As the User Research Manager at Deep Silver Volition, I pioneered and executed all strategic and tactical research initiatives on the DLC releases. Simultaneously, I built all aspects of the standalone research program. For additional context, I would have partnered with Data Analysts to add telemetry (a behavioral element) to external tests, but the change from Deep Silver & PLAION to GearBox left us without these resources.
Confluence for collaboration, documents, and repositories.
Teams for meetings and usability studies.
Figma for collaboration, prototype mock-ups, and user flows.
Miro for brainstorming, workshops, and data synthesis.
Microsoft Forms for survey research and participant recruitment.
JIRA for project management and version control.
Game Tester for remote playtests, recruitment, and incentives.
Deep Silver Volition
User Research Manager
I addressed persistently low sign-up rates on Volition's research recruiting page by conducting usability tests with new users and identifying issues with information architecture, accessibility, and copy. Changes based on these insights led to a 200% increase in sign-up rates within a week. This dramatic improvement enhanced user experience and better aligned our recruitment efforts with the organization's commitment to equity and accessibility.
Deep Silver Volition
User Research Manager
I conducted a targeted heuristic analysis to identify usability issues with the wingsuit in The Heist and The Hazardous DLC. To address these issues, I recommended context-sensitive tutorials, clarified event pathways, and balanced difficulty levels. These design improvements helped enhance player engagement and interaction with the wingsuit mechanic, aligning the gameplay with the initial design intentions and improving the overall player experience.
Deep Silver Volition
User Research Manager
I coached a Junior UX designer on researching navigational challenges in "The Heist and the Hazardous" DLC. We conducted a week-long internal usability test, revealing that players needed clarification due to unclear objectives. As a result, we recommended placing objective indicators (OIs) at strategic points throughout the missions. This adjustment improved player navigation and understanding, enhancing the gameplay experience. It also set a precedent for future game development by emphasizing the importance of intuitive player guidance.
Deep Silver Volition
User Research Manager
The production team had broad and ambitious potential research questions. We collaborated to identify the highest priority areas, focusing on usability and key attitudinal variables. I conducted remote, semi-directed, unmoderated playtests (usability tests with surveys) to gather feedback on clarity, usability, character narratives, and artistic style. The tests provided critical feedback that led to immediate design revisions, refined our research strategy, and improved our recruitment approach for future tests, ultimately enhancing the game's user experience and testing processes.
Deep Silver Volition
User Research Manager
Research for the "Dustfaire" DLC was limited in time and resources, so I prioritized usability. I organized in-depth, moderated,internal usability tests followed and interviews, which I streamed live to our agile team. The feedback revealed significant usability issues, especially with Mission 2's excessive difficulty. This approach revolutionized our development workflow by enhancing collaborative efforts and accelerating decision-making. It also led to the implementation of regular internal playtests, which significantly improved our game design processes and the overall quality of player engagement.
Deep Silver Volition
User Research Manager
After conducting internal usability tests, we focused on refining specific gameplay elements for external testing. I designed a comprehensive mixed-method survey for a study that efficiently combined usability and attitudinal assessments. I recruited 30 participants for a remote, unmoderated playtest, analyzed their feedback using an affinity diagram paired with quantitative data, and produced detailed mission-specific reports. Despite significant bugs affecting the overall experience, the feedback led to targeted adjustments that improved the missions' usability and player experience.
Before I became Volition's Research Manager, I was the Senior UX Researcher for PLAION GamesLab, Volition's decentralized, embedded, publisher-distributor research and data science team. Due to GDPR compliance, I cannot share images or details for the case studies from my time in this position. Since I was in the US, but my team and participants were in Europe, I was unsure how nuanced GDPR compliance was regarding information-sharing after company separation. Therefore, I only provide objective, high-level content and my subjective experiences. In most cases, I served as a strategic advisor and analyst, providing guidance to junior researchers, leadership, and stakeholders while working through the data.
OneDrive and SharePoint for collaboration, documents, and repositories.
Teams for meetings and usability studies.
Miro for brainstorming, workshops, and data synthesis.
R for data analysis and reporting.
Microsoft PowerPoint for stakeholder presentations.
Limesurvey for survey research and participant recruitment.
JIRA for project management and Git for version control.
Parsec for remote playtests.
On-site laboratories for in-person playtests.
