
A project exploring how future technology and the current Google Pixel 6 camera can enhance artistic and creative expression.
THE CHALLENGE

Google´s prompt:​
Design a quirky, Pixel-exclusive app will transform the way
Generation Z experiences, records, and expresses life's moments.
Google selected 20 individuals from diverse creative backgrounds to explore how Generation Z (1997-2012) expresses themselves. The aim was to identify new ways for young creators to express their creativity, guided by a future trend report and Gen Z's current values, using the latest Google Pixel technology. Google has incorporated computational photography into its new flagship phone, marking the next step in enhancing photo quality and editing.
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Google encouraged us to think beyond their current technology, exploring what future innovations might be needed to support creatives and enable new, undiscovered forms of expression that could set the standard for the future.
HIGH LEVEL TIMELINE
Fall 2022
MAKE OF THE TEAM
A team of 20 creatives between 19- 25 years
KEY GOAL
Leverage Pixel's advanced computational photography to create innovative and engaging content creation experiences.
ROLE
Throughout the ten-week project, I managed the team, introduced non-designers to Design Thinking tools, and guided them in using these tools to explore new avenues for creative expression.
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As the Project Manager, I instructed the group in Design Thinking and its tools, ensuring that everyone could effectively apply research, ideation, and prototyping techniques under my supervision.​
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In addition, my role involved ensuring deadlines were met, resolving any conflicts that arose, and keeping Google informed about the project's progress and upcoming steps.
UNDERSTANDING THE USER

Google identified Generation Z as the target audience for our app. This generation, having grown up with the internet, is known for its creativity. But what are their values, and what do they need to unlock new and innovative ways of expressing their creativity?
Due to a non-disclosure agreement, I am unable to share any contextual research data.
SOLUTION
The team of 20 was divided into four smaller groups of 3-5 members, named Flik, ECHO, World Tune, and Ripple. In addition to my role as Project Manager, I also contributed as a UX Designer in Group ECHO.

Our Design Thinking Process
Throughout the 10-week Project, those were the three stages I worked through after I emphasized a problem.

Define
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Secondary Research
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Current trend Research
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Future Trend Research
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​Primary Research
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Interviews
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Survey
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Co-Creation Workshop
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Affinitization

Ideate
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Co-creation ideation Workshop
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Concept Development
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Concept Testing

Prototype
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Prototyping wireframes
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Prototype Testing
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Final Prototype
Extra assignment
Leading the future trend Team
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Giving a small introduction to the team on how we can research trends.
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Explaining team how trends are going to be presented.
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Researching for trends
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Timekeeper
Lectures to class
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Primary research
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Affinitisation
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Archetypes/HMW/Jobs to be done
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Co-Creation
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Ideation
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Prototyping
Co-Creation Workshop
Creative teams don't always work efficiently, so to foster effective idea development and out-of-the-box thinking, we organized a co-creation workshop with users and classmates.
LESSONS LEARNED
This project marked my first experience as an official Project Manager, responsible for overseeing 20 students. Despite never having held this role before, I was chosen by the project supervisor and professor, along with two others, to lead the team. My familiarity with the Design Thinking process, combined with my commitment to ensuring others understood what I was teaching, contributed to the project’s success—though there were challenges along the way.



A group of 20 highly creative individuals aged 19-25 can be full of energy but often lacks organization. It can feel like managing a group of excited kindergarteners on a field trip. The challenge is to harness their enthusiasm and creativity without stifling it. By setting personal goals and assigning responsibilities to the right people, we were able to boost motivation and build self-confidence, keeping the team engaged. However, discipline and attention to assignments were crucial for reaching our objectives. We also introduced a competitive element, a strategy that worked well in Industrial Design School but proved less effective with the team selected by Google.
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More than ever, it was crucial to seek help. Managing a group of individuals who had never met before brought unexpected challenges and required adaptability. My focus quickly shifted from managing design to managing people. I sought guidance from project peers, professors, and experienced project managers, who offered valuable advice on leadership and people management.
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In addition to my management role, I contributed to Team ECHO as a UX designer. This project provided me with hands-on experience in creating wireframes and developing a functional app prototype.