As User Experience Director for Walmart Health & Wellness, I lead a team working on a wide variety of projects. We produce customer facing experiences and associate facing software. I am also closely connected with the design systems and platform patterns teams in order to ensure that any solution we create within H&W is sharable with the broader Walmart design ecosystem.
As the leader of the UX design department at CareZone, I have worked to create a new design system for our iOS and Android applications. The new design system uses a modular system of cards which are flexible enough to surface a wide variety of important content for the user to take action on. Using my background in gaming, I want the experience on CareZone to be simple and intuitive for our elderly user base. Logging into the app and updating relevant information should be quick and easy, without needing to dig around in different menu systems.
Testing the dashboard flow with the new card system and full color completion animations
Test animation of the original wireframe with an experimental visual design.
This is the first test of a dynamic dashboard. This mockup started the thinking towards a dashboard that functions as the users to-do list. Where a user doesn’t need to hunt for actions, they can just follow the bouncing ball to the next suggested action.
Mockup of a possible gamified version of CareZone
As UX Director at YouSpace, I created detailed wireframes for gesture-based applications, put in place systems for more a more organized software development strategy, and managed a team of designers and artists. I also worked at the company level on a go-to-market strategy for YouSpace technology, and I worked closely with the SVP and CEO on product designs.
UI Direction
At Storm8, I developed systems and tools to help the UI department quickly and consistently produce quality products. Some key philosophies were modular designs which could be reused in multiple games, 'product overview' documents which quickly summarize the scope of any project, and printing out wireframes for easy review and edits.
Game Director
Lead a cross disciplinary team of 20+ people. Including artists, designers, engineers, product managers and producers. I worked closely on all aspects of the game during the course of it's 16 week production cycle.
Product Designer
Working with my co-founder, I helped to develop the product features as well as wireframes and user flows for a new mobile application. Our goal was to create a product that would allow users to design a perfect travel itinerary and then easily book all the necessary hotels and activities with a single 'click'.
UI Design
PlayUp contracted me to create some UI wireframes and flows to help solve some early issues with their product.
UI Direction
I designed new systems and created these visual aids to help our engineers improve and modernize Storm8's edit mode in all of our iso-metric decoration games.
UI Direction
I directed 2 UI designers who worked on the design, implementation and visual presentation of the UI. I also worked closely with engineers to improve our UI tools which allowed us for the first time to create dynamic text with gradients, outlines, and drop shadows.
UI Direction
I Directed the design and implementation of the UI for Storm8's most successful match-3 game. I also worked closely with art and engineering to prefect the game piece animations and particle effects.
UI Direction
I worked closely with a UI designer on the flow and layout of the UI screens. I also helped facilitate additional game engine improvements which allowed for more complex UI animations.
UI Direction
I helped the UI designers on the team prototype ideas, as well as implement complex UI animations. I helped the team solve tough UX challenges around the unique "pet charge" mechanic.
UI Direction
In addition to typical team direction, I worked closely with the UI team to solve complex problems around army creation and management.
UI Direction
In addition to UI direction, I worked closely with the UI designers and Engineers to implement the UI in Unity as this was Storm8's first Unity3D game.
UI Direction
Bubble mania was the first widespread bubble shooter on iOS. In developing this game, we came up with multiple solutions that later became mainstream including portrait orientation, the level start dialog with pre-game boosts, and a HUD layout that was touch-friendly.