Client: Craft3
Agency: Watson Creative
Role: Lead Interaction Designer/Lead Visual Designer/Art Director
Project Description:
Craft3 is a nonprofit community development organization that uses capital, relationships, and voice to build a thriving, just and empowered Pacific Northwest. The invest in people, businesses, and communities, and work towards a future of shared prosperity across the Pacific Northwest region.
Craft3 is focused on helping communities create a future in which:
- Economic opportunities are ample and equitably distributed, and not a function of where you were born, your race, or your gender
- Economic progress is sustainable and its benefits broadly shared
- People and communities have the power and voice to shape their lives, make change, and realize their goals
For this project, while contracting with Watson Creative, I was challenged with helping build a responsive website to help showcases Craft3’s values, beliefs and the company’s commitment to helping communities grow and prosper. I led the efforts with research, client engagement, developing the sitemap, wireframing, prototyping and the visual design and layout of the website. I worked closely with the Project Manager, Account Manager, the Creative Director and the development team to create a high-quality user experience and also insure that my design intent was met.
Website Mapping and Information Architecture:
The overall functionality of the Craft3 website was straight forward, but there were considerations into understanding how visitors/potential clients need to view information. I created an extensive site map showcasing all of the various pages (the full map was much larger):
Updatable Information Graphics Based On Real-Time Data:
Providing customers with real-time data and presenting information in a way that is easily understood is a key part to any business of entity. Using components of the brand library (fonts, color palettes, etc), I was able to create templates to provide vital information, while keeping all assets true to the brand and design intent.
Wireframing and prototyping the User Experience:
The wireframing process allowed for both the client and test groups to really see the visual intent from a design perspective, but also see the “full picture” of what the responsive website will look like and function:
Client: Las Vegas Raiders
Agency: Downstream
Role: Lead Interaction Designer/Lead Visual Designer/Lead UX/UI Designer
Project Description:
The Raiders Preview Center, located at Las Vegas Town Square, gives visitors a unique look and valuable insight to Allegiant Stadium. Showcasing the Raiders brand, rich history, and its exciting future as the NFL team settles into Las Vegas, Nevada. Fans are able to navigate multiple digital interactive experiences, explore the history of the Raiders in a museum format, purchase Raiders merchandise, and also book appointments to learn more about purchasing suites and seats at the new stadium.










The Player Roster Mode: Allows visitors to view and learn about their favorite Raiders players in a life-size format. Key functionality allows visitors to learn statistical information based on player performance on the field, but also gain knowledge and get a more personal look at what players look like when they are not competing on the football field.
The user can swipe left or right to transition between what a player looks like on game day, versus what they look like in their personal life. The swiping functionality works by touching anywhere on the screen, or by using the slide indicator located to the right of the panel. By default, the player’s team uniform image is displayed and provides statistical information below the navigation area (height, weight, experience, etc.) When the user swipes the slide indicator on the right of the panel, a second, “helmets off” image is displayed and statistical information changes to more personal information (favorite movie, food, player, etc.)












The Option: is an interactive photo booth experience that allows visitors to to engage with each other and share their preview center experience. Visitors are invited to take a selfie and share it on social media to generate excitement and further solidify their commitment to Raider Nation and the Las Vegas Community. Visitors have the ability to choose various background images and styles
Client: VF Corporation
Agency: Downstream
Role: Lead Interaction Designer/Lead Visual Designer/Art Director
Project Description:
Located in Denver, Colorado, The Wewatta Digital Experience is a key component VF Corporation’s recently renovated corporate headquarters. The facility features four unique digital interactive platforms for VF Corporation’s employees and visitors to enjoy. The interactive platforms include:
The Grandstand

The Grandstand is the first thing visitors see when they enter the lobby space or walk passed the building along the sidewalk. The wall features various modes that can schedule various content to be played throughout the day via a CMS. The large scale digital wall, features content on both sides. The selection of modes includes:



Windows to Nature: Looping videos that feature calming, Colorado-specific nature content. Various types of nature content can be added to the media library in the CMS and cycle at any time duration.






