AUGUST 
OPPENHEIMER


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August (Augie) Oppenheimer is an American interaction and experience designer located in Boston, MA. 

With an educational background in both industrial design and graphic design, Augie designs interaction in order to help solve problems in both thoughtful and elegant ways.


IndexRevision History - Product and Editorial
Field Notes - Editorial and UX
Tomorrowmart - Product
Inventatti - Branding
Signable - UX and Design for Disablity
Playground - Just for Fun
CV



Education
Boston UniversityBA Graphic Design
2026

Accademia Di Belle Arti VeneziaStudy Abroad
2024

School of the Art Institute of ChicagoIndustrial Design
(Transferred to BU)
2023


Experience Hariri InstituteDesign Researcher
Boston, MA
Since 2026

Spark!UX Practicum Project Manager/
Innovation Fellowship 
Boston, MA
Since 2025

Spin350 CreativeDesign and Art DIrection Intern
Boston, MA
2025

BU Center for Innovation and Systems Engineering Design Lead
Boston, MA
2025

Smithsonian Astrophysical ObservatoryFreelance 
Cambridge, MA
2024

Daily Free PressLayout Editor
Boston, MA
2024

Formaggio KitchenCheesemonger
Cambridge, MA
Seasonal

SAIC Design Studio Co-Founder
Chicago, IL
2022


Skills
Adobe Suite 
Figma
HTML
CSS
JavaScript
Cargo
Framer
Cavalry
Procreate
Touch Designer
Risograph
Spectrolite
Rhino
Laser-Cutter
3D Printing
Carpentry


Exhibitions
Multiple FormatsArt Fair
2026

Sight of SoundExhibition
2025

Multiple FormatsArt Fair
2024

Multiple FormatsArt Fair
2023


AccoladesStudent to WatchGDUSA
2026

AmbassadorCatherine Small Gallery
2025




Last Updated 3.14.26
WORK





Revision HistoryProduct and Editorial
2026

A series of product design case studies depicting change in interaction design over long periods of time. Contains editorial publication documenting my process. 




Field NotesEditorial and UX
2025

A pre-thesis meditation on who I am as a person and as a designer, what I want to contribute to the world, and how I get to that point using the knowlege that I’ve gained up until this point.





TomorrowmartProduct
2025

A board game that teaches players what makes an open-air market sustainable through rules, illustration, and interactive game pieces.





InventattiBranding
2025

Branding project for an artisan sale for charity at the 2025 Venice Architecture Biennial.

Inventatti brings architecture into the future to meet with modern, innovative craftspeople and their causes.





SignableUX and Design for Disability
2025

Built alongside the Deaf Studies department at Boston University, Signable is a one-stop-shot American Sign Language practicing hub.




PlaygroundAnything
2023 - Now
Experiments, older work, and other various artifacts.

WORK



OverviewA series of product design case studies exploring changes in interaction design over long periods of time through revamps of historical tools and games using modern materials and processes.







ProcessRoyal Ur was a common board game played in ancient Mesopotamia. Several versions have been excavated, however it has lost all popularity since inception thousands of years ago.

What was once Mesopotamia is in the modern day Middle East. I conducted extensive research into modern design languages and systems, mainly in Syria and Iran to develop a modern brand for this game.

I chose to keep the material as paper, as this was a game that could be played with chalk and stones and I wanted to keep the accessible element. This is something which anybody should be able to play!
















Process
Dating back to second century China, incense was manufactured to burn at specific rates in order to measure time. Square censers were used to hold this incense and allow the user to watch and track time as the incense burned.

In modernity, people can easily track time in far more convenient ways (and smoke is hardly allowed indoors), so I decided early on to pivot to a designed desk calendar that tracks days and months in a similar fashion to the modular incense calendar. Incense was commonly put in delicate, almost floral patterns, which I was easily able to convert into a system that measures months, weeks, and days.

Current day China hosts millions of brilliant designers. It would be impossible to congeal them all into a single style, so I chose elements which have both survived the test of time and have had new life breathed into them by several of the modern designers I narrowed my research down to.





Home
WORK



AboutA pre-thesis meditation on who I am as a person and as a designer, what I want to contribute to the world, and how I get to that point using the knowlege that I’ve gained up until this point. I thought of it like a retrospective scrapbook. 

This project involved both a print edition, hand-bound by me, as well as an interactive web component, built for both desktop and mobile.


ConceptThis publication’s theme is that of a scribbled-on, used journal. I used newsprint to further this idea, and incorporated scans of old Latin texts I’ve had to translate as a transition between sections, rather than a blank page or something of the sort. I attached a postcard from a former project to the front, as I tend to attach random extraneous pieces of paper to notebooks for other classes.






DigitalIncluded in this project is an online version of the publication built for both mobile and desktop. Through this, I was able to include animations and a UI that furthers the message I wanted to push with this project.






Read more about Field Notes here

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WORK



TomorrowmartA board game that teaches players what makes an open-air market sustainable through rules, illustration, and interactive game pieces.

Based on an IDEO project about  open-air markets in Kenya, the purpose of the game is to help clients understand the purpose of the project through showing and experiencing rather than telling.





Rules and Purpose In the game, players need to design a market better and more functional than the other player. They draw cards one at a time, which depict stalls to place on their boards. The goal is to create spaces surrounded by at least three market stalls, allowing shoppers to have the most streamlined experience.

The more variety in stall type, the more points the players get. Through the process, players learn about the variety of stalls needed to make the sort of modern market work, which include a generator, bathrooms, a water station, etc.





ProcessOver the course of this project, I playtested constantly with friends, peers, and mentors. We experimented with carpentry, laser-cutting, hand-painting, different printing processes, and countless revisions to get a result we were happy with.






Read more about Tomorrowmart here

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WORK



InventattiBranding project for an artisan sale for charity at the 2025 Venice Architecture Biennial. 

While tying the event back to classic architectural concepts using grids and perspective, Inventatti brings architecture design into the future to meet with modern, innovative craftspeople and their causes.







ProcessBold text, primary colors, and glitched-out backgrounds created from architectural pavilions of Bienalles past bring Inventatti to the forefront of modern Italian design.

This project included research on past Bienalle exhibitions and branding, historical Italian brand design, and modern Italian architecture and design.



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WORK



SignableBuilt alongside the Deaf Studies department at Boston University, Signable is a one-stop-shot American Sign Language practicing hub.

With a team of data scientists and researchers, I designed Signable to incorporate machine learning and computer vision into ASL learning workflows. At its simplest, you sign into the computer, it understands what you said, and it tracks your progress. This project was heavily researched and user tested allowing it to make a real, measurable impact within the community. 







Connections and ColleaguesFrom napkin sketches and early conversations with Deaf students and interpreters to a working MVP, Signable was a labor of love. Everybody on the team had some relationship to ASL and the Deaf community, mine being a sister who suffered from a lack of resources when trying to learn ASL to communicate with peers. 




ProcessEvery step along the way incorporated serious feedback from testers from all parts of the community. We interviewed students both Deaf and hearing, professors, researchers, scholors, and parents. Through this, we were able to pivot and tweak until we landed on the exact sort of tool people were actually looking to use. Once happy with our Sign-Language recognition tool, we incorporated features like a memory game and note-taking alongside computer vision and video note sets. The Deaf Studies department supplied us with their internal database of ASL signs (both photo and video), which we built into a searchable library.





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WORK



PlaygroundExperiments, older work, and other various artifacts.





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