Case Studies: Consumer Electronics
Changed the scope of the project by taking the company out of the timepiece market into a completely new category of wrist devices with infinite opportunities, by fusing breakthrough technologies with the wrist as “real estate”
Developed communications opportunities that directly leveraged the uniqueness of the product technologies, creating new advertising opportunities in areas such as games and synthetic environments and potential for the total transformation of their retail stores and future interfaces with consumers through in-store VR demonstration bays that simulate user experience and optimize product knowledge
Worked on multiple projects, which included developing unique solutions for VOIP home systems, future televisions, gaming interfaces, sensory and ambient models, health and wellness programs, as well as kitchen and catering equipment.
In 2001 and 2002, developed the first comprehensive program of music for the mobile phone. Ultimately signed with the big four and included first ringtones, streaming video, downloadable tracks, jukebox, links to artists, Music Store and music-centric devices.