Branded Media: The branded media component allows VF Corporation to add logos, inspirational messaging, custom brand animations, welcome messaging and share important announcements with employees. This content can be added to the media library in the CMS and cycle at any time duration.


The Landing: The Landing is an interactive floor experience. As visitors and employees navigate up and down the stairs, content on the floor reacts to their movements and speeds. Content changes and adapts based on the number of individuals on the platform at any given time. The content is based on the seasons of the year, to help keep things feeling less mundane and more exciting.
Fall content includes:


Mode 1: In this mode, the Landing is almost entirely covered with shallow piles of brown, gold, yellow, red, and orange leaves. As a visitor walks across the platform, subtle wind gusts are triggered and the leaves begin to whirl, float upwards with shadows and then fall with a slight ease to the each side of the individual’s walking path.
Mode 2: In this mode, the visitor walks across the platform, leaves and various foliage change color from desaturated to a fall organic color palette. As the visitor walks, the color shift tracks with their movement and smoothly and freely flows as it shifts from desaturation to full color.
Winter content includes:


Mode 1: In this mode, a trail of frost and ice begins to organically form and crystalize around the individual walking across the platform. If an individual pauses or stops on the platform, the frost and ice formation expands and begins to slowly take over the platform.
Mode 2: In this mode, randomized variations of snow tracks (footprints, paw prints, ski tracks) along with small particles of snow, will follow the exact path of the individual walking across the platform. After 10-15 seconds, the tracks will begin to disappear in the sequence that they were laid down.
Spring content includes:


Mode 1: In this mode, randomized variations of flowers begin to sprout up and slowly bloom as an individual walks across the grassy platform. The flower blooms will follow the exact path of the individual walking across the platform. After 10-15 seconds, the flowers will slowly fade out and a grassy texture will remain.
Mode 2: Digital animations for various animals and creatures continuously animate on the platform. After an animal or a creature animates onto the platform, it slowly fades out. Multiple animations will occur in a random patternization. As a visitor walks across the platform, their path is tracked and the animals begin to fill with color, in a paint-by-numbers type of sequence.
Summer content includes:


Mode 1: In this mode, fast, rapid flowing water splashes along the riverbed. The water changes color tones as it flows (white, clear, blue, and green) and periodically the riverbed is viewable as sections of the water break around the rocks. The flow of the water is directional and will flow in the direction that a person is walking across the platform.
In this mode, fireflies organically and softly swarm and move through the dark sky. The bugs glow and subtly pulsate as they slowly navigate across the platform. The fireflies will follow the path of the person walking across the platform, if a person stands in one spot for a moment, the fireflies with begin to migrate and form a circle around them.
Non-seasonal content includes:


A forest floor consisting of ferns, plants and other foliage contains hidden surprises in the form of natures smallest creatures. As a subject walks over top a specific area, a squirrel, insect or other small critter scurries away, creating a subtle, yet surprising moments of delight.
The Stairzone: The Stairzone acts as a wayfinding, messaging/announcement platform and class schedule guide. This simple touch-screen interactive allows employees and visitors to navigate the building and access other important information in regards to activities and events happening within the facility. 50″ touch-screen displays (located on all floors, next to the elevators) give employees and visitors a simple interactive to help inform them and guide them through the space. This content can be added to the media library in the CMS and cycle at any time duration.

The welcome state or “home page”, allows users to select a floor map designated to the floor that they are on, a daily class schedule for activities such as yoga or indoor climbing, and announcements that are occurring on a given day.

A simplified floor map allows visitors and employees to find important areas around the facility, such as; bathrooms, lunchrooms and classrooms.

The class schedule feature is a quick way for employees and visitors to see what classes are on the agenda for the day and the given location for each class or activity.

