top of page

Interaction Design (IxD)

View sketches, sequences, wireframes and diagrams which show the flow of interaction via words, visualizations, objects, transitions and behaviors.
Donko Jeliazkov
Solaris Bank App Wireframe

A wireframe of an iPhone 5 banking app, created using Balsamiq and Visio 2010. It was designed rapidly, with emphasis on simplified actions and minmal screen changes for the user.


The app can interface with a website in "simple" mode, where it will have limited usability (can not set up full payment options), but will gain enhanced security and ease of use.

Online Multiplayer Lobby


A flowchart showing relations between the various components of an online multiplayer lobby design.



Components Data Flow


A diagram showing the various components, relationships  and data flow within a fraudulent check detection system.

Donko Jeliazkov
Gaming Website Site Map


A site map, showing the relationships and hierarchy between the various pages of a Warface gaming website. Optional pages are with dotted outlines and can be handled with dialogue prompts, if a more intergrated design is desired.

Music Player Design (UML)


Information architecture structural design showing the various classes and functions that are involved in implementing a music player, as well as their attributes and relationships to other entities within the entire project.

Clue Diagram (UML)


A diagram showing the flow of logic within the game Clue, with a modified rule set.

Online Poker Interaction Flow


An interaction flow diagram of the various states that a user can experience while navigating and interacting with an online poker game's lobby and playing table.

JALIS Initial Design (UML)


A diagram showing the various classes, objects, entities and attributes of JALIS, a 2D side-scrolling adventure game. The final project was implemented using JAVA, based on this design.

AR Interface & Interactions


An Augmented Reality inspired concept for a user interface, which displays relevant information around the player. Possible interactions are laid out in such a manner as not to overload the user with too much information and often either blend into the environment or hide themselves from view until needed.

Kube Kombat


Kube Kombat required many sketches and flow diagrams to ensure that the user experience was consistent from main menu to battle screen, as well as an aesthetical style that persisted throughout the whole game, from menu items and options to in game explosions and warning/status indicators.



ScrollWall's interaction design was based on old fashioned kiosk like interface, where you would swipe records left or right, up and down, as if on a virtual wall of panels. The user interaction was intended to be touch only, although voice activation and hand gesture commands could have also been effective. The interface also aimed to be simple in the sense that the large numbers of records were automatically flagged in the background and the operators only needed to concern themselves with "questionable" records. The operators had the ability to jump to any record at any point, even if it was flagged green, in case of false positives or possible system misclassification.

bottom of page