Matt
Kelsh
Software Designer
I am driven by helping people. I'm quite good at translating complex systems into neat interfaces that people enjoy using.
I think bigger than the current need, and work on everything from concepts to execution, with a particular love for the craft of design—where details and systematic thinking come together to create something meaningful.
Apps by me
From the Studio
ReturnMate App Icon
I worked at
Art Processors
7 projects
Melbourne, Australia
I worked on
- Like real life, the game has interruptions – mini games – that players must quickly complete to get back to work. In one interruption the player is running low on energy and needs to take a coffee break.
- The two-tone visual style of the header is inspired by Canto VIII by Barnett Newman, which was on display in the Getty Museum at the time.
- The Getty Guide featured a pdf-based multi-level map. Visitors could select levels to find what they were looking for.
- We built an events system into the middle tab, so visitors can see a live "What's on" guide while they were exploring the space.
- The app supports 10 language options with key content in English, Spanish, French, German, Italian, Mandarin Chinese, Korean, Japanese, Russian, and Brazilian Portuguese
Decoded: Australian Signals Directorate Game
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National Museum of Australia, Canberra
The Decoded Game was part of the Decoded exhibit in the National Museum of Australia. The exhibition explored the exploits and achievements of the Australian Signals Directorate (ASD), from its origins in the Second World War to cyber challenges today.
The Game's premise is:
Two to five people collaborate on touchscreens, working against the clock to resolve missions based on real events—such as saving Australia's missile defence system plans and preventing a ransomware attack on a hospital.
— Jamie Hogue, Project Director
The game includes video cut scenes that immerse players in the wider cybersecurity narrative.

Each player is issued a task. Each task requires two specific tools to complete it. The tools are distributed and shared between players. Players need to verbally request the tools from their team mates, who will need to send them over so they can be used. Once a task is complete, a new one is issued. If enough tasks are completed before the time runs out, the mission is a success.
After each mission completes, scenario video is played on the larger screen for the team.
Neat stuff
My Contribution
I contributed the game design, game logic, and interface. This was a team effort, and I enjoyed collaborating with engineers, videographers and the Australian Signals Directorate staff themselves while putting this together.
Result

Decoded exhibit at the National Museum of Australia YouTube MUSE Creative Awards 2023 Gold Winner Art Processors
The Getty Guide
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The Getty Museum, California
The Getty Guide is the official app of the Getty Museum. It enables visitors to explore artworks one at a time by typing in an art ID number, or by selecting a tour, and enjoying a playlist of artworks with directions in between.

Challenges
A design goal of The Getty Guide was to deliver competing experiences as one. On one hand, it needed to be a distraction-free, immersive audio narration device. On the other hand, it needed to be an everything app; a directory for the Getty Museum itself. To remedy this, we matched Getty branding throughout the main interface, and fell back to focused & minimal dark mode while using the audio player.

We had analytics on hand that indicated that two thirds of visitors never used the audio progress indicator to skip around an audio track, which makes a lot of sense considering the immersive content. Of the one third who did interact, ninety seven percent used it to skip back less than ten seconds. This indicated to me that this type of app doesn't need a progress bar like a music player does. I collapsed the progress bar behind a circular progress button, and offered the same UX when a visitor would tap the volume button. This tested really well, and helped save some precious vertical space on the small iPod Touch display.
Neat stuff
My Contribution
I was the sole designer on this project. I collaborated closely with the Getty team as I planned the interface, styles, and feature set. I would facilitate regular presentations to keep our client updated. My responsibilities included creating wireframes, low and high-fidelity prototypes, establishing typography and colour palettes, and developing a comprehensive design system with assets. Throughout implementation, I worked alongside engineers and assisted with quality assurance testing.
Result
Years later, The Getty Guide is no longer an in-house iPod Touch interface; its available for all mobile devices (including android). The foundations I helped establish in the Getty Guide app are still going strong, which is now past version 3.
Pladia Mobile Concept
AP Systems Mobile
MONA
NMA Digital Object Labels
Australian Stockman's Hall of Fame

My role
I enjoyed being able to think outside the app at Art Processors. Instead of focusing on mobile app delivery, I considered aspects of iOS devices that could be used in novel ways to delight museum visitors. I found that being able to flex iOS and android's accessibility features to be very rewarding.
In my role at Art Processors, I collaborated with client staff, designers, engineers and other team members to deliver projects.
Itty Bitty Apps
7 projects
Melbourne, Australia
I worked on
- The reflection shown when rotating a selected view was going to be a photograph of us in the Itty Bitty Apps office, but the easter egg resulted in busy, complex reflections.
- Working on Reveal taught me how to use Xcode and source control. I wouldn't be a developer today without it.
- Soundstagram is filled with the faces of our friends and colleages.
- At the time, Yo had been bought for $250M, and Instagram for $1B; I speculated that Soundstagram was worth at least $750M.
- Back in those days, iOS used constraints as tools for laying out app interfaces.
Reveal for macOS
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macOS, Melbourne
Reveal is a powerful, smart iOS developer tool that allows you to interact with your apps in fine, visually-stunning detail.
Reveal interfaces with apps you have built in Xcode and presents their views in a searchable, inspectable 3D scene.
Challenges
Initially, I was tasked with improving colour styles, and the look and feel of the new 3D canvas being implemented for version 1.5.
For many developers, Reveal was difficult to get started with (it required a Reveal server to be injected into each Xcode project), so we wanted to make the first run and setup experience better.
When used in teams, Reveal would present colleage developer's servers which led to confusion. This needed some improvement.
We embarked on a complete redesign for version 2.0, which would add all new visual assets. Those assets would be need to be managed by both developers and designers.