The announcement mode provides a platform for VF Corporation to provide key messaging and company ethos to remind employees of their commitment to sustainability and protecting the environment.
Client: University of Oregon
Agency: Downstream
Role: Lead Interaction Designer/Visual Designer/Art Director
Project Description:
The Matthew Knight Arena “O-hub” provides a unique experience for the University of Oregon’s Men’s and Women’s Basketball, and Volleyball, but also for the fans and spectators who visit the arena to watch an event. The O-Hub has become a signature aspect of the pre-game “pump up” ritual for their sports teams, but also a key element in the recruiting process for the University. The fans within the arena also get a powerful experience as cameras stream pump the exciting pre-game experience throughout the stadium prior to the start of a game.

Recruit Sequence: This sequence was scheduled in a specific order, based on the recruit visiting and the duration of their visit.

Deep in the Woods: This mode plays baked video content that can be stock footage or footage created by UO. Different video options can be added through the CMS.
*Note – During this mode, ambient nature sounds are playing in the space.

Hype Video: This mode plays baked video content that can be stock footage or footage created by UO. Different video options can be added through the CMS.
*Note – During this mode, the sound associated (baked in) with the video is playing in the space.
This mode highlights the entire team and is fully editable and customizable through the CMS.
Features Include:
Cycles through all players on the current roster
Highlights each player: name, number, position, class, home town
Game highlights, media day clips, image gallery
Fun facts about the player
*Note this feature will function the exact same for Men’s Basketball, Women’s Basketball, and Volleyball.
*Note – During this mode, the ambient sound is playing in the space.

Team Roster Mode: This mode highlights the entire team and is fully editable and customizable through the CMS.
Features:
Cycles through all players
Highlights each player: name, number, position, class, home town.
Game highlights, media day clips, image gallery
Fun facts about the player
*Note this feature will function the exact same for Men’s Basketball, Women’s Basketball, and Volleyball.
*Note – During this mode, the ambient sound is playing in the space.


Current Roster Player Highlights: Throughout the Roster Mode, various players are highlight, showcasing their statistics, highlight reals, and favorite activities outside of the sport they play. This gives recruits and visitors greater insight into the players interests.


The “Hall of Fame” sequence highlights players who were drafted into the NBA. When this content is displayed, the images will fade in. The black text bar eases in and the player information and text fades in. These images will collectively ease from the right to the left.
The “Hall of Fame” sequence highlights players who were drafted into the NBA. When this content is displayed, the images will fade in. The black text bar eases in and the player information and text fades in. These images will collectively ease from the right to the left.

As the the player profile cards move across the screen, certain profiles are expanded to highlight their stats and information.
Game Day Sequence of Content:

Team Roster Mode: This mode highlights the entire team and is fully editable and customizable through the CMS.
Features:
Cycles through all players
Highlights each player: name, number, position, class, home town.
Game highlights, media day clips, image gallery
Fun facts about the player
*Note – During this mode, ambient sound is playing in the space.
*Note – During this mode, ambient sound is playing in the space.
Ambient Wings

This mode plays baked video. Variety of content including created by UO, Stock Footage. Different options can be added through the CMS.
*Note – During this mode, ambient sound is playing in the space. Selecting a sound track/song is a selectable option within the CMS.

Team Roster Mode: This mode highlights the entire team and is fully editable and customizable through the CMS.
Features:
Cycles through all players
Highlights each player: name, number, position, class, home town.
Game highlights, media day clips, image gallery
Fun facts about the player
*Note – During this mode, ambient sound is playing in the space.
*Note – During this mode, ambient sound is playing in the space.

Deep in the Woods:
This mode plays baked video. Variety of content including created by UO, Stock Footage. Different options can be added through the CMS.
*Note – During this mode, ambient nature sounds are playing in the space.


O-Hub Controller Interface: The O-hub controller is a tablet based experience that allows administers the ability to control the content being viewed on the displays.


The Landing Screen: After selecting “Done”, the user is taken to the landing screen where they can choose which sport category they wish to access. Primary navigation is located at the top of the screen. Users can go back one screen by selecting the back arrow, logout, or access the “Pump it Mode” prior to the team huddle in the O-Hub. The O with wings logo acts as the Home button.
Sequence Mode and Selection Options

Once a sport category is selected, the mode and sequence options are displayed and accessible.

