Led the UX efforts to develop one of VR’s most popular social networks, acquired by Microsoft
 
 
 
 
 
 
Helped increase site-wide mobile performance on a property with over 1 billion page views per month
 
 
 
 
 
Partnered with Exygy on a social tool to help people find new roommates
 
 
 
 
 
Developed several Google VR apps to complete the Udacity VR Developer Nanodegree program
 
 
 
 
 
Refreshed the brand experience and acquisition UX, paving the way for massive user growth
 
 
 
Improved the product experience to help drive user growth from 80 to 180 million users
 
 
 
 
 
 
 
 
 
 
 

 

We needed to understand the needs of those who were both inside and outside of VR.

I designed several iterations of our mobile app, which allowed users to access VR easily.

The app allowed people to keep up-to-date with activities and friends.

I had to make a UI that worked on touch devices as well as in VR.

For the core VR experience, I developed a menu system that allowed users to connect as friends.

Once the basic features were in place, we experimented with notifications features to keep people engaged.

 

At FANDOM, our main goal was to help connect the knowledge of super fans with engaged media comsumers.

I helped design tools that made popular sites like Wookieepedia perform better on mobile.

One of the first things our team tackled was making header information display better on mobile.

We also created tools that allowed content creators to edit content from their phones.

The result of our ‘mobile-first’ approach was content that displayed properly on mobile phones.

 

I worked with Exygy to design a tool that help potential roommates find each other.

We had to consider the workflows of different users who were coming to the app with varied roles and perspectives.

The interface allowed users to sign in with Facebook so that potential roommates could discover social connections and other common interests.

As the product designer, I supplied the Exygy team with a complete UI kit as well as flows and other conceptual, interaction design work.

Livewithus combined the power of social media with the process of searching for roommates.

 

For my final project, I created a game that was optimized for Google Cardboard.

The game was called “Ready Pirate One.”

It featured a gaze-based waypoint navigation system, allowing players to move around a virtual world.

Users could navigate around the islands, picking up coins and maps to advance to higher levels.

The winners of the game find themselves surrounded by sparkling treasure...

 

Our main goal was to create a brand that was about connecting artists and fans.

Early on, I was responsible for our company rebrand (2010) that involved logo design, brand guidelines, and branded product interface.

As my role evolved, I became responsible for the primary product acquisition funnel. As we hired more folks to help, I personally built and managed many websites and product interfaces.

 

A big goal for the product was to strengthen the experience for desktop users, while also cultivating opportunities for mobile users.

One of the first things I did in the product interface was to update it to reflect the new branding.

The remote client interface featured a simplified UI that users could pair with their PC and access remotely.

I helped integrate web interface directly into the product UI by combining mobile responsive elements with the client app SDK.

The new system allowed users to “upgrade” the content by opting into various options set by the content creator.

The system integrated seamlessly on both desktop and mobile clients.