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CHALLENGE

Create a user-centered experience that provokes critical discourse around the future of technology

OUTCOME

Four interconnected fictional artifacts set in the year 2030 around a co-living community.

IMPACT

Shifting the dominant discourse from “move fast and break things” to “just because you can, doesn’t mean you should.”

Living with the Future

QUALITATIVE GENERATIVE RESEARCH, DESIGN FICTION, SPECULATIVE DESIGN

MS HCDE Capstone project critiquing  the 'solutionism' of the tech industry.

Behavior Change Design.png

CHALLENGE

Understand academic behavior change theories and implement them into practical persuasive design solutions with a huge focus on the ethics of doing so.

OUTCOME

4 design cards based on theory constructs and 4 user journeys with technologically mediated behavior change. 3 Applications redesigned.

IMPACT

A toolkit that enables me to leverage academic theories to create actionable designs.

Behavior Change Design

Leveraging classic behavior change theories, frameworks, and research to design ethically sound

persuasive technologies.

PERSUASIVE DESIGN, PROTOTYPING, DESIGN SPRINTS

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CHALLENGE

Keep Seattleites informed about potential changes in their commute and enable change in their

commuting behavior.

OUTCOME

A comprehensive usability test report and presentation for Seattle Department of Transportation.

IMPACT

An easy-to-use website for all things commute related

in Seattle.

Ease the Squeeze

Usability study for Seattle Department of Transportation's website seattletraffic.org

USABILITY, HEURISTICS, EVALUATIVE RESEARCH