Context Monstercast is a combination of Twitch and Instagram. It provides a broadcasting and viewing platform for extreme sports enthusiasts with action cams.
Goal I was tasked with providing the UX and UI for a small iOS MVP. The app must allow a broadcaster to connect their camera to their device and stream to their profile and followers. Viewers can actively search for streams, popular broadcasters, and follow their favorite athletes.
Role I was the lead UX/UI designer and project manager, interfacing directly with the client. I also managed another designer, who created the branding.
Context Pocketly is a location-based coupon finder. It pulls both retailer and user content to provide its coupon information. Users can follow various stores and the app will notify them of deals when they are nearby.
Goal The goal was to give the app a complete redesign and rebrand. We wanted to retain the three core principles: coupons, based on your location, that you can use or save for later. Each page and the overall app was redesigned while following these three key components to keep the experience as easy and simple as possible. The main idea being a user wants to access coupons on the go, or quickly, when they are about to purchase their items in store.
Role I was the lead UX/UI designer, collaborating with the CTO and Lead Engineer Lead to produce a pixel-perfect, production-grade mobile application. I also created the logo, branding, and design system.
Context Abode is a complete home security and automation solution that offers professional-grade security with no contracts or required monthly fees.
Goals I was tasked with improving upon the original MVP to include new features. I assisted in redesigning the timeline dashboard and multiple user management. I also designed their initial landing pages to promote the beta version of their product.
Role I was the secondary UX/UI designer, collaborating with the CEO, and Lead Designer, to produce an improved MVP for them to test with their new features.
Context This is a platform for a medical research study at Stanford University. It gives administrators and participants the tools they need to communicate, monitor their progress, and follow the next steps of the study.
Goal The platform had to provide program information to the participants, open communications between participants and administrators, and display useful data to the researchers. This platform had to be designed using their existing architecture and internal design language.
Role I was the lead UX/UI designer, working alongside the project manager and various client stakeholders at Stanford. It was my job to define the client's requirements and produce a working dashboard for them to give to the research administrators and participants..
Context This is a basic compliance dashboard for high-level managers to quickly view and make project decisions based on the data presented to them.
Goal To provide a high-level, easy to digest, dashboard to inform managers on the compliance of their projects. The dashboard consolidates hundreds of Google spreadsheets and displays the data in an organized manner on the front-end.
Role I was the lead UX/UI designer, interfacing directly with the client/project manager and the agency account manager to produce a basic dashboard, using a company-approved Bootstrap template.
Only unapproved designs are shown here due to NDA requirements.
These are some of my Dribbble posts. They are one-offs that are not part of any larger projects, and are mostly for practice.
I like to share these because they are what taught me the basic principles of design, art, and how I discovered my passion for it.
These are "forum signatures" meant to be displayed under a user whenever they make a post on a forum. I taught myself how to use Photoshop so I could make these whenever I wanted. I quickly became a designer for a large gaming community, and eventually the manager of the 6-person design team. We created tutorials, website mockups, marketing materials, and fulfilled member requests for custom signatures.
If these appear blurry, I made these in the early 2000's, before high-res screens!