AGENCY WORK: SECOND SCREEN AND RETAIL EXPERIENCES
Strategy, UX research and design.
At a mobile agency, I have worked on two client accounts: conceptualizing a responsive companion experience for a cable TV show, and conceiving roadmap improvements for a Top 50 mobile retailer (focusing on in-store features).
Additionally, I helped lead an internal rebranding project which included the creation of a brand manual, an external communications plan (including social media and outreach strategy), and the design of a new responsive website.
Market and consumer research, persona development, feature prioritization, wireframe design.
For the entertainment client, I looked at market research to understand trends in second screen experiences, and developed a service blueprint based on a user journey for the target audience. This led to sitemaps, flows, and wireframes for the experience on tablets.
For the retail client, I led guerrilla research using surveys and brief interviews (17 respondents at two locations) to learn more about consumer attitudes regarding mobile use in-store. Also conducted market research to forecast trends in mobile retail experiences, resulting in recommendations to the client for feature prioritization, a customer journey highlighting the use of proposed in-store features, and wireframes showcasing new MVPs for iPhone.
Decks for client (co-wrote/edited), including documentation, research & wireframes.
Retail client: Customer journey and wireframes to illustrate new home screen and six in-store features.
Entertainment client: Service blueprint, wireframes and process flows for tablet experience.
Internal rebranding/web project: I wrote all the website content, taught myself Bootstrap, then worked with another person to design the site infrastructure using HTML/CSS/JS.
AAGO: MEDIA CAPTURE AND NARRATIVE STORYTELLING FOR TEEN ARTISTS/DESIGNERS
Supervised 6 students from concept through prototype development (under PM).
Led and documented features development and weekly usability testing sessions with 5 community groups of target users. Created a concept video for conferences, including Sesame Workshop.
Participatory design methodology & iterative UI and backend development.
Interns ran a contextual inquiry of target users. Team met weekly for 9 months, refining feature sets progressively. All development was informed by user testing (lab and field).
High-fidelity prototype used in testing and demo sessions. Major brands interested.
Deliverables: final report on design process; software development documentation; wireframes for related web interface. Project required further bug-fixing for commercial release; code remains in an open repository to be used by other developers.
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RENKU: COLLABORATIVE POETRY GAME FOR CREATIVE WRITERS
Concept, research, usability testing, UI, online prototype.
Conducted interviews with target demographic via snowball sampling. Outlined features, functions, flows. Created UI mockups, paper prototype, online prototype. Conducted all usability testing.
Project conceived with a developer during a coffee break at a tech workshop. I planned functionality & designed UI, he gave feedback.
Timeframe was 4 months. Designer made the final screens under the guidance of the developer and me.
High-fidelity prototype (online only).
Developer had to finish his PhD; this otherwise-completed app has not yet been coded. Alas.
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