Below you'll find an overview of products that I've led with a small team from definition to launch through many rounds of iterative research and design. Additional work that showcases my range of research methodology with more established products is available upon request.
Entering college means having to make decisions for the first time about how you learn best. These skills are usually developed on one’s own through trial and error, if at all. inHabit is an interactive map that guides learners through a place-based self-reflection cycle: from exploring which physical spaces support which kinds of learning, to reflecting on their feelings once in the space. Students not only learn how they learn best in the context of physical space, but also gain feelings of ownership and agency over their work, which can intrinsically motivate them to learn and succeed in college.
- Conducted literature review to ground own ethnographic findings about agency in extant psychology research
- Built paper prototypes and designed new cognitive measures to assess prototype effects on user agency and feelings of ownership
- Facilitated think aloud protocol of A/B versions of learning space profiles and reorganized visuals accordingly
Partner: Saya Iwasaki
room | mates
Our team began with a curiosity about the co-living trend that has emerged in the Bay Area. Through ethnographic home-based interviews, we discovered a huge need to feel community, trust, and ownership in young professionals’ search for a Bay Area home. and began to ideate around the roommate search process. By tapping into your social network, room|mates offers a curated selection of homes, visualizes information in an easy-to-digest format, and allows you to follow houses that are not currently available, making your search less reactive and more meaningful. The time between when we leave our parent's home until when we start families of our own is increasing. That doesn't mean that we have to lose a sense of home.
- Designed two decision-making studies to test assumptions of the information prioritized in roommate search
- Deployed house profile creation links on Craigslist along with surveys to gain data from biggest competitor
- Created interactive storyboard to test concept for a product video; iterated and used findings to produce video
Partners: Doruk Gurel and Jenna Kaye-Kauderer
Four students from Stanford’s Learning Design & Technology and Graduate Design programs were selected to collaborate with the cutting-edge graduate Media Design program at Keio University. We began our research in the Bay Area with the theme of gift giving, and through ethnographic interviews narrowed in to understand how people give gifts during and after travel. Ultimately, we found that people want to bring back souvenirs from their travels that capture their experience in that place. But finding unique, authentic souvenirs is difficult, time-consuming, and can take away from the travel experience itself. We call this souvenir anxiety. Each team member created their own prototype to solve this need (see my Reverse Gift Exchange prototype below) and we searched for common threads that resonated with users. Finally we created Tabiba: a place for travelers to discover authentic Maker experiences on the road that result in unique gifts to share with loved ones back home.
- Re-created the experience of a uniquely American store, and conducted think-alouds with foreigners as they navigated it
- Concept-mapped commonalities of a round of rapid prototypes to arrive at team’s point of view on gift-giving
- Documented Maker experiences in Tokyo through video and discovered a second user group: the artisans we were filming
Partners: Elliot Spelman, Mana Yamamoto, & Dira Andhini
A shift towards psychosocial medicine is emerging, however the training during med school does not yet reflect this new shift. We connected with expert doctors and conducted cognitive task analyses of how they approached a difficult clinical conversation about a real case. Using these insights and learning principles, we designed a tool to help later-stage med school students develop these skills: 1) identifying stakeholders and their goals, 2) identifying logistical challenges (ie., non-emotional challenges), and 3) identifying emotions from facial cues.
Partners: Colin Coltrera & Alex Cristea
STANFORD EDUCATION & DESIGN COURSEWORK
Designing Learning Spaces
Engineering Education and Online Learning
Visual Design Basics (d.school pop up)
Brainstorming Beyond Post-its (d.school pop up)
Needfinding in the Wild (d.school pop up)
Stanford Graduate Summer Institute: Local Agriculture & Sustainable Food Systems
Qualitative Research Methods
Statistical Methods in Education
Understanding Learning Environments
Directed Research: Keio Media Design Exchange
Cognition in Interaction Design