
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.

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

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