Data-Driven User-Experience Journey


My design journey started in 2014, when I was enrolled in a 4-year pre-engineering design program while also studying game design. Since then, I conducted research Human-Computer Interaction for my undergraduate thesis, which contributed to my undergraduate honors thesis and graduation award for the "most outstanding psychology student in academic achievement." During my Masters and Ph.D. training, I was involved in three UX-related opportunities with the U.S. Air Force Research Lab summarized below.

UX EXPERIENCES


Autonomous Mental Model Visualization

Following the Double Diamond Design Model, I was selected as a Repperger participant to discover and define the psychological theory, task requirements, and qualitative design specifications, underlying the visual representation of pilot mental models. The theory and information was required to complement my research partner from MIT who worked on the AI language model, in order to create the foundation for a Human-Machine Co-Learning and Human-AI Teaming interface.

XAI and iML Medical Analytics Dashboard

Following the Double Diamond Design Model, I was awarded a contract to develop a UX/Human Factors method. I worked with teams of data scientists, medical professionals, and software developers, to coordinate a software usability test with a sample of medical experts. I implemented various usability and experience methods to facilitate data-driven design decisions for the Explainable Artificial Intelligence (XAI) and interative Machine Learning (iML) dashboard.

Neurostimulation Device

Following the Double Diamond Design Model, I spent two years in the develop and deliver phase. In this position, I was introduced to a series of delivered non-invasive neurostimulation devices, including the TAC-STIM series. The team was composed of neuroscientists, statisticians, engineers, and an external company. We conducted performance and usability tests with these devices to inform an iterative design processes for future generations and applications of the product.

During the time of the above efforts, I enrolled in the Interaction Design Foundation, passing all 28 of their courses and attending nine masterclass sessions. I also organized my Ph.D. qualifying exam around UX principles, such as decision-making and cognitive systems engineering. I have created a portfolio below detailing my personal projects that leverage product and UX design strategies. I organized my work into two catagories below: Highlighted Projects include three UX related projects that I have developed to supplement my own learning, beyond my internship experience. The Additional Experiences section includes projects that had UX principles, contributing to my growth as a designer.

Highlighted Personal UX Projects


Dissertation Image
Interface Design Dissertation
My dissertation project focused on an educational ecological interface that aimed to teach users pro-environmental behaviors in driving and commuting settings.

Inspiration

This project was inspired by the connection between sustainability and Systems-Thinking.I decided to take an ecological approach to environmental psychology through my experience in educational paradigms for social change.

Decision Making

While there were many important decision points, here I want to highlight psychological fidelity, learning transfer, and the measurement environmental-systems impact.

Process

Because I leveraged game-based methodology, it was important to me that my driving environment had high psychological fidelity to pair with ecological validity. Thus, I used a realistic driving environment unlike many fictious-context games. This also contributed to learning transfer, where I used a pre & post test methodology as an experimental measure (and a pilot measure) before pursuing a real-life driving scenario. To measure impact, I targeted skills (via KSAOs) and used interview-style items to identify if participants used systems-thinking skills, which theoretically contributed to social change.
Habits for a Better World
Habits for a Better World
Habits for a Better World is a volunteer project of over 300 people leveraging design, research, and filmmaking skillsets to promote pro-environnmental habits.

Involvement

From the beginning of the project, I was involved on two generative artificial intelligence teams. I connected with some of the leadership within the HBW ecosystem and entered a new role as the Lead for UX Research and Impact.

Process

On the generative AI teams, we focused on how AI impacts the environment at the cognitive, social, and physical level. We developed a large survey to capture how people in various domains use AI, so that we could map these behaviors to environmental metrics: water consumption, greenhouse gas, etc. These mappings would allow us to measure physical impact as an empirical resource to drive the cognitive and social dimensions of habit forming. On the UX and Impact teams, we developed survey items to measure impact of monthly challenges targeting pro-environmental habits. We also gathered data using UX methods, such as card sorting, to configure our resources (i.e. the website).

Current Stage

At the present time, my team and I are continuing to develop research objectives to improve our resources and gain experience with various UX skillsets/tools (i.e. the dscout platform).
Episode Image
Data-Driven Research
This project is a detailed collection of quantitative methodology that I have created as a reference for my data-driven approach to User and Product Experience. Please find this work on my Github page.

