Product designer passionate about crafting compelling user experiences!
I am a second year master's student at UC Berkeley's School of Information and I specialize in UX design and product management. Inspired by the visual arts and problem solving through design, I strive to create interfaces that simply work.
Thank you for viewing my portfolio. I will graduate in May, 2015 and am currently looking for opportunities for full-time Product Designer/Product Manager roles. Please contact me if you are interested in working with me.
An urban traveler experiences information overload, frustration with plethora of choices, lack of authentic information, and high cost of decision making. She often has to navigate through plethora of apps (Yelp to make the decision, Google Maps to find actual location, etc.). With no native stranger to provide authentic information, an urban traveler is overwhelmed by fragmented discovery process.
With Drop, we are redefining the art of discovery. When we connect travelers with experts, the travelers can feel a sense of both spontaneity and ownership in what they find: the local, hidden gems. We want to capture the real interaction which isn’t with the UI — it’s with the city, with strangers, with friends, with those special memories tied that that special place. Drop brings information to the user without overwhelming the user. She can find a treasure without even looking for it! With Drop, you can leave visual stories about a place and let others discover these stories spontaneously.
We conducted 6 contextual inquiries, usability tests for 40 participants, and performed competitive analysis for 6 competitors.
We experienced the following design challenges - (A) Designing for watch's small form factor and (B) Creating seamless interactions from watch to smartphone. Iteration made a huge difference in our visual design and interactions.
Drop started out looking more like an app for navigation than one for social and sharing. It also lacked a modern design aesthetic.
Sprint I: We started with the contextual inquiries and competitive analysis to define our problem. Competitive Analysis
Sprint II: We then created task analysis, storyboards, and low fidelity mockups to define our tasks and feature set.
Storyboards and Scenarios
Sprint III: In our first redesign, we focused on the latter, and upgraded to material design. But we still found Drop’s phone UI clunky to navigate, with too many screens and steps to get to the key feature of the phone — sharing. High Fidelity Mockups - Smartwatch and Smartphone
Iterating on Visual Design Material Design Style Guide
Sprint IV: In our second major redesign, we pivoted on the functionality, opting to focus on visual media rather than text, thereby simplifying the app immensely. We also used a mode switch to help people distinguish between sharing with friends and sharing with the public, instead of complicated picking and choosing. And, we updated our privacy settings to use usernames and pictures, rather than anonymity for more accountability in public drops.
Product coming soon to Android and iOS platforms!
, Visual Design
, Android Design and Development
ownCloud Inc. is Dropbox for open source community. The community was facing issues with organization of content. During the ideation phase it was proposed to create a Pocket+Instapaper solution for the open source community that will also leverage the APIs exposed by ownCloud's partners.
ReadLater app for the community helps to organize bookmarks for the ownCloud community. I designed and developed social bookmarking application for ownCloud, Inc. as part of my internship with GNOME Foundation.
I started with user research based on a relatively high level concept provided by my mentors at ownCloud. To confirm user needs and validation of the developed product, I completed the following: (a) Performed competitive analysis modeling of 6 competitorsand (b) Conducted requirements analysis by working with ownCloud's product designers, developers, and partners
I had the following goals in mind when preparing for the usability and needs assessment: (a) Investigate factors that motivate or deter people from bookmarking content on ownCloud infrastructure and (b)Determine what attributes of a social bookmarking are most engaging for the users
I collaborated with product designers and developers over IRC channels to drive requirements towards a MVP using wireframes and paper prototypes.
Iterating over these prototypes in git issues made a huge difference in improving the overall interactions.
, Front-end Development
With the abundance of available music, discovering music is a difficult task. Especially when as a user you want to visualize global music trends and also want to consume the music within the same app.
Music Map helps enhance your experience of discovering popular and trending music worldwide. The map tells you which tracks and artists are top-ranked across the world. Exploring further will uncover top trending charts for each city. As much as it is a delight for music fans, music trend analysts and event organizers may also find this useful in understanding consumption patterns globally.
Sprint I: We started by performing user research by using competitive analysis to discover gap analysis for existing apps in the music industry. We created the following paper prototypes:
Sprint II: We then created MVP of our web app using Last FM APIs and Youtube APIs.
Sprint III: We completed usability tests for 10 users to validate our interaction design.
, Infomation Visualization
This was a Information Organization Lab course project, where we worked to create a fun web app for solving a common issue that we faced - Finding good brunch places quickly.
We had the following goals in mind when preparing for the usability and needs assessment: (a) Investigate issues that users face while searching for local brunch places and (b) Determine the decision making costs for users.
Sprint I: We started out by performing UX audit for 7 top rated food apps on iOS platform
Sprint II: While creating our interactive prototype, we had to balance the complexity of implementing our visualization algorithm in D3.JS and also focus on presenting a consistent narrative style. We reiterated on our low fidelity designs several times before arriving at our final design that could be easily developed in an engaging narrative:
As a group we learned more about visualizing and exploring consumer behaviours and search patterns. We also learned about creating engaging user experiences by simplifying cost of decision making.
, Infomation Visualization
UX Research for US Initiatives of Peace
This was a Needs and Usability Assessment course project, where we worked with a third party client, United States Initiatives of Peace's organization INPROL. The International Network to Promote the Rule of Law (INPROL) is a global, online community of law practitioners from 300 organizations. Members come from a range of relevant disciplines and backgrounds to work on rule of law reform issues in post-conflict and developing countries, from a policy-, practice- or research-perspective.
INPROL was facing numeours issues with their existing platforms and infrastructure for user retention and growth.
We performed the quantitative UX research for existing platform.
The purpose of our research was to learn about INPROL’s existing and prospective users, their needs and goals so we can provide useful recommendations for INPROL team to improve the user experience of the platform.
To confirm user needs and validation of the developed product, we designed an online survey with 30 respondents. We also outreached to rule of law communities across the world for telephonic interviews. Conducted usability testing for 8 participants and performed competitive analysis modeling of 2 competitors.
We had the following goals in mind when preparing for the usability and needs assessment: (a) Investigate factors that deter the end users from engaging with INPROL and (b) Identify channel partnerships for INPROL to increase their user base
We collaborated with INPROL users (remotely located in post conflict and developing countries like Afghanistan), channel partners from US Army, federal law enforcement agencies worldwide, etc. We outreached online to obtain survey and interview responses. We learned the motivations and deterrents as to why people engage with the INPROL platform. To understand their intent and pain points further, we asked about their content sharing concerns (especially in war zone states).
We created key performance indicators to quantitatively evaluate user experiences:
We also performed heuristic evaluation to uncover usability issues with the platform:
We created user personas to present user experience issues:
Three broad themes emerged after we completed the heuristic evaluation, the usability tests, and the in-depth interviews: (a)
Top-down culture of platform, (b) Misleading prompts/messages, and (c) Lack of standards.