UX Researcher and Designer
I'm passionate in solving difficulties to improve the user experience; with my technical problem-solving skills and creative thinking, I can easily accomplish this. I learn quickly and have great communication abilities, which have helped me advance in my work.
Below are some projects where I've applied these skills.
Live User Moderation
Guiding attendees through hands-on interactions with emerging VR & AR technology in a high-energy conference environment.
The Challenge
To provide real-time assistance and ensure a positive user experience for hundreds of attendees interacting with novel tech prototypes for the first time in a fast-paced, chaotic setting.Process & Approach
As a lab assistant, I was the first point of contact for users. My role involved clearly explaining complex device interactions, observing user behavior to identify points of confusion, and troubleshooting technical issues on the fly. I moderated experiences ranging from a full-body VR rollercoaster to a collaborative AR application, adapting my guidance to each user's technical comfort level.The Outcome
Successfully facilitated hundreds of positive user interactions, ensuring the technology demonstrations ran smoothly. This experience honed my ability to remain calm and effective under pressure and communicate technical concepts clearly in a live research environment.
Combating Forgotten Baby Syndrome
A user-centered invention created for the Thomas Edison Pitch Contest to prevent infant hot car deaths, which won 1st place.
The Problem
Forgotten Baby Syndrome is a tragic phenomenon often caused by sleep deprivation. Our challenge was to design a non-intrusive system to alert parents if they left their child in the car.Research & Process
We conducted foundational research on the causes of this syndrome. This led us to focus on a solution that integrated seamlessly with a parent's existing routine. We ideated a system using a weight-sensitive car seat and a proximity-based alarm connected to the parent's key fob.The Outcome
The project was a success, winning first place in the contest. It demonstrated how a deep understanding of user behavior and psychology could lead to a simple, effective design solution for a critical problem.
What Lies Beneath: A Research-Driven Narrative Game
A video game concept for my senior thesis, where historical and environmental research directly shaped the game's narrative and user experience.
The Goal
To create an immersive and atmospherically accurate horror game based on the Chernobyl disaster. The user experience needed to feel authentic and grounded in the real-world event.Research & Process
I conducted extensive research on the 1986 Chernobyl incident, focusing on the environmental details and the human element. A key discovery was the vast underground drainage system beneath Kyiv, which was used as a Cold War bomb shelter. This historical fact became the central location and narrative driver for the game, providing a unique and authentic setting.The Outcome
The research directly informed the level design, environmental storytelling, and overall mood, creating a more compelling and believable experience for the player. This project highlights my ability to translate deep research into engaging user-facing content.