
RFID-enity Loyality Card and System for casual fine dining establishments
This project was a design idea focused upon improving the social interaction between customers and a dining establishment for our Interaction Design Praxis class. In a team of 4, we utilized different methodologies and design processes such as Participatory Design Workshops, User Profiling and Personas, Field Studies, User Testing and Scenarios determining that a customer’s overall experience is based upon their interactions with restaurant staff, specifically the hosts and waiter/waitresses. Through this, our goal was to provide customers with a catered personal service to further their experience in a casual fine dining establishment.
Team Size: 4
Tien Le: Project Lead/QA/Interaction Designer
Alan Chen: Interaction Design/Right hand man
Lok Kan Law: Interaction Design/Little Grasshopper
Charmaine Chan: Ghost Team member
Role:
Project Lead, Interaction Design, PD Workshop lead, Quality
Assurance, Illustrator, Photographer
Software Used:
Adobe Photoshop CS, Adobe Illustrator CS,
Adobe Premiere 6.5
Design Methods:
Participatory Design Workshop, Personas,
User Testing and analysis, Cultural Probes, Field Study, Rapid Prototyping, User Senarios

Clone High Multimedia Project: Interactive DVD Interface Prototype
The Clone High Multimedia Project interactive DVD/CD interface prototype showcasing the cartoon television show Clone High using Macromedia Director MX. The project was produced for my Programming Multimedia class within a time span of 3-4 weeks which includes writing a project proposal, research, development, testing, refinement, and learning Director MX.
Team Size: 2
Randy Pante: Project Lead/Video/Lingo,
Tien Le: Flash Graphics and Illustration
Role:
‘Flash Guy’ - Graphics and Character Illustrator, Some Lingo
Software Used:
Macromedia Flash MX, Macromedia Director MX

Project X: MMMOG (Moderately Massive Multiplayer Online Game) Concept Project
The Project X project was a MMMORPG (Moderately Massively Multiplayer Online Role Playing Game) concept for our 4th Year Integration Project class. This class required for our team to work in a multidisciplinary team environment to produce a project that would be marketable and innovative within a span of 2 semesters. The project was in development by a diverse crew of four Interactive Arts and two Information Technology students within the SIAT program SFU Surrey. The aim was to produce a cooperative multiplayer online game based upon a techno-thriller espionage setting with heavy emphasis on the use of strategy and cohesive teamwork.
Team Size: 6
Chris Tong: Project Manager/UI Designer
Tien Le: Presentation/Art Designer
Thomas Johnson: GUI/Frontend Designer
Geordon Narrow: Network/Backend Designer
Kasey Pentzek: Producer/Game Designer
Mitchell Wi: Game Designer
Role:
‘Flash Guy’ - Flash Presentations, Illustrator, Marketing Materials, Art and Graphics (not including GUI), IT Bridge
Software Used:
Macromedia Flash MX, Adobe Photoshop CS,
Adobe Illustrator CS,
Adobe After Effects 5.0,
Adobe Premiere 6.5
Design Methods:
User Testing and Analysis, Rapid Prototyping

CISC Communication Analysis
This project was a 3 person team project for a class called Analysis of Design Situation designed to allow for us to analyze a problem situation for an external client from the role as design consultants. The team members I had chosen consisted of Lok Kan Law and Adrian Chau, and our external client was CISC, the Curriculum Instructional Services Centre department for School District No.36 - Surrey.
Team Size: 3
Tien Le: Project Manager/Interaction Designer
Lok Kan Law: Interaction Designer
Adrian Chau: Interaction Designer
Role:
Project Manager and Interaction Design/Analysis
Software Used:
Adobe Illustrator CS2
Design Methods:
‘MUST’ method, User Interviews/Workshops, Field Studies, Communicative Design Models

Activetable: interactive Table
The ActiveTable project was born out of the need to eliminate the multitude of non-intuitive interfaces which are required to drive our home electronics, specifically entertainment devices. It doesn’t end there; the ActiveTable allows the user to manipulate their entertainment devices through hand gestures or the manipulation of physical objects which represent the required function.
This 2 person project designed to create as something ‘cool’ and to explore tactile and gesture based controls. We used a piece of software called reacTable as our tracking system and utilized Flash for our front-end and gesture recognition. Java was used as our middleware component to ‘talk’ between the reacTable software and Flash.
Team Size: 2
Tien Le: Flash/Actionscript Developer/Front-end GUI, Simulation Developer
Jim Hodgins: Java Developer/ActiveTable Construction/IT Guy
Role:
Flash Design, Actionscript, ReacTable/TUIO Integration, ActiveTable simulation
Software Used:
Macromedia Flash 8, ReacTable, Sun Java
Design Methods
Rapid Prototyping, Usability Testing

KeyStone: bringing an accessible world for the visually impaired
The KeyStone design concept looks at producing a system and influencing current infrastructures to enable the world to become more accessible to those who are visually impaired. This idea was designed to realize how the problems that visually impaired people may have trying to live an independent life and to help integrate society better for them while considering and minimizing the impact that our design concept may have on those who are not visually impaired.
Team Size: 3
Tien Le: Project Lead/Interaction Design Lead
Ali Benoush: Interaction Designer/Reseracher
Judy Lo: Concept Artist/Researcher
Role:
Team Lead, Main Concept Designer, Illustrator, Presenation Specialist
Software Used:
Adobe Illustrator CS2
Design Methods:
User Senarios, Rapid Visualization Methods