Creative solutions for a wide-range of clients from concept development to print, including logo, package, retail, tradeshow design and promotional campaigns.
Experienced in shopper marketing. Designed in-store signage, blades, shelf-talkers, endcaps, weekly circulars and promotions.
As a Senior Designer, I collaborated directly with Marketing Directors and creative directors to develop promotional campaigns. Designed brochures, catalogs, free-standing inserts, direct mail campaigns and internal corporate communication.
Designed emails, banners and digital assets. Worked with email team, print team and marketers to deliver dynamic content to support campaigns.
Rise & Shine is an iOS app that motivates users to get up and workout. Let’s admit it — working out in the morning is hard for many of us — we love our warm, comfy beds way too much to want to get up and workout. We enjoy sleeping so much that we have become accustomed to hitting those snooze buttons, religiously. And although, those arm stretches have generated some muscle toning … it’s hardly considered a workout. Wouldn’t you like to get up in the mornings laughing and smiling? Well, fret no longer, because this app will motivate you to workout. This app will prompt users to roll-out of bed and get to a gym. Every 10 minutes, the app will play a pre-recorded voice message. The app allows you to save up to 36 personal messages, which will automatically shuffle within your iTunes list. The self-generated messages will interchange with the songs you choose from iTunes. The alarm will randomize your messages so you don’t get lulled with the same message. This will inspire any user. It’s simple, easy and will help kick start your workout routine.
INITIAL CONCEPT & USER RESEARCH
HOW TO MOTIVATE MUSIC LOVERS TO WORKOUT? Initial hypothesis … could there be a way to motivate young women that loved music to work out by simply paying their favorite music? Plus, have incentives that would generate free concert tickets. I went out (assured) that everyone would enjoy an app with such great benefits. Free-concert tickets! … who wouldn’t like that, right? Well, I quickly realized that there was a big disconnect between music-lovers and workout fanatics. Yes, music, was a big motivator when working out, but it wasn’t the driver to getting to the gym.
First, I conducted a detailed competitive analysis of apps and wearable technologies used for working out. After, I went out to the streets of San Francisco to ask what motivated workout enthusiasts to get to the gym. These were some of the responses … not at all, what I was expecting.
“I Need motivation to go to the gym” female, 24
“I like to work out in the mornings. My body feels best in the morning.” female runner, 32
“I like to workout, but can’t seem to get to the gym” male, age: 25
“I feel like most of it is self-motivation. You just have to realize that you could do it, and push yourself to go workout” female, 28
How do you get young, professional women who like to workout, but can’t seem to get to the gym, motivated to get to the gym again?
After, redefining the question, I proceeded with my research. Generating affinity diagrams, personas and storyboards. Three personas were created that were interconnected. These connections were considered during storyboarding and were extremely important during the design process.
Wireframes were created and discussed to make sure certain concerns were addressed. My major concern was whether the app would actually motivate users to get up and go to the gym. I created paper wireframes and different interfaces within Sketch.
PROTOTYPING AND USABILITY TESTING
Low-fidelity prototypes on paper were created and then imported into SKETCH to make them interactive. Conducted usability testing on the streets of San Francisco with participants interested in getting back to working out. At this point, I was looking for feedback on all interactions within the app (both user-experience and user design). Based on the feedback received I made some changes and created a final high-fidelity design using Sketch.
Digital work. Visually simple with impactful outcomes.
A research project turned workshop for young college students.
Cultura Within focused specifically on young Latina women in higher education, which aimed to help them persevere in the face of barriers; by offering workshops that asked participants to engage in, think about, and articulate their personal values and motivations to discover their own self-identified strengths through the intentional use of transitional object-making. The workshops were designed to initiate dialogue on culture, identity, race and class in educational institutions.
Client: Hormel Foods
Art Director/Designer: Angelica Sibrian
Creative Director: Amber Brown
Brand identity and package designs for Wholly brands.
Client: BlueRock Marketing
Art Director/Designer: Angelica Sibrian
Design concepts for Coldstone Creamery's new Frappé drinks.
The objective of the exhibition was to present the research, data and workshops designed for the Cultura Within project. The design of the exhibition was intended to soften the sterility of the gallery. All the elements in the exhibit represented the honesty, bareness and truth of the project. The blue wall was chosen to create a soothing atmosphere, the light-colored wood shelves warmed up the space while the curvature of shelves were designed to have a welcoming and embracing effect. The audio created an intimate connection with the listener and the stories shared, while the video connected the audience to the workshop. The video brought the Cultura Within workshop experience into the gallery. The elements brought together, the audience, participants and the higher education community; and the internal struggles within.
This transportation driven project was meant to begin in 2025. Future research methodologies were explored and extensive brainstorming sessions took place. The research began with Arup’s Drivers for Change cards to allow for investigation in a variety of global issues. My interest guided me towards the environment and transportation.
A city is a complicated and messy system, yet it can be a wonderful place to explore and experience. This wayfinding system was a program designed for pedestrians. It consisted of mini hovering digital devices intended to work collaborative with public transportations systems to help pedestrians navigate through a city, easily. The goal for the system was to create seamless user experiences for pedestrians while promoting health and wellness. The hovering devices were designed sustainably with new up-cycled natural materials and resources.