Research & set goals
Before jumping into the design of a project, competitive and user-centered research is done. I determine the goals and target audience of the projects in order to define a design direction.
Sketch & prototype
I grab dotted grid paper and draw as many solutions as possible, then pick one or a few to refine. Depending on the scale and type of project, I either create mockups or prototype the design in code.
Test & iterate
If a prototype can convey the design solution's intent, users can test it. I evaluate test results and iterate until launch. Post-launch A/B tests and analytics determine further refinement needs.
SoundCloud Go purchase experience
The subscriptions team put me in charge of creating the architecture for the payment experience and designing the checkout experience on web and Android.
Compra is a shopping list app with a budgeting twist. Originally an AngularJS prototype from 2014, I launched it as an app in 2015.
SoundCloud Google Cast Receiver
I volunteered to design SoundCloud's Google Cast receiver app after a coworker built a prototype. The result is a feature many people love.
I was the UX Designer and Developer for Boxxspring, Bedrocket's proprietary content management system. In addition to creating wireframes and sitemaps, I also conducted usability tests and design studios to ensure that the product was as useful as possible.
NASDAQ OMX WorkSpace
I designed a cohesive experience and led many usability tests to make sure NASDAQ's new virtual data room aligned with the needs of its future users. I worked hand-in-hand with the development team to bring the product to life.
Brand & web design
With the help of a local photographer, I designed a responsive website for Bierkraft, a craft beer store in Park Slope, Brooklyn. When the owners of Bierkraft decided to stop the e-commerce component of their website, I created a second design.
After winning second place in a hackathon, some friends and I founded the Brooklyn Gamery in late 2013. I am the lead designer for the group and focus on the visual design of the company as well as the user experience of its games.
This project parodies inspirational posters by generating images that pair random tweets with random Flickr photos and random Google fonts.
This was a proposal designed for the NYC Reinvent Payphones contest. The payphone reuses existing payphone parts and offers the ability to call emergency numbers in 2 taps of the screen.
Breakup Squad is a fast and asymmetrical team-based game for five players. It was created as a part of NYU's 2016 No Quarter Exhibition.
SenseU is a decision-based narrative game that teaches young adults about sex & positive body image.
SweetXheart is a slice-of-life game about microagressions, race, and gender.
I created the art and designed the user experience for this Construct 2-based mobile game with simple tap-to-shoot mechanics.
I made this game for the IndieCade Leap Motion 3D Jam. The goal of the game was to reproduce the feeling I get while dancing to music.
Al the Chemist
I was in charge of the foreground art, web design & print design for Al the Chemist, a chemistry puzzle game.
Five Stages: a Cycle of Ruined Romances
Five Stages is a game about how the emotions you experience during times of loss can change the way you see the world. I was the lead developer and backup artist for this game.
This game was created for the New York GameCraft, a 6-hour game jam. Our team consisted of two artists, a game designer, and a developer using Stencyl.
Train jumper is a game in which you jump over various things to catch the train in time. It was shown in the Glorious Trainwrecks Pirate Kart V at GDC 2012.