Inspiration

I needed an intuitive and accessible workbook to teach from in my courses. This collection is that product and also serves as a notes repository as I and my collaborator, Sruthi Bommareddy, learn more.

Decision Making

I found that many students and researchers address issues with drastically different levels of statistical expertise. I organized these files in a way that each topic often builds on the last, creating a "story" approach to education.

Process

Using my background and university work in data-science, I developed content on basic statistics, general linear models, machine learning, psychometrics, and bayesian modeling (in development), in R and Python (in development) that can be generalized across domains; this is important to my interdisciplinary workflow.

Outcome

These resources serve as a comprehensive guide to others, a consistent resource to my students, and a notebook for myself on research domains.

Additional Experiences


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Physical Design: Soap Holder
To demonstrate personal ability in product design, I identified a need in my own and friends lives. I designed a simple sponge holder that elevates the sponge, allowing air to circulate around and under the sponge, allowing water to evaporate efficiently.

Inspiration

Through naturalistic observation in the form of a field study, I found that many people's dish sponge takes an excessive amount of time to dry, possibly contributing to bacterial growth.

Decision Making

Through several iterations, I found two main decision points. The first is that the platform was to short to fit over the faucet mount. I decided to make the product 3D printable, so people can easily configure height. Secondly, flat bars slowed drying time, so I rotated the bars 45 degrees into a diamond shape, minimizing contact with the sponge.

Process

I developed the model in Blender, testing iterations of the product with myself and friends. I had some success with the prototypes and investigated iteractions based on environmental analysis and surveys. User satisfaction was so high that was enough that friends and family wanted me to print them their own.

Outcome

During the prototype/testing phase, I was able to ground principles that I learned through the IxDF (Interaction Design Foundation) platform: user surveying, iterative testing, and physical product design.
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Website Evolution
In developing my own website using HTML, CSS, JavaScript, and other modern web technologies, I aimed to create a user-friendly and visually appealing online presence that captures my style.

Inspiration

Many consultants, contractors, and designers have their own portfolios. I wanted to create a space that reflects my personal style and showcases my interdisciplinary skillset effectively.

Decision Making

My website is currently organized into three phases. I created mockups and wireframes, as well as a personal card sort.

Process

First, I modified templates from Bootstrap. I added some of my own features and collaborated with a fullstack developer to implement more advanced content such as email using a PHP backend. Using my experience in frontend development and the first iteration of my website, I collaborated with CoPilot using the wireframes and mockups to develop the present website.

Outcome

I hope to make a more advanced website in the future, where users simply scroll to bring relevant features to the front of the viewing area.
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New File Explorer
A concept for a networked, concept-driven file explorer built on ecological design principles — shifting from rigid hierarchy to fluid, semantic navigation.

Inspiration

Ever since then, the Windows File Explorer has remained practically the same, relying heavily on a rigid folder hierarchy.

Decision-Making

Modern computing can handle semantic indexing and keyword-based search much better than the machines of the old days. I decided to propose a new file explorer where perception of relationships, not rigid navigation, drives user action.

Process

The file viewer itself would take a networked, system-oriented approach rather than a purely hierarchical one. The viewer shows keywords that automatically map to file locations. Users can jump laterally across related terms, files, or contexts. I decided to keep elements of the hierarchical approach for familiarity and easier transfer from the current system, but the emphasis shifts toward fluid, concept-driven navigation.

Outcome

The real value of this system is that each keyword automatically generates a network of connections across file types. A file is no longer “locked” in one folder; it can live in multiple contexts simultaneously. Over time, this begins as a hierarchy but evolves into a self-organizing network of file relationships.
Portfolio Image
Physical Design: Fidget Project
This project an engineering approach, and my first school experience, in design. In this project, I created a desk toy that helps users focus and relieve stress.

Inspiration

In 2014, I joined a 4-year pre-engineering program. I was inspired by products with a psychological connection, such as ADHD and fidget devices. However, the devices on the market were often underwhelming and not bound to the environment where they were needed.

Decision Making

I decided to make a heavy box using "fidget-like" affordances. Because this was an engineering-perspective on design, we computed strict measurements in sizing, building, and materials. It was important that I decided to capitlize on functionality, but leave room for aesthetic appeal.

Process

I knew I wanted the weight of the box to be heavy, this would keep it grounded to a workstation (e.g. desk). For the parts, I upcycled old car affordances, such as buttons and switches. I also repurposed some items, such as a gear that the user could spin.

