Design is more than looks. It's more than usability. Design is how my work impacts someone's life.

skateboarding experience enhancement

client: Nike

Utilize low-cost sensors to enhance the skateboarding experience

  • Observed and interviewed skateboarders, skate shop employees, and parents of skateboarders to gain an understanding of skate culture and skateboarders' motivations.
  • Developed concepts around improvement of the skateboarding experience through insights developed from primary and secondary research.
  • Prototyped low-fidelity interfaces for potential products, utilizing many software tools available to us. After converging on a concept, we delved deeper into higher-fidelity prototypes and tested the experience of using the product.
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feminine hygiene experience improvement

client: Procter & Gamble

Conduct research and development of novel feminine hygiene products

  • Spoke with users about their current experience with feminine hygiene products. In doing so, we gained insights into their challenges and the workarounds they implemented to cope.
  • Created a diverse set of concepts, refined them to a select number of prototypes, which we discussed and tested with users to gauge their reactions and leverage their unique perspectives to help us improve our concepts.
  • Targeted men as prototype testers, as their lack of experience with feminine care products helped emulate the experience of a new user.
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new product category development

employer: Radio Flyer

Research, develop, and prototype concepts for a new product category

  • I developed a lean version of Radio Flyer's existing research and concepting process, utilizing Amazon reviews and YouTube videos to gain understanding the user experience around existing products in the category.
  • I synthesized the research I conducted to create seven user-centered insights that epitomized the behavior and preferences I observed and around which the team could ideate and develop solutions.
  • I facilitated a brainstorm around the insights, generating 60 concepts; selected promising concepts, based on a scoring system; and sketched and prototyped those concepts to communicate and test with teammates, purchasers, and users.
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