Neat stuff
My Contribution
3D Canvas
Working with SceneKit was an absolute blast, and I reflect on this time working with Chris Miles fondly.
We improved the performance of the canvas in general, and added panes for each represented view. Blue for selected, dark/faded for default and red for views that were erroring. It was quite shiny.
Icons and colours
To improve view category visualisation in the list, I applied a colour palette and redrew every glyph used to depict views in the outline view and canvas.
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Start screen
To help someone understand how Reveal worked and if they'd like to buy it, I added this section to the start screen.
This gave new users one-click access to the integration guide, and one-click access to inspecting Soundstagram - a demo app we designed, built and bundled with Reveal.
Connection Management
Showcasing which projects are available to inspect was a great challenge. Previously, Reveal had used a drop down list of detected servers. This worked well enough in simple environments, but we wanted to optimise for developers working in large teams across many projects. The best way to differentiate between running apps is to adopt the same method as iOS: Use the app's icon and name.

Reveal 2.0 introduced a dropdown sheet that showed discovered apps on the local network. The Ui matched when no apps were being inspected.
Result
Reveal is in active development, and is going strong. Many of Reveal's early features were bundled (sherlocked?) directly into Xcode by Apple, and the Reveal team continued innovating to set itself apart. Today, Reveal boasts state of the art Acessibility reporting for delivery teams in addition to inspecting app layouts.
Soundstagram is still bundled with the app.
AGL Energy
AIA Vitality
Bom Weather App
ANZ Grow
Incidently
Supp
I was the first designer hired by Itty Bitty Apps. In addition to consulting, they maintained an in-house product called Reveal (A runtime view debugging tool for iOS). I got to be the lead designer for Reveal 2 for Mac.
Itty Bitty Apps was acquired by Mantel Group in 2022.

LIFX
3 projects
Melbourne, Australia
I worked on
- The LIFX bulbs were handed out to staff like they were lollies
- It was cool to use colours like hot pink at the time
- There were hundreds of beautiful multi-coloured lights on display in the Cremorne workplace
- I got to work with some incredible developers, many of whom are my friends today.
- There was a strobe effect capability of the bulbs that we restricted in software to only work while you were holding the button in the app.
Web and Store Concepts
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HTML/CSS, Melbourne
At the time, the top of the LIFX webpage was dedicated to an inline video about their successful Kickstarter campaign, with no obvious path to purcasing. Their online store used a Shopify front end, which worked very well.
Challenges
There wasn't a style guide or coherent brand identity established for the startup. They were moving fast, and these details weren't a priority early on. Many customers struggled with setting up the bulbs, and support was done primarily through email. Potential customers had to scroll near the end of the page before they were shown an option to purchase a light bulb. LIFX couldn't manufacture bulbs fast enough to meet demand at the time, and the only way customers could buy them was through the LIFX website. The Shopify store was put together quickly to sell bulbs, and was a grid of bulbs of various colours, packs, types, bundles and so on. There were reports of people buying the wrong type of light bulb (Edison/screw vs bayonet), and sometimes the wrong colour.
Neat stuff
My Contribution
I established a colour palette to use across the web products that comprised of warm neutral tones with a single highlight colour (hot pink).
I added a button to watch the kickstarter video in a lightbox, rather than inline at the top of the page. Customers viewing the page would see a primary action ("Buy Now") and a secondary action ("Watch our video").
Instead of listing every bulb option as a pack, I decided on a purchasing flow that let customers see the product they were ordering. The steps in the flow let them select the bulb model, colour, cap type, and then the quantity.
Mobile App Concept
❖
iOS & Android, Melbourne
The LIFX App is the official app for LIFX, and it enables customers to control their lightbulbs and set scenes. It was core to the value proposition of a Wi-Fi enabled light bulb, and worked well enough on both iOS and android.
Challenges
The bulb control part of the LIFX app looked and fine. But, the overall UX of the app was a bit convoluted. It used two hamburger menus for bulb and scene selection, and bulb setup was extremely slow and fraught with potential errors.
Neat stuff
My Contribution
I put together a UX plan for improving the navigation of the app, which added a home for pre-set visual effects (strobe, flame, aurora, etc). The plan focused on onboarding for new users and easy to find support if things didn't go so well.
In this nowhere-near-completed concept design, I explored placing the colour wheel on an adaptive background that would darken/lighten with the brightness of the bulb. The selected colour and brightness is always depicted in the navigation bar at the top.
Video Production

