As a contrator with American Express, One of my core projects was the UX research and redesign of the existing product American Express Vicinity.
I worked very closely with Product Ownership, Business, Compliance and marketing teams on a couple of Program Administrator Sefl Servicing Products for American Express @Work, the suite of products available for authorized Program Administrators to manage their corporate accounts.
Following my grduate study I spent two years working on managing the sotfware development of some of the experiential products at Audio, Video & Controls, Inc., and experiential production studio.
I wore many hats at AV&C and perhaps the biggest were Designer and Project Manager.
Take a look at an innovative endeavor I undertook while completing my graduate degree and simultaneously interning at Out Magazine.
The project required me to design a product using Flex Builder ActionScript 3. This project opened the floodgates to my design career.
BROTHER is my Master's thesis project, an academic, UX and Marketing Research investigation into the necessity and feasibility of a multi-cultural marketing space targeting young black LGBT men.
This was my very first Interaction Design project that I conceived. It involves the programmatic analysis of audio to succinctly time the projected playback of a person dancing. The effect would create the illusion of a digital dance partner.
EYESEEYOU was inspired by the letigious work of Phillip Lorca-DiCorcia. I spent months secretly videotaping people in the subways and on the street and used the footage to map out the sightings onto Google Maps.
What problem am I solving? How long do I have? Who am I solving it with? What tools are we using? What do Users have to say?
The requirements gathering phase is the ideal opportunity to identify stakeholders and team leaders and their scope of work, discern business goals, align them with hypotheses proposed product features.
Usability studies maybe done with both business stakeholders and users to confirm whether requirements are being met or missed.
Learning and adapting from feedback builds empathy for users and adapts design thinking subject to the project. It helps me navigate client stakeholder expectations and preempt anxieties over any complexity in the workflow.
Prototyping is that it opens the door to collaboration and tool mastery and exploration of new tools and techniques.
A working prototype allows me to step back and let users tro to break what has been built. Once all hypotheses and features have been tested, the UI, Visual design and styles can be validated with users as well.
Production is a great opportunity to peer into the back end work of other stakeholders and to advocate for design while it is most precious: after handoff.
Launch can be a fulfilling and frightening as inevitably nails will fall out. Standing by failure as well as success is a straight path to shoring up loose ends and identitying immediate changes and version refinements.