Combined effort with qualitative UX researchers in order to design usability research, provided mentorship to junior researchers, provided extensive analysis of larger set data, and presented results.
Collaborated with the product team to create a goal directed KPI after evaluating the needs of stakeholders.
Designed and executed an in product survey in multiple digital products and provided insights and actionable recommendations.
Evaluated the current data structure, and designed effective database solutions and models in order to disseminate information to multiple team members.
Raymour and Flanigan, NY
Lead UX Researcher
Educated leadership and other teams regarding user insight data and friction points utilizing tools such as Quantum Metrics, Google Analytics and Qualtrics.
Worked with Product Managers to understand upcoming changes to the website, and created user testing studies to validate features and usability.
Outlined and identified opportunities to increase overall shopping experience and regularly evaluate the quality of the actionable insights by user testing.
Managed UX tools, and collaborated with external vendors to evaluate how to utilize UX solutions tools.
Regularly monitored and created user surveys to aggregate user insights. Observed trends and changes reflected in user satisfaction based on changes in the website.
Created UX deliverables, and presented the results to stakeholders and senior leadership.
In-site Search Optimization Specialist
Assisted the UX team with Voice of Customer research and analysis of VoC insights.
Implemented and optimized onsite search and product recommendation strategies.
Worked closely with multiple teams (SEM, Site Merchandising, Buyer) and partnered to develop, implement and grow onsite search & product recommendation processes that could be scaled to meet customer demands.
Optimized onsite search activity using analytics to recommend rules, facet management, thesaurus entries, redirects and more.
Optimized product recommendation using analytics to serve up the most relevant product recommendations.
Married customer needs with search merchandising and product recommendations best practices, and help define best in class customer/category online experiences
Updated and modify internal search tools in order to promote onsite search and improve product findability.
Interact with other departments, offering Site Search and Product Recommendation insights.
Provide support to Site Merchandising Team for onboarding to new tools
SUNY Oswego Human Computer Interaction, Oswego, NY
Instructional Support Assistant / Adjunct Professor
Design and research online interactive video training system for medical professionals
Virtually Empathetic?: Examining the Effects of Virtual Reality Storytelling on Empathy
Virtual reality is gaining attention as a new storytelling tool due to its ability to transport users into alternative realities. The current study investigated whether VR storytelling was a viable intervention for inducing a state of empathy. A short documentary about a prison inmate’s solitary confinement experiences, After Solitary, was shown to two groups of participants. One group watched the documentary on a commercial VR headset (Oculus Rift) and the other group on a desktop computer via a YouTube 360° video. Results indicated the two groups did not differ in their state empathy levels and in their sense of presence levels. This suggests that watching the documentary in VR was not substantially different from watching it on YouTube with respect to the extent to which an individual empathizes with the emotional experience of another person.
Three Minute Thesis - runner up for 2018 competition Published - paper accepted and published at HCI International 2018
Designed and implemented a database system for collating data to gauge residents' interest in events.
Architected the pipeline from collecting raw data, to rendering an interactive data visualization.
To learn more about the purpose and the process of the project click here.
* Link above will lead you to the presentation regarding the project. To see the project, click the button below.
* All personal information presented in the project is fictitious.
Creating Virtual Reality Experience for Job-Interview Skills Training for Aquinas Training
Students perform mock interviews within virtual reality.
Microphone input functionality allows for users to hear each other speaking, and enables a user's avatar to move its mouth and hands while the user is speaking.
A user's head movement is also tracked by the virtual reality headset and reflected by their avatar.
This level of immersion may prove useful in preparing users for interviews in real-life.
The purpose of this analysis is to put into perspective the other projects about
prison data- specifically, the numbers of people imprisoned in various countries.
Many advanced Excel features were used to import, analyze and visualize the
data. Excel’s function to export data from websites was used multiple times to
import prison population data specific to various continents/regions, in order to
inform the inmate empathy evaluation. This project aimed to compare different
country’s data as was presented in the web page.
* to view the downloaded project you need Excel version 2010 or later.
TIMELINE KNIGHT LAB KOREAN KINGDOM TIMELINE
Korean drama has been steadily gaining attention around the world,
especially from Asian countries. Well-known and popular K-dramas and K-
movies have been making revenue, not only from DVS sales, but also by
increased tourism in the country as well. Formerly, most Korean palaces were
deemed simply as a place where students visit as a summer assignment, but now most locations have support systems for Japanese, Chinese and English speakers to help foreign tourists who long to visit the place where so many Korean
historical K-dramas were filmed. Most of these tourists, however, have very little
understanding of Korean history. Since historical K-drama has been one of the
most popular genres of drama amongst the foreigners, finding a simple and
relatable way to tell the story of Korean history is crucial to increase the
enjoyment of Korean-made stories.
Looking at what the most often banned books of each year were, and the reason for the banning can reflect a large part of the nation’s culture. Therefore, creating a data visualization of such information would not only be interesting, but also informative. Information was collected from Banned and Challenged Books and for each year the top 10 banned book list was used.
Project: Mobile app for mental health- provides regular reminders, connects to therapist, records progress, uses gamification systems.
Responsibilities: Project manager, UX designer and researcher for the project. Coming up with potential user profile. Scheduling and managing the development. Making the prototype mobile app.
Branding - coming up with name, theme, brand icon that matches the user profile. (undergrad / graduate)