Understanding how technology influences the behavior and expectations of your customers is critical to delivering successful lifestyle and entertainment products. Families, friends, travel, sharing, learning, exploring, health, finances - they are all connected by information and devices that grow into extensions of our lives.
Great product designs can improve the way we experience life by reducing our burdens, bringing us delight, keeping us safe, and broadening our horizons.
UX Lead (Schematic)
BMW wanted to improve the experience of iDrive, which drivers found difficult and convoluted to use. In addition, they were interested in how their vehicles serve as a central element that connects various parts of the driver's life. Our solution was an in-dash display that not only allowed for both display and control of vehicle and driving information, but also things connected to the driver's life, such as music, appointments, and contacts.
Digital Instrument Clusters and Information Center / "Driver Life" User Experience Model / Steering Control Mappings
UX Lead (Schematic)
Sony Electronics and Sony Music Corporation wanted to introduce a product to compete with the iPod Touch / Apple Music model. They also wanted to explore using the newly introduced Android operating system as a platform for delivering a consistent experience across mobile music devices and their Xperia phone product line. Our challenge was to create a cross-platform music management and recommendation service that allowed users to utilize social features and the Sony Music platform to stream, discover, and buy new music from their device.
Sony Walkman Touch UI / Sony Cloud Music Network
UX Lead (Schematic)
Samsung wanted to differentiate itself from Apple when introducing its first line of Android-based phones, namely to avoid copyright and trademark disputes around presentation and interactions that were being strongly enforced. While that effort eventually failed and they decided to copy the iPhone and hope that user adoption outweighed the legal cost, there was a brief moment when they considered the innovative, content-oriented approach we developed to specifically appeal to the "American" market.
Winner: Bronze, IDEA 2010 Interaction Awards"Mustang" Android Mobile OS
UX Lead (Schematic)
With the fourth installment of Halo, the focus shifted away from Master Chief to the Spartan soldiers that fought alongside him. The goal was to immerse the player in the game by introducing dimensional squad tracking systems and character-oriented features along with an innovative heads-up-display and progression model. The result was a gritty, military feel that was notable for its detail and player feedback.
91% of Community Users preferred UI over Halo 5Halo: Reach X-Box Video Game Menus and Heads-Up Display (HUD)
Senior Information Architect
My primary objective at Disney's WDPRO was to facilitate trip package selection and conversion. Using data from the Guest Insights team, I developed a number of trip comparison, cart, and checkout flows for both Disney World and Disney Aulani Resort. In additon to this, I also developed a number of internal stencils and templates for use by the UX team to accellerate the design process by allowing wireframes to be approved before sending to the art / graphic design team. Those templates are still being used for site production, several years later. I also worked directly with Directors to develop Disney's responsive, mobile-first strategy.
disneyworld.com / disneyaulani.com
UX Lead (Schematic)
Oversaw the design and delivery of Google's Art Project experience blueprint, which mated their new gigapixel, high-resolution art photography with their streetview technology to create an unprecedended ability to visit and browse the works of galleries all over the world as if you were actually there. I also developed the tool galleries used to map their galleries and identify the geographic coordinates of all their works.
Featured in New York Times Art and Design sectionGoogle Art Project Website / Internal Mapping & Gallery Geo-Location
I have designed hundreds of digital experiences and products for companies, platforms, and consumers of every kind.