Outcome

As shown in the picture, my final design was about the size of an average human hand. It was low profile as to not be a distraction, but could provide tactile feedback and engagement for the user. Furthermore, it was painted red for visibility and rubber feet were added to reduce any harsh-sounding friction on the desk.
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Figma Collaborations
With many UXers using technologies like Figma, Figjam, dscout, lean UX, and more, I and Carson Dolvin collaborated and applied some of these workflows in a Figma prototype of a medical-education mobile app.

Inspiration

Inspired by my coursework in Interaction Design (IxDF), we wanted to design an app at the intersection of UX and Human Factors.

Decision Making

After identifying our core educational features, we spent many hours addressing legal and accessibility concerns. In the latter project, we implemented features consistent with standards such as but not limited to WCAG. WE also emphasized that the app does not give professional medical advice; it makes the latest research (via courses) and semantic/experience information (via forums) easily accessible.

Process

Our first project aimed to create a Persona Customizer app. This exposed us to basic Figma and UX design principles such as designing features consistent with heuristic evaluations. This gave us an lean-incremental workflow, where our designs were reviewed against the heuristics to explore possible changes.

Outcome

Based on what we learned in the first project, our second project targeted a more sensitive area: medical information. This challenge opened the door to exploring how we could present complex information in a user-friendly manner while ensuring compliance with medical guidelines.
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Social & Emotional Learning
During the chaos of the COVID-19 pandemic, biology majors were challenged to create information resources for the general public. I created a video game, drawing in people who like games and promoting educational content.

Decision Making

One major trade-off in education game design is information and contextual fidelity. I wanted my game to be more educational, so I focused on state-of-the-art information about the pandemic and COVID virus. This contrasts with educational games that target motivation and experience more, capitilizing on "fun" or "engaging" content.

Process

To develop a positive experience, I gathered playful sprites (icons) that the player had to gather. These sprites symbolized items relevant to the educational content (e.g. hand sanitizer, tissues, masks, etc). I applied these concepts in a familiar, Pac-Man-Style, game where the players had to avoid NPCs who had the virus. If they were exposed to the virus for to long, they contracted the virus and lost the game.

Outcome

I recieved very positive feedback and an excellent grade for the project. When the player won or lost the game, they were met with a interface that listed relevant data-driven information about the virus. In hindsight, this interface could have been further refined (see Image 3).
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Peer-Training Interface: Thesis
For my Masters Thesis, I was interested in Peer-Assisted Learning and Training. I designed and developed an interface for users to solve increasingly complex analogies.

Inspiration

For this project, I wanted to explore how group learners compare to individual learners in complex tasks.

Decision Making

An important decision point was whether participants could verbally discuss or not during their response. I decided for experimental control, I would give participants two changes, where they could see peer answers to the first chance before selecting an answer in the second chance.

Process

I followed conventional research and scientific methodology, such as consenting, recruiting, instructing, and analyzing ethically. I built the software alone in Unreal Engine 4, with the exception of a small networking bug I had to outsource for. During Pilot Testing, I found ceiling effects, so I increased the diffuculty of analogies in the software based on the beta parameter of Rasch scores for each item.

Outcome

While I did not find statistical significance between peer and indivdual learning conditions, I did find a significant difference in test scores (single answer only) for learners who were classified as lower in cognitive ability (the Miller Analogies Task is a cognitive ability test). The project can be found here link.
Undergraduate Thesis Image
Intro to HCI and Proprioception
Over four semesters of research (two in psych, two in biology) and one semester of honors research, I conducted my first undergraduate study in HCI comparing static (keyboard) response times to dynamic (mouse) response times.

Inspiration

While studying psychology and game design (and some ergonomics), I wanted to conduct research on difference computer-based input devices such as a mouse and keyboard.

Decision Making

I had to decide how many response types would be split across devices. I decided users could respond via keyboard using the 1-5 numbers, while mouse responses were completed with various areas on the screen. This was to give the users enough challenge while note overcomplicating the software or physical movements.

Process

The testing stage (Image 2) gave users a stimulus. On the left side, users were given a number to press on the keyboard. The same approach was used on the right side for a mouse. Importantly, users were given feedback in real time, where variables changed in the top left and right of the screen.

Outcome

While I did not find any statistical differences between keyboard and mouse response times at the within-groups level, it was an important step for me in software development, research methods, UX/UI, and what led me to human factors psychology.