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Role: Product Designer (UX & Visual)
Responsibilities: User research, problem definition, mock ups, interactive prototypes, copy, visual QA
Description: The Wayfair options overhaul project was focused on re-tooling our product option selection experience to be more intuitive, guided and flexible. We A/B tested into the new design and saw lifts in conversion rate, add to cart rate, and average order value for our customers. The new design is now available on over 70% of our live product pages. Wayfair also adopted new components and guidelines in our design system as a direct result of this work.
I created a new version of our options designs for this project that accounted for product class nuance, performance concerns and the new edge cases that come with scaling a design across many different verticals. I worked with a product lead, analytics, front end developers and other designers from design systems and core funnel teams.
For this project, I was directly responsible for interaction patterns, pixel-perfect mocks, prototyping, user testing, research synthesis and post-implementation visual QA.
Role: UX Designer
Responsibilities: Vision work, critical user journey definition, design pillar creation, product strategy, detailed interaction specs, interactive prototypes
Description: Google Stadia was Google’s entry into the cloud gaming space, a live service product that sought to eliminate the need for expensive high quality hardware to play the best quality games and democratize gaming access.
I was the lead UX designer for the social, television, in game and accessibility verticals for the launch of Stadia. I worked with a variety of teammates and stakeholders, including project managers, front end and backend engineers, visual designers, contract artists and copy writers.
For this project, I was directly responsible for system design, design documentation, interaction patterns, and iterating and testing designs for our global market to hit our experiential goals and business KPIs.
I was involved with Stadia for ~2 years until its launch on November 19th, 2019 in the US, Canada and Europe.
Role: UX Designer
Responsibilities: User stories, app flow diagrams, wireframes, interactive prototypes, copy, thematic definition, in game UI and sprite sheet implementation
Description: Runes Reforged was a 2 year project and one of the largest and most ambitious features undertaken in League of Legends to date. Replacing the old runes pregame system, Runes Reforged touches every facet of the gameplay and user interface. We sought to create a truly customized experience where players could enhance their champions to match their playstyles without being overwhelmed. Players surveyed globally rated the user interface a 4.0/5 and strongly agreed that the new system is more intuitive and fun.
I was the sole UX designer for the project and worked with game designers, a product lead, artists and engineers.
For this project, I was directly responsible for interaction patterns and iterating and testing designs globally to hit our experiential goals. I also handled implementation of the in game UI components via scripting and sprite sheets as well as crafting the new player experience for Runes Reforged.
I was also involved in product decision making across many disciplines, including game design, VFX art and player communications, with the ultimate goal of creating a satisfying holistic player experience.
Role: UX Designer
Responsibilities: User stories, app flow diagrams, wireframes, copy
Description: The League Friends app is a socially focused app I designed for Riot Games that has over a million downloads and (at the time I worked on it) a 4.3/5 star average rating.
Available for both Android and iOS, the League Friends app aimed to connect players on League of Legends to their in game friends at all times and help players organize into games.
I was the sole UX designer for the app and worked with a visual designer, product lead and both iOS and Android engineers.
I was responsible for the information architecture and interaction patterns, with an eye for consistency and integration with other existing League products.
Role: Product Designer (UX & Visual)
Responsibilities: Product strategy, concept sketches, user stories, app flow diagrams, wireframes, mockups, asset creation and slicing
Description: The Oyo Sports Locker Room app was a client project I worked on while at Intrepid Pursuits.
Oyo Sports is a company that makes kid-friendly "licensed collectible minifigures" that came to our agency looking for a way to engage digitally with their young customer base. We created the Oyo Sports Locker Room App to fulfill that need, with an eye towards future expansions.
I was the sole designer, in charge of all facets of design, from initial concept sketches all the way through asset slicing and developer support. The Oyo Sport Locker Room app was completely designed and developed, but never released in an official capacity.
Here are some personal pieces I've worked on in my spare time.
I love to create and share, whether that means participating in hackathons and game jams, joining in PAX East panels, doing art for a tactical survival game set in Russia or just sitting down with plain ol’ charcoal and paper.