Biba: Lifestyle App for Family Physical Activity

Copy of Biba PlayTracker: Family Playground Finder and Activity Tracker
 
 

ROLE: DESIGN DIRECTOR

Led research and design for a suite of lifestyle apps intended to promote outdoor activity among families with young children. The destination space for our user: playgrounds. This was a unique R&D challenge given that both our channel partner in this initiative and our target users had never before broached the use of an app in this particular space. As a result, a broad spectrum of research was required both at the outset and throughout development, from literature to field tests. I worked alongside faculty at Simon Fraser University in deploying a within-subject study of our product and produced outcomes that resulted in a peer-reviewed journal publication. Key partners throughout included Sony Pictures Animation, DHX Media, PBS Kids and the RAND Corporation.

The design research for this initiative included:

-literature review

-ethnographic review

-user field-testing

-within-subject design field tests

-user surveys

-A/B testing

-focus groups

-persona generation

-embedded longitudinal journalling

 
Screenflows with UX notes based on field research on UI testing.

Screenflows with UX notes based on field research on UI testing.

User flow sample: parent/child app experience

User flow sample: parent/child app experience

 

8-Leaf Digital: Educational Apps and Web Dashboards for Resource Sharing

Copy of AllFit Fitness Tracker
 
 

ROLE: R&D LEAD

Was the research and design lead for a small company with multiple companies in the educational space. Projects included apps for tactile educational experiences for young children, fitness apps for gym-going peer groups, logical reasoning apps for older students and a curriculum resource sharing platform for the New Jersey School Board. Participant design with children was a go-to method at times in exploring the more complex facets of our audience as it regarded the expectations of children as it regarded the implementation of interactive content.

The design research during this posting included:

-literature review

-stakeholder interviews

-persona generation

-focus groups

-participant design

 
Card sorting participant design exercise with children

Card sorting participant design exercise with children

Experience flow for NJ School dashboard product 1.0

Experience flow for NJ School dashboard product 1.0

 

Z2H Media: Brand Extension Experiences for Web and Mobile

Copy of Digital Brand Extensions for Television
 
 

ROLE: USER EXPERIENCE DESIGNER

Leading the user experience process for a series of projects, I had the privilege of working on a great number of projects for quite the variety of clients ranging from the CBC to Rainmaker Entertainment to APTN to Showcase. Given the highly client-driven nature of this posting, most of my work was client-driven and involved a great deal of stakeholder discovery and discourse analysis of online communities. My post here involved a lot of persona-driven work given that we were always designing for boutique interactions intended to address/stimulate particular segments of a given audience. Experience research techniques used during this time included:

-focus groups

-card sorting

-surveys

-A/B testing

-discourse analysis of online and social communities

-persona generation

-stakeholder interviews

 
Persona generation for a product aimed at family market: considers primary vehicle for product and a breakdown of critical pain-points at-a-glance

Persona generation for a product aimed at family market: considers primary vehicle for product and a breakdown of critical pain-points at-a-glance


IARPA/SRI/York University: International Research on MMOG Usage Patterns

 

ROLE: RESEARCH MANAGER

For this project I managed the research instrument design and deployment for a cross-institutional study that was seeking to learn more about user patterns in personality among Massively Multiplayer Online Game players. This particular study ran a mixture of methods in seeking to learn more about how players of different aptitudes approached gameplay and social exchanges in-game. With this research spanning multiple phases, there were a number of different research techniques adopted here including:

-eye-tracking and biometric study

-surveys

-freeform interviews

-user session observation w/freeform feedback

-keystroke tracking

-video coding of recorded observations

-establishment of inter-coder reliability

 

ARGO Analytics Engine: Semantic Engine

 
HL-homepage-message.jpg
 
 

ROLE: RESEARCH MANAGER

I was the Research and Development Manager for Social Media Analytics software, ARGO where I designed the feature spec for ARGO's proprietary scoring and sentiment engine and managed the research team responsible for the engine's development. 

The engine itself was not only capable of providing a 'score' for one's campaign, both independently and as measured against its peers, but it also featured a 2-prong sentiment system. The first prong consisted of a dual-layer syntactical engine specifically engineered for social media discourse: the first layer providing general sentiment (neg/pos/neu) with the second providing a detailed attitude break-down per segment.

The second prong was a classic semantic engine for analyzing press and media uptake of a given campaign over time. Both required a series of textual analysis approaches that could get at the root of what contributed to a consistency in meaning when reporting to end users.

Key research methods and techniques adopted included:

-content analysis

-discourse analysis

-results coding