An accomplished design leader with over two decades at the forefront of user experience innovation. My journey encompasses pioneering work in mixed reality, product design, AAA video game development, and most recently in electric vehicle HMI design. Renowned for exceptional leadership and the ability to build high-performing, inclusive teams, I've consistently fostered a culture of creativity and technological advancement. My tenure at Microsoft, highlighted by being recognized as an elite manager, is a testament to my skill in marrying creative vision with practical execution, delivering user-centric solutions that are both differentiated and disruptive. Eager to channel this extensive experience into spearheading the development of ground breaking digital experiences, my aim is to cultivate a collaborative environment that challenges the status quo of technology and design, prioritizes empathy, and elevates user satisfaction, setting new global standards in the industry.
2020 - Present
As the global owner of user experience design at Fisker, I've led a diverse range of initiatives, including in-vehicle infotainment design, branding and creative content development, and app + web design. Responsible for setting product design vision, strategy, and goals, I've collaborated closely with executive leadership to align our efforts with company objectives.
Guiding a team of over 50 designers, I've fostered a culture of curiosity, learning, and innovation, resulting in the development of industry-leading user experiences. Through a human-centered design approach and a dedication to UX research, I've identified key insights and opportunities to enhance customer satisfaction and drive business success.
Additionally, my role as the primary inventor of three design patents reflects my commitment to pushing boundaries and creating impactful solutions.
2018 - 2020
As Principal Design Director at Microsoft for HoloLens and Windows Holographic, I led all aspects of user experience design, from conceptualization to execution. My leadership was instrumental in securing a $1.75B Department of Defense contract for the Integrated Visual Augmentation System (IVAS) program, thanks to our innovative "Soldier Centered Design" approach.
Additionally, I played a key role in incubating transformative projects like "Microsoft Mesh" and the HoloLens Metaverse Incubation, driving forward the future of spatial computing technology. Leading an inclusive and talented team, we consistently delivered exceptional experiences while balancing form and function.
My contributions have been recognized with Elite Manager honors twice, and I'm proud to be the primary inventor of 10 design patents, reflecting my dedication to innovation.
2016 - 2018
As Principal Creative Director at Microsoft for Groove and Movies & TV, I spearheaded the streaming music and video experience across multiple platforms, reaching over 170M monthly active users. Responsible for defining product vision and partnership strategies, I led the envisioning of new and differentiated experiences, including recommendation engines, music and video fingerprinting, and blockchain-based monetization.
Utilizing a data-driven, human-centered design process, I led the revamp of both music and video products, contributing significantly to the development of the "Fluent" design language across all Windows apps and experiences. By driving key data metrics and KPIs for music and video apps, we achieved notable improvements in customer retention and positive emotional response, resulting in a significant increase in daily active users.
2011 - 2016
As Experience Design Director at Microsoft for HoloLens Experiences, I led groundbreaking projects that pushed the boundaries of augmented reality. One such project was "OnSight," a collaboration with NASA JPL, enabling scientists to remotely explore Mars through the Curiosity Mars Rover. This innovative holographic experience earned the prestigious "NASA Software of the Year" award, underscoring its significance in scientific exploration.
Another notable achievement was the creation of the "Halo HoloLens E3 Experience," the world's first public HoloLens showcase. This groundbreaking demonstration garnered over 50 awards, including the United States Display Booth of the Year Award, showcasing the transformative potential of mixed reality technology.
2003 - 2011
As Lead Interface Designer at Electronic Arts, I played a pivotal role in shaping the user experience of AAA titles across various franchises, including Need For Speed, EA Sports, and EA Games. With a proven track record of award-winning UI design, I led the design process from conception to production, collaborating closely with cross-functional teams to create captivating print and motion prototypes.
In addition to my design responsibilities, I also took on leadership roles, mentoring and managing UI artists while maintaining valuable partnerships with external outsourcing vendors. My expertise in international language localization ensured seamless user experiences for global audiences, with proficiency in Roman, Asian, and Cyrillic languages.
Throughout my tenure, I developed heads-up displays, mini-maps, and 2D assets, contributing to the information architecture of game design. Collaborating closely with software engineers and ActionScript teams, I played a key role in building flash-based UI screens using Scaleform technology, further enhancing the interactive experience for players.