My role
Being a startup, I covered a gamut of roles, including designing their iOS and Android apps, firmware update software (win), web-design, amazon store configuration, branding, packaging, as well as doing photography and video production. I worked closely with the CEO, engineers and other team members to deliver various solutions.
Shifty Jelly
2 projects
Adelaide, Australia
I worked on
- Pocket Weather was number 1 on the (Australian) App Store for months, and featured sometimes as well.
- Once, I caught a bus and sat behind someone who was using Pocket Weather. It was quite a thrill.
- Each time a location is presented, a very wide cloud asset was placed with a random horizontal value, which helped make each session feel unique.
- The Pocket Weather app icon was featured in The App Icon Book.
- In Pocket Weather 3 for iOS, if you pulled to refresh on the Locations screen, and then kept pulling, you'd find the galaxy we hid in there.
- The Pocket Casts app icon was featured in The App Icon Book link.
- In version 3, we added an easter egg on the about screen. If you tap the background enough, a creeper appears, explodes, and ends your game.
- The shiny, textured and skeumorphic design for Pocket Casts 4 pretty much done when Apple announced the new design language for iOS 7. We re-designed the entire interface from scratch and built it in time for release day.
Pocket Weather
❖
iOS, iPad & Android, Adelaide
Pocket Weather was a highly successful Australian weather app. Back in the day, most Australians had this installed. It was designed with a focus on accurate data and a visually appealing interface. It featured a simple, two-tiered layout with weather conditions, forecasts, and radar information, and was available on multiple platforms.

I had the pleasure of designing the third and fourth versions of Pocket Weather for Shifty Jelly. Unlike many weather apps at the time, Pocket Weather Au synced weather data from Australia's Bureau of Meteorology, parsed it server-side and delivered it to devices. This made Pocket Weather fast and accurate.
My goal was to make an interface simple enough for beginners to grasp while scaling so professionals could find utility efficiently.
Pocket Weather had a visual style for every weather condition with variations for day and night.
The Shifty Jelly office window had an uninterrupted view from the horizon to the sky. I modelled each condition while staring outside.
Challenges
People who used Pocket Weather usually fell into two categories. The first group were weather enthusiasts who needed every detail of a forecast at their fingertips at all times. The second group were people who only wanted to know the basics, and weren't technically savvy. We needed to cater to both groups.
Between version 3 and version 4, Apple reinvented iOS with iOS 7. We had to redesign and rebuild the app to suit the new OS.
We loved to support new hardware, and not all of that hardware was good. The first iPad with retina display didn't have a GPU powerful enough to push all of it's pixels at once.
Neat stuff

shiftyjelly.com/pocketweatherau (archived) "Everything That Begins, Must Also End" (archived Shifty Jelly blog post)
Pocket Casts
❖
iOS & Android, Adelaide
Pocket Casts was an award winning podcast player for iPhone, iPad, Android, and the web. It was made by Shifty Jelly. The app was one of the first to feature a server backend that handled podcast checking and parsing, allowing users to quickly see updates for hundreds of podcasts without the typical delays of regular apps.
Challenges
The goals for Pocket Casts were always to be simple, beautiful and functional. It needed to serve two distinct user types: simple listeners who subscribe only to active podcasts, and collectors who subscribe to everything and need sophisticated organisation tools.
We were making this at a time when the iOS and Android were still establishing their foundations. Google introduced Material Design whilst version 3 was in development, and Apple released iOS 7 during version 4 development. Each release of Pocket Casts was built for a moving target.
Most podcast apps required manual URL input to subscribe to podcasts, and would then check each podcast server individually for updates. This would cause a significant delay before downloads could begin. Pocket Casts had a best-in-class server infrastructure, and we wanted to make an in-app podcast directory to show it off.
Neat stuff
My Contribution
I designed the app icon!
I was the sole designer for versions 3 and 4. In terms of visual design, these were the ones where we introduced material design fundamentals on android, and modern iOS flat-design style after iOS 7. The play screen would sample colours from the podcast artwork and build a colour palette on the fly and apply it to the play controls. It was one of the first apps to do this.
Functionally, these versions added the customisable smart filters that Pocket Casts was famous for. Customising these can get pretty complicated, and the UX (and colourful Ui) of these filters is something i'm still quite proud of.
Result
Pocket Casts is still one of the world's most used podcasting apps. In 2015, it won a Google Material Design Award.
The app (and staff) was acquired by NPR, and then Automattic, where it is still maintained today.
Pocket Casts shiftyjelly.com/pocketcasts (archived) Pocket Casts on Wikipedia Iterate 43: Pocket Casts and going Android first

My role
I was the sole designer at the time, so I covered every aspect of designing their products, concepts, strategy, prototyping, detailed mockups, asset creation and working with the development team to see those concepts become reality.
The full product design lifecycle from concept to execution was routine.
I used my public speaking skills to present Shifty Jelly to the audience at the second Swipe conference in 2012.