Deep Silver Dambuster
Senior UX Researcher
I evaluated the first-hour user experience for Dead Island's sequel at Deep Silver Dambuster, focusing on gameplay balance, pacing, usability, player appreciation, and brand trust. We conducted a playtest, analyzed the data, and identified key issues in the gameplay experience. The insights led to actionable recommendations. The implemented changes optimized gameplay balance, refined pacing, and enhanced usability, resulting in increased player appreciation and trust in the brand, as confirmed by positive feedback from follow-up evaluations.
Starbreeze Studios
Senior UX Researcher
I co-designed a comprehensive research strategy with the Lead Researcher, incorporating repeated-measures playtests and follow-up group discussions to investigate the differences in user experience between single-player and co-op modes. Our analysis revealed significant discrepancies between single-player and co-op modes. We recommended improving usability and tailoring game designs to specific modes. These improvements increased player appreciation, as positive feedback in subsequent evaluations confirmed.
Flying Wild Hog
Senior UX Researcher
In collaboration with Flying Wild Hog, I evaluated the player experience for "Space Punks," focusing on usability, pacing, difficulty, and enjoyment during its open beta. We developed surveys and conducted remote playtests using Parsec to observe real-time player interaction. Our findings and subsequent recommendations highlighted significant usability issues. The changes implemented improved the initial missions' usability, positively affecting player engagement and retention.
Cengage Learning
UX Researcher
I evaluated the beta version of Cengage's 2nd edition MindTap e-learning platform, identifying usability issues through user interviews, surveys, and usability testing. Critical problems included non-intuitive drag-and-drop mechanics, dense content design, and confusing platform organization. Collaborating with Cengage's design and development teams, we improved the mechanics by adding tutorials, redesigned the content into digestible sections with clear headings, and reorganized the platform for better navigation with a customizable dashboard. These enhancements significantly boosted user satisfaction, engagement, and learning outcomes.
Pearson
UX Researcher
After identifying a high volume of customer support tickets related to sign-up frustrations, I assessed the new MyPsychLab platform's usability. I analyzed customer support data and conducted a directed usability test, which confirmed that a complex sign-up process caused user confusion. Based on these results, I recommended simplifying the sign-up options and clarifying instructions. These changes made the sign-up process more intuitive, significantly reduced customer support tickets, and enhanced overall user satisfaction and sign-ups.
Access the Data is a Hack for LA focus project, a subgroup of Code for America. Our team focused on a civic project improving data literacy for LA citizens. To do this, we built a website for citizens, which featured different open-data resources and use cases.
I was the Lead UX Writer (and also a UX researcher) on a cross-functional, agile, remote, distributed team of project managers, developers, UX & UI designers, data scientists, and researchers. I guided research direction/analysis, directed web copy to maximize SEO, and edited our responsive website prototype. This case study collection highlights my skills in research, writing, collaboration, and human-centered design.
Most of my impact over the few months of my contract was not something I could screenshot or benchmark; as a UX Writer, my role was much more than paring down and clarifying copy. Holistically, some of my work included:
Designing, conducting, and analyzing research.
Leading and contributing to the generation, ideation, analysis, and synthesis process.
Making recommendations and design components in Figma while consulting with developers.
Establishing copy and microcopy tone, voice, and clarity with other UX writers and designers.
Managing stakeholders and team members.
Advocating for inclusive language and accessible choices.
Training and creating clear, concise onboarding tutorials for new team members.
Google Workspace for collaboration and documents.
Zoom for meetings and usability studies.
Figma for designs.
FigJam for brainstorming, workshops, and data synthesis.
UXArmy for UX Research.
GitHub for project management and version control.
Grammarly Pro for content writing and style.
Code for America
Lead UX Writer, Freelance
After joining as the Lead UX writer during a tree test of our site's new information architecture (IA) labeling terminology, I helped analyze whether users could easily navigate and understand the site. Many terms, like 'Research Papers' and 'Data Amateur,' didn't match what our users expected. In fact, we found that over half of the participants were confused by at least 5 of the labels. Based on these insights, I worked with the design team to replace these confusing terms with ones that better matched our users' language.
Code for America
Lead UX Writer, Freelance
After a tree test showed issues with our website's information architecture (IA), I worked with the research team to improve our survey for a follow-up study to make it more straightforward and accessible. We wanted to find better-suited terms for our navigation labels and understand the reasons behind participant preferences. To do this, I revised the survey to ensure clarity and simplicity. The results were clear: participants strongly preferred my alternative labels. Based on this feedback, we updated the IA to match user expectations, enhancing website navigability, SEO, user understanding, and inclusivity.
