I'm a designer interested in how culture, technology, and business can impact each other. I've worked at Agencies of the Year, the scrappy start-up, to the product world. Together, it has led me to approach design from beginning to end: from how it's built to how it can make people feel.
I help strategize the product and project roadmap towards tangible outcomes using research and prototypes.
I help build products iteratively to respond to behavioral, cultural, and market changes through usability testing and impact driven planning.
I design cohesive, branded user experiences from sketches, flows, feature planning, to the visual and interactive system.
I help foster team growth and productivity by having "big ears", facilitating, mentoring, and learning from others.
A series of promotional posters for a local breakdancing competition for high-school students in Calgary, AB. Words were pulled from hip-hop bands.
A visual-memory survey of the USA. Tumblr
Plantly is a new breed of online investment advice service that helps everyday Americans find a better place for their hard-earned cash. They are part of a new movement of start-ups that want to see a better breed of financial tools come out of their city NY. (UI work under NDA)
“RunNXN is a real-time Facebook app that pulls in race-day data from the RFID chips on runners’ shoes and pushes it out to supporters on Facebook. It also features a live broadcast of the event (with multiple camera angles!), as well as a live chat feed-enabling fans to comment and engage with one another as if they were watching the race in person.”
Supporters can post a customized cheer using a selection of colors and text sizes, and are able to auto-tag their Facebook friends.
The Ahh campaign has been successful in publishing fun and delightful single-player games. But some experiences can be even more fun when they’re shared with a friend. We propose to bring groups of people together by introducing a multi- player game paradigm to the Ahh universe. Mobile devices can be easily synced with one another to create a multi-player environment. The devices can share screens to create a continuous landscape or unique individual screens, all the while interacting with each other. Our cell phones become a controller, a screen, and a player in the game.
We express the brand by answering the question, “what do we do” in a way that is simple and compelling. Single, familiar words communicate brand and projects in a way that’s understandable to every audience.
The obligatory to-do app design. A focus on just two actions: adding to your general to-do and dragging up the ones to do today.
Submission for Emily Carr’s 90th anniversary coloring book.
ruffle is an exhibition featuring work from a small group of Portland-based women working across the art and design spectrum. The group was created to help facilitate cross-disciplinary dialogue and critique. This exhibition is one manifestation of these conversations.
Re-interpreation of Georges-Pierre Seurat’s “A Sunday Afternoon on the Island of La Grande Jatte”