The Recruit Visit sequence is selected.
Deep in the Woods Sequence

The Recruit Visit sequence is selected.
Hype Video Sequence

The user selects a mode within the sequence.
Team Roster Sequence

In the Team Roster mode, users can select individual players to view by tapping on the player silhouette.
Ducks in the NBA/WNBA Sequence

The user selects a mode within the sequence.
Client: Nike
Agency: Downstream
Role: Lead Interaction Designer/Art Director
Project Description: Corporate Offices Santiago
Bill Bowerman said, “If you have a body, you are an athlete.” The coach recognized that there is potential in everyone. We have to provide the right environment, put in the hard work, and look for the inspiration to achieve that potential. Nike Chile is supporting the development of a culture of sports in that country.
The Santiago office will reflect that evolution with an inspirational environment that celebrates sports participation. Fitness, running, football. The runaway growth in the participation rates of women and young athletes in sport. To capture this emerging energy in the Nike workspace, we explored local culture, materials, textures and imagery. My focus on this project was to help create lead the design and direction for the applied visual language throughout the building.
The core areas and stories we focused on for the Santiago office spaces included the following:
Nike Heritage
Build a foundation of timeless, global brand stories.
Sport and Athletes
Feature Nike athletes in key Chile categories (Running, Football, Women’s, Young Athletes), including the National Team.
Local Culture
Celebrate local culture with Chilean art, craft, materials and textures.
Urban Football
Leverage the energy and passion for Chile’s favorite sport.
Iconic Product
Showcase the Mercurial Superfly, the boot of the biggest futbol stars in Chile and around the world.


Santiago Map Wall Installation:
The Santiago Map wall pin-points all of the local venues, facilities, parks, fields, and playgrounds we’re the local community can be active and get involved with sports. The wall is located in an employee lounge and kitchen area.






Conference Rooms, Work Stations and Meeting Spaces:
Employee work and collaboration spaces combine various Chilean culturally significant meaning, colors, textures and messaging. Areas throughout the space feature important Chilean athletes and icons.
Nike Culture, History and Brand Messaging :
Throughout the work spaces and collaboration areas within the Santiago offices, there is great focus on Nike’s culture of excellence and the importance of Nike’s mission. Celebrating Nike’s rich history and accomplishments creates an energy and work environment that helps to keep employees inspired.
Client: Harvard
Agency: Downstream
Role: Lead Interaction Designer/Art Director
Project Description: Harvard Hall of History Interactive
The Lee Family Hall of History at Harvard University is a place that showcases a timeless tradition of academic success and athletic excellence. This digital experience, contained within two separate totem-style platforms provide visitors with the opportunity to explore Harvard Athletics on a digital timeline. Visitors can explore important sports stories and gain understanding of how so many great traditions came to be. I was tasked with working closely with the client to develop a platform that would showcase important brand stories, work closely with the development team to create an updatable CMS that allowed for ease of content creation and create the visual language of the experience that upholds Harvard’s brand standards and expectations.




Ambient/Attract Mode: “Living” Flags or full-length banners provided the opportunity and flexibility to showcase alumni, student-athletes and custom welcome messaging.


Introduction to the Experience: Upon entering the space, the visitor sees large banner images subtly waving in the wind. As they walk through the hall, the banners unfurl to reveal an introduction and access to the Hall of History Time Explorer. When the visitor touches a banner, it fades out and the introduction screen is displayed. The purpose statement of the interactive is displayed, and the navigation icon functionality is defined. The visitor can choose to view the timeline or choose to explore by choosing a theme. The backbone of the interactive is a constant timeline of stories and events. All content is tagged with a date and occupies a specific place along the timeline. Stories open on top of the timeline, and visitors can scroll through the panels of each story. The navigation allows visitors to explore by theme, view the athletic facilities map, the athletic calendar and use the search feature.