Code for America
Lead UX Writer, Freelance
After presenting survey and tree test recommendations, I proposed a semi-structured, moderated usability test for a high-fidelity Figma prototype to assess the overall user experience. I recruited five volunteers to complete tasks. The tests uncovered confusion with copy, workshop offerings, and information. Based on these findings, I recommended redesigning the Workshops page to enhance clarity. The design and product teams enthusiastically embraced these changes, leading to a redesigned Workshops page, validated design systems, and a unified team focused on meeting milestone goals and enhancing user experience.
Code for America
Lead UX Writer, Freelance
Following the conclusion of usability studies and survey analysis, I teamed up with our UI designer and a new UX writer to enhance the copy and microcopy. Using Figma for design and Grammarly for editing, we refined the website content to align with our users' natural language. At an all-hands meeting, we presented a before-and-after comparison of our Figma prototype, showing marked improvements in readability and coherence. This collaborative process was well-received and allowed the team to integrate the new copy into the design seamlessly.
involveMINT.io is a non-profit organization that works towards creating local currency systems to promote environmentally friendly community development in low-income areas. The organization initially had a well-established website, but the site required further updates and reformatting. The primary requirement was for front-end design improvements on their WebFlow website.
Our successful collaboration was instrumental in ensuring the project's completion. Through regular Zoom and Slack meetings, Dan (the CEO) and I discussed project goals, shared progress updates, and addressed any queries or issues. Dan's insights and guidance were invaluable in steering the project towards success.
To help Dan track my progress, I created a comprehensive project management plan using Notion. This plan detailed each task with relevant screenshots, checkboxes, and notes. Dan could keep track of my progress and ensure the project was on schedule.
Overall, this project was a great success, and I was delighted to be able to contribute to the work of such an innovative and impactful organization.
Google Workspace for collaboration and documents.
WebFlow for front-end development.
Notion for project management.
Slack for quick commmunication.
Zoom for meetings and workshops.
Figma for mock-ups.
involveMINT.io
UX Designer, Freelance
A malfunctioning custom script in a call-to-action JavaScript prevented user registration. I consulted a web development specialist, who revealed that the script was outdated. I designed a set of responsive, user-friendly buttons to replace the script. The new buttons significantly improved website functionality and user experience, increasing user engagement and facilitating smoother operations.
involveMINT.io
UX Designer, Freelance
I undertook a significant transformation of involveMINT.io’s website, conducting a comprehensive audit and redesign of the CSS structure. This involved eliminating redundant styles and implementing intuitive naming conventions. The results included:
These changes have boosted usability and streamlined site interactions, making a tangible difference in the company’s operations.
involveMINT.io
UX Designer, Freelance
I created a user-friendly Content Management System (CMS) for managing and displaying team member data. With the new system, developers could quickly sort and edit information, which reduced errors and saved time during updates.
involveMINT.io
UX Designer, Freelance
I improved the team's autonomy and made website management easier by creating a detailed tutorial and a step-by-step visual guide on how to use and build a CMS. The training provided the team with the necessary skills to manage content updates and modify website elements on their own, resulting in improved operational efficiency and a functional website.
involveMINT.io
UX Designer, Freelance
I addressed design inconsistencies across involveMINT.io's website by creating a comprehensive design style guide that standardized visual and functional elements like typography, color usage, and layout grids. This guide streamlined updates, ensured visual consistency, and enhanced the team's autonomy in maintaining the website, significantly improving the user experience and reinforcing the organization's brand identity.
Namwera AIDS Coordinating Committee
UX Researcher, Freelance
To address the low traffic, poor accessibility, and disorganized content reported in prior research, I undertook a crucial and customized UX audit of NACC's website. The audit revealed critical areas for improvement, accentuating the importance of adopting these changes for the website's success. Although yet to be implemented due to resource constraints, my recommendations for content, design, and front-end development improvements are expected to enhance user experience and site performance significantly.
Friends of Aphasia
Graphic Designer, Freelance
Fabi reached out to me about redesigning FoA's Instagram designs. Drawing on my cognitive psychology and neuroscience background, I addressed issues with accessibility for clients with aphasia. The redesign led to a 50% increase in likes and a 40% increase in comments, dramatically improving user engagement and comprehension and sparking further enhancements in the organization's approach to digital communication. Afterward, I created an accessible promotional slide for the movie "Gabby Giffords Won't Back Down."
AZ Exotic Bird Rescue
UX Researcher, Freelance
National University
UX Researcher, Freelance