Wayland Bang
Wayland Bang
Programmer | 306 581-6662 | wayland_bang@thecdm.ca | Vancouver
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Hi, I'm Wayland!

Software Engineer / Game Designer / Artist

(Other Projects/Work)

B.A&Sci. Interactive Systems Design @ University of Saskatchewan 2018.

Masters of Digital Media @ Centre For Digital Media (UBC, BCIT, Emily Carr, and SFU) 2019.

I am very passionate in cognitive psychology, computer science, and fine art. I strive to create amazing digital products in games and new technology.

Phone: (306) 581 - 6662

Email: wayland_bang@thecdm.ca 

 
 

MR GEO: Mixed Reality Annotation Suite

In this industry project in collaboration with BGC Engineering and Centre for Digital Media, we created a mixed reality annotation suite for their Microsoft Partner project, the Ada Platform.

Team:

Adam Peregovits: Co-Project Manager/ Designer

Wayland Bang: Co-Project Manager/ Developer

Sylvia Dao: UX Designer / Researcher

Keira Xu: UX Designer / Researcher

Gary Qu: Developer

James Kwon: Developer

My Role: To collaborate with the client to accomplish a shared vision of the project. To also implement design ideas to the Hololens.

How do we design in 3D?

Designing in 3D real-space was a sure challenge for all of us, as we were used to virtual 3D worlds or 2D applications. With this in mind, for the first couple of weeks we prototyped methodologies that worked best for this medium as well as our working style.

 

Interviews

A good start to find the pain points of our users is to interview our users themselves and see how they annotate on their documents in 2D. We also needed to figure out why they need this in mixed reality via the Hololens for their work.

 

Storyboard

Visualizing interactions with storyboards served vital to showing ourselves and our client what these features are for.

 
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Paper Prototype

Paper prototypes are excellent for placing your feature in real life as if the Hololens was right there in front of the user.

 

Digital Prototype

Once ourselves and our client are satisfied with our storyboarding and prototypes, we implement it into the Hololens.

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Immersio

 

Using your voice with a computer for language learning

Team:

Dafne DM: UX Designer

Winston Nguyen: Project Manager

David SigRist: Linguist Specialist

Wayland Bang: Technical Designer

My Role: to research and find the best technical solutions we had at hand to build our first prototype.

Immersio is a venture project that started at the Centre for Digital Media. We are eager to create a different approach to language learning other successful apps are doing and focusing on the contextual interaction via the user and the platform.

The first iteration of the application was developed using Windows System Speech and Unity3D. Check it out above!

 
 

PS4 Menu Redesign

 

PDF of Original Report for this project

TEAM:

Wayland Bang

Johnathan Tam

Sarah Vedress

Irene Wang

 

As a part of our CMPT 481 class, Human Computer Interaction, we are taught about the process of UX design. From finding an issue with an experience, to brainstorming solutions, and implementing a medium fidelity prototype for further discussion of how viable our initial idea was. For our group project, we were to find a problem found in any type of interface (ranging from physical things like an elevator button interface to a touch screen application). Our group, Team R0sie, had a slight problem with the PlayStation4 menu interface as well as the lack of use of the touchpad on the controller. 

Premise: The current form of the Playstation4's initial menu selection interface does not utilize customizability and presents applications near the 'front' of the menu that the user has recently used to the least.

 
 
 

Current System of the PS4 menu interface

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Paper Prototype of our grid like system

 
 
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Medium fidelity with 'touch control'

This video uses a Wizard of Oz approach showing what the functionality of the touchpad on the controller could do in a future implementation.

 

Our medium fidelity built with Unity3D using an Apple MacBook Pro's touch pad to simulate the touchpad of the DualShock 4 controller.

 
 

AR: GODMORGON

A 'Post-Digital Book' Experience

Team:

Wayland Bang : Developer

Leon Complido : Developer

Kenton Doupe : Artist

Kenna Plume : Artist

 

Associated with University of Saskatchewan Digital Research Centre grant for Post-Digital Books: http://pdba.usask.ca/grant.php

 

During a two day Hackfest at the University of Saskatchewan, we were to think of the premise of "post-digital" books and what that may look like. We decided to experiment with augmented reality using Unity3D and Vuforia to create an experience using an IKEA manual. (Pictures & Videos below)

 

Epilepsy warning (bright flashing lights)

 
 

Art

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14th Hour: Art Exhibition

JellyFish, by Wayland Bang 2017

Click image to view full portrait

Currently located at the Hubei Institute of Fine Arts.

A digital collage within a digital collage. JellyFish represents a constantly wondering mind.

This piece was presented in a collaborative Art Show with Hubei Institute of Fine arts and University of Saskatchewan in 2018.

 
 

click portrait to view full image

Presented at the Senior level photography art show at the University of saskatchewan 2018

Young Masters, Wayland Bang, 2017

An attempt to translate the feelings of portraits done in oil painting to the digital realm. 

 
 
 

The HungARiest Caterpiller

 

Team: Wayland Bang

Following the HackFest, I was inspired to think of what a "Post-Digital" book could look like in the eyes of a child. The Very Hungry Caterpillar by Eric Carle was already an interactive experience with the unconventional pages and it's forms of engagement.

Using Unity3D and Vuforia, I have created an augmented reality pop-up book.