Hi! My name is Aleks Vujovic.
 
 
 
Smart Sparrow is a small company focused on educational software.

I was brought onboard to help build a new version of their online chemistry labs, to be used by Arizona State and Oregon State Universities for the online portion of their curriculum. The respective universities' online chem labs had looked dated and had a limited, somewhat unintuitive implementation, built on Microsoft Silverlight.

The solution was a web-based interface built from ground-up, in which students were provided with a digital experience of chemistry labs that allow for sandbox behavior. Designed for tablets & desktop.
 
 
During research, many similar existing experiences still bore the aesthetic of the era they were created in—in other words, they felt outdated.
I've researched many accessible online chemistry labs to understand that production of such tools is a rarity. I felt privileged to be called to this task.

After exploring various approaches, we determined that a balance between illustrative and realistic styles would create a polished experience while minimizing potential misunderstandings. Since students would later apply their digital learning in a real lab setting, visual accuracy was crucial—ensuring they recognized exactly what to expect when working with actual equipment.
For the interaction model, I drew inspiration from the most intuitive experiences of my childhood—those designed for the widest possible audience. The closest analogy was the interaction mechanics of 90s Lucasfilm games, where users selected objects from their inventory and combined them to solve puzzles. This approach translated seamlessly to touch interfaces, making complex actions feel natural and engaging.

 
1993's Sam & Max: Hit the Road
I’ve always echoed the mantra
"Ship early, Iterate often,"
a philosophy rooted in the very Lucasfilm games studio that inspired me for this project.

With nearly fifty tools still to be built—ranging in complexity—the workspace had to be modular, evoking the feel of a real lab where up to twenty tools might need to be displayed side by side for a single experiment. This required a flexible positioning grid system that allowed for intuitive navigation. Prototyping was essential to defining these functions early, ensuring an interactive framework that could evolve through iteration.
 
The early prototype prioritized broad interaction models over fine details, keeping the tile system visible to establish foundational mechanics before refining the visuals.

One of the first major considerations was the level of detail required for tool assets. While we initially aimed for SVG-based illustrations due to their scalability and efficiency, the team preferred a more realistic visual style. SVGs excel at clean lines and logos but struggle with high-detail, shaded graphics. Pushing their capabilities risked performance issues, particularly on lower-spec student laptops.

Early implementation tests confirmed this concern, leading us to start with PNGs. We left the door open for an SVG transition down the line but only if further testing proved it viable without compromising performance.
 
Designing glassware presented unique challenges, as it required maintaining a consistent scale—one that shifted depending on the density of tools in each lab—while ensuring liquid levels were as accurately observable as they would be in a real-life setting.  

Another consideration was visibility: the glassware needed to stand out against the background while still resembling the familiar school lab environments students were used to.

The level of detail required for the tools made Sketch an unviable option. Its limitations in handling highly detailed graphics, along with its inability to export color-accurate assets, necessitated a shift to more specialized tools.  

Beyond glassware, each tool had distinct functionality, required polished CSS animations, and had to integrate seamlessly into the broader system. Fortunately, many of these functions overlapped across multiple labs, allowing me to pivot from generalized interactive prototypes to lab-specific implementations, refining usability and accuracy with each iteration.
 

Cells on Oculus Rift

controllers.jpg
One particularly exciting project, though brief, was an Oculus Rift-powered experience that let users navigate inside a cell, identifying its various parts using motion controllers. In just a few weeks, we built an immersive, educational tool that blended cutting-edge VR with interactive learning.

My role focused on designing the menu UI and crafting the in-game controllers to ensure an intuitive and seamless experience. Somewhere out there, there’s a photo of Mark Zuckerberg showcasing it on stage—unfortunately, I lost my copy. Still, it’s a fun reminder of the impact and visibility of the project.
 
In Conclusion...

The Smart Sparrow Online Chem Labs were completed in late December.

The fulfillment I gained from work that went beyond pure commercialism was far more rewarding than my previous roles. Knowing that my efforts helped students access information more easily—even grasp concepts that might have otherwise been challenging—made every moment feel like time well spent.