I found design by accident—time after time. In 2nd grade, my grandparents gave me an old Windows 98 computer. I loved exploring the settings and features it had, but the best part was a game called Contraptions. In this game, the player had to design systems out of basic tools and simple machines to achieve various tasks. I fell back on the concepts of this game for many years and in 9th grade I, seemingly randomly, was able to join a four-year pre-engineering program mostly out of curiosity (and because friends were signing up). It gave me a solid foundation in design and engineering, which fit naturally with my early fascination with computers since my grandparents gave me theirs in second grade. That momentum pushed me toward Information Technology and computer programming.
Serendipity struck again when my dad sent me a Coursera IT certificate. At the time I was exploring game design, in theory and practice, in Unreal Engine 4. It did not seem like a realistic career path, but I continued to develop some skills in that area. Towards the end of summer after high school, I got a surprise phone call that there was an opportunity for me to receive a basketball scholarship. My college didn’t offer IT, but I thought I could pursue a health-related field in systems design by leveraging the skills I was still developing at the time.
Just like many college students, you take classes you don’t think are particularly useful. However, an Introduction to Psychology course changed everything. I realized that principles of human cognition and behavior help explain how people use technology. While most of the department focused on clinical work, I gravitated to cognitive and applied topics, finished the psychology requirements quickly, and expanded into biology to complement my health science training. I had actually never realized that most of psychology is clinical until much later. Alas, I discovered Erin Reynolds’ Nevermind—a biofeedback-driven game whose world responds to the player’s physiological state—which pulled me toward Human-Computer Interaction (HCI). I completed an undergraduate thesis in HCI and then pursued Human Factors Psychology with an HCI focus. It was completely by luck that I was even allowed to pursue biology, due to a new university policy limiting how many credits a student could take. I was very luckily grandfathered in. In the same way, despite not having the GPA requirement for honors, I was allowed to pursue an honors thesis in human-computer interaction. And once again by happenstance, I was given an opportunity to leverage my IT and psychology background in an externally sourced coding class, which I later grew to be the lead instructor of data science for that company.
All of these coincidental moments provided me an interdisciplinary basis to see design in many fields and contexts. On the health science and biology side, it became biofeedback, brain-computer interfaces, affective computing, ergonomic product design, etc. On the psychology and IT side, it became systems design, cognitive systems engineering (this came later), interface design, and the theory that supports such designs (cognition, perception, etc).
In Human Factors, I drew on my pre-engineering background to design educational and experimental software and to prototype games, applying psychological theory and engineering methods. That work led me into User Experience (UX), where I discovered that ideas like affordances connected directly to my educational curriculum and to my colleagues. Today I approach design holistically through interdisciplinary functions: align technological function with human needs, constraints, and real contexts. I’m focused on applying this combined perspective—engineering, psychology, HCI/UX, and data—to meaningful, data-driven projects.