As a contractor with American Express, I worked with Vicinity Product Owners on 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 Program Administrator Self-Servicing Products for American Express @Work, the suite of products available for authorized Program Administrators to manage their corporate accounts.
Following my graduate study I spent an exciting two years coordinating the software development and installation of products at Audio, Video & Controls, Inc., an experiential production studio.
This project initially required me to design a product using Flex Builder ActionScript 3 but blossomed into a much deeper coordinated effort with some of my colleagues while interning at Out Magazine.
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 black LGBT Men and Allies.
This was the 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 are we creating? What problem am I solving? Who am I solving it with? What tech are we using? The requirements gathering phase is the ideal opportunity to identify stakeholders and team leaders and their scope of work. Business goals should be determined and aligned with hypotheses proposed product features and analyzed against generative user research if possible.
Gathering user feedback and learning and adapting from it builds empathy for users and adapts design thinking respective to the project. This is also an ideal time to investigate technology parameters. Personas, User flows and other documentation can be distilled from user feedback. This helps me navigate client, stakeholder and user expectations and minimize unnecessary complexity in the workflow when designing.
Prototyping is a swift and easy way to inspire collaboration, promote buy in and cull bad ideas from the design. A working prototype allows me to step back and let users try to break what has been built. Higher fidelity prototypes not only validate hypotheses and features but also the UI, Visual Design and the Design Language System.
Production is a great opportunity to peer into the back end work of technology partners and to advocate for design while it is most precious: after handoff. Launch can be 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 identifying immediate changes and version refinements.