° performances recorded at the Royal Festival Hall.


Later that year, I was asked to produce some conceptual MR experiences and VR game assets for Meta Quest 3. Various visual explorations, design kits, and MR UI assets were produced. Design thinking also extended to interaction states using hand tracking, along with a greater appreciation of z-depth, pass-through and accessibility.

2023 marked significant progress in VR technology, highlighted by the launch of Meta Quest 3 and Apple Vision Pro. This presented an excellent opportunity to fully engage in the emerging spatial design paradigm and explore this dynamic field further.


My VR experience began in 2017, helping Nexus to conceptualise on an immersive VR narrative. There's been a handful of MR projects since then, working with wearables and connected spaces. Visualise's prestigious client Philharmonia Orchestra required visual designs for their immersive VR experience. At the beginning of the year, I was asked to apply the Philharmonia digital branding to their showcase, featuring great 360° performances recorded at the Royal Festival Hall.


Later that year, I was asked to produce some conceptual MR experiences and VR game assets for Meta Quest 3. Various visual explorations, design kits, and MR UI assets were produced. Design thinking also extended to interaction states using hand tracking, along with a greater appreciation of z-depth, pass-through and accessibility.

SPACE TO EXPLORE

SPACE TO EXPLORE

SPACE TO EXPLORE

INTO THE UNKNOWN

INTO THE UNKNOWN

All XR work discussed would not possible without the collaboration and expertise of fellow Technologists, Experience Designers, 3D Artists, Motion Designers, Producers, Creative Directors and not forgetting my loyal feline friend ;) They've all played an important part in these projects and it's been a privilege to work with these exceptionally talented individuals. If you would like to find out more about how I can contribute to your project, please get in touch.


Being a member of the Interaction Design Foundation has strengthened the understanding and best practice for working in this space. I'm currently studying 'How to Design for Augmented Reality and Virtual Reality' and 'UX Design for Virtual Reality'. Read more about my background and experiences.

All XR work discussed would not possible without the collaboration and expertise of fellow Technologists, Experience Designers, 3D Artists, Motion Designers, Producers, Creative Directors and not forgetting my loyal feline friend ;) They've all played an important part in these projects and it's been a privilege to work with these exceptionally talented individuals. If you would like to find out more about how I can contribute to your project, please get in touch.


Being a member of the Interaction Design Foundation has strengthened the understanding and best practice for working in this space. I'm currently studying 'How to Design for Augmented Reality and Virtual Reality' and 'UX Design for Virtual Reality'. Read more about my background and experiences.

All XR work discussed would not possible without the collaboration and expertise of fellow Technologists, Experience Designers, 3D Artists, Motion Designers, Producers, Creative Directors and not forgetting my loyal feline friend ;) They've all played an important part in these projects and it's been a privilege to work with these exceptionally talented individuals. If you would like to find out more about how I can contribute to your project, please get in touch.


Being a member of the Interaction Design Foundation has strengthened the understanding and best practice for working in this space. I'm currently studying 'How to Design for Augmented Reality and Virtual Reality' and 'UX Design for Virtual Reality'. Read more about my background and experiences.

All XR work discussed would not possible without the collaboration and expertise of fellow Technologists, Experience Designers, 3D Artists, Motion Designers, Producers, Creative Directors and not forgetting my loyal feline friend ;) They've all played an important part in these projects and it's been a privilege to work with these exceptionally talented individuals. If you would like to find out more about how I can contribute to your project, please get in touch.


Being a member of the Interaction Design Foundation has strengthened the understanding and best practice for working in this space. I'm currently studying 'How to Design for Augmented Reality and Virtual Reality' and 'UX Design for Virtual Reality'. Read more about my background and experiences.

PROJECTS

PROJECTS

SYNC

UP.

CONTACT: 07766 746091

© J ALLIBAN LTD 2024

SYNC

UP.

CONTACT: 07766 746091

© J ALLIBAN LTD 2024