There is a wonderful, scary process that occurs the first time you put a game into a player’s hands. The quantum space of all the games you could be developing resolves into that player’s singular experience. Are you making the product you think you are making? How have the thousands of choices that went into developing this build impacted this moment of play?
Understanding the similarities and differences between a product’s target experience and the real experiences of its users is key to making informed, targeted decisions during development.
Remember that real, actual humans are going to need to experience your product, without you standing over their shoulder to guide them. Let’s help them have the truest version of your vision!
Primary researcher for Customer Care and Support : created and executed a research strategy for the Citrix support site, focusing the customer’s self help experience, online billing, and on internal Care and Sales account management.
Worked across product divisions on SaaS products and mobility apps in order to improve end-to-end customer experiences.
Acted as lead researcher for the GoToAssist product line during a time of major transition.
Created and facilitated Design Thinking workshops and classes, led Hack Weeks, and developed an Innovation journey map to guide innovation strategy and incubate new ideas.
Developed and executed the research strategy for the full suite of 2K titles and franchises, providing dozens of AAA and indie studios with comprehensive, end-to-end user research support.
Led a dual-located team in California and the UK, directing international research studies.
Designed and built a fully functional research lab complete with three computer labs, a living-room setup testing area, an observation room, live streaming, and a waiting lounge.
Facilitated large-scale playtests, longitudinal studies, concept tests, concept evaluations, focus groups, survey panels, and utilized a variety of other methodologies.
Coordinated with vendors in order to support predictive analyses, game evaluations, cultural sensitivity consultancies, and accessibility analysis.
Supported the growth and augmentation of this market research vendor’s UX research capabilities with a focus on video games and other interactive entertainment. Worked with clients from large-scale AAA publishers to up-and-coming indie developers to support their research needs on all console, PC, VR, and mobile platforms. Built a team dedicated to establishing best practices and addressing client needs at all stages of game development.
Analyzed and configured lab spaces to optimize their efficiency and improve comfort for clients and participants.
Bachelors of the Humanities and the Arts with a focus in Art and Psychology.
Double Major in Human-Computer Interaction.