Story platforms are flexible and easily created within the CMS platform.
Client: Harvard
Agency: Downstream
Role: Lead Interaction Designer/Art Director
Project Description: Lavietes Pavillion Renovation Concepts
Our understanding of Harvard Basketball’s brand, rich history, and ethos is the starting point for our further exploration of brand messaging and story telling at Lavietes Pavilion. Through participation in the discovery session, Harvard staff and coaches helped us identify themes, values, principles, and possibilities for the overall brand voice and messaging of the pavilion. The themes that were identified in the discovery session will help us create a platform in which to share inspiring stories and represent the Harvard brand throughout the development and lifespan of Lavietes Pavilion. Some common themes, values, and messaging focal points that were discussed include:
– Celebrating diversity
– The motto “show everyone who we want to be”
– Provide great emphasis on the balance of athletics and academics
– Focus on the core pillars: Identity, Goals, and Standards
– Foster an environment where a player can grow into the player they wish to become
My focus on this project included working closely with the Harvard team, including coaches and facilities managers to develop environmental graphics, branding and a storytelling platform for the Lavietes Pavilion renovation project. By presenting and participating in discovery sessions and breakout work sessions, we were able to develop the scope of work and identify the design areas of focus: the lobby/atrium, the forecourt, gym banners, locker rooms, office suites, teaching rooms and conference areas.

Story Mapping Exercise
Through brand messaging and crafted storytelling, we will represent and describe Harvard’s rich history of academics, the traditions of athletic excellence, and the story of Harvard basketball. Representing these three core elements within Lavietes Pavilion will create an exciting, informative, and engaging experience for visitors, students, and Harvard athletes. The following pages outline story telling opportunities and where they will be located within the overall experience. The story mapping exercise allowed us to clearly pinpoint the locations of various features and messaging throughout the space.
Graphic Treatments / Wall Pattern Variations




Graphic Treatments / Tone on Tone With Wall Patterns


Graphic Treatments / Athlete Recognition Panels




3D Studies / Lobby





3D Studies / Locker Rooms and Coaches Offices





Client: Oregon Film Museum
Agency: Downstream
Role: Lead Interaction Designer
Project Description:
The Oregon Film Museum (OFM) celebrates the history and importance of cinema and motion pictures filmed and created in Oregon. From classics such as, One Flew Over the Cuckoo’s Nest, to Animal House, to Kindergarten Cop, to The Goonies, OFM’s mission is to educate and celebrate the art and legacy of film and filmmaking in the state of Oregon. To raise awareness, support and acquire donations for a new theater and museum space in Astoria, Oregon, I was tasked with creating a mobile app concept that would capture and showcase the importance of OFM’s mission, and well as create an engaging, interactive experience for movie fans and visitors of Astoria, Oregon.

The introduction screen displays the OFM logo when a user opens the application. The screen then transitions to a carousel that features movie content, announcements and upcoming OFM events. Users can swipe right or left to explore content. When a user taps on a carousel hero image, they are able to take a deeper dive into featured content. In this case, when the user taps on a featured movie, they can explore the history, statistics, cast information, a movie summary. The main menu gives the user various options to learn more about Oregon filmmaking, visiting and exploring film locations, shopping and how they can support OFM’s mission.



The application provides the user the ability to discover and research all feature films that have been created in Oregon. The application encourages users to explore film locations by going to the exact spot where their favorite scenes were filmed. The mapping feature allows users to easily pin-point destinations they wish to see in person.



This robust application provides users with video content and behind the scenes access to the makings of their favorite movies. A testimonial feature allows users to submit their own stories and thoughts about how movies have impacted their lives. A trivia feature tests user knowledge of iconic cinema and allow them to compete for the highest trivia score against other film fans. The Augment reality feature acts as a scavenger hunt that allows users to take selfies with the stars of their favorite films using GPS to take photos in front of import landmarks or site locations throughout the state of Oregon.
Client: North Carolina State University
Role: Designer/Researcher
Project Description:
This poster series is in response to extensive research regarding the content standards of the Social Studies curriculum within the North Carolina K-12 education system. I was one of five students completing research in Social Studies. The specific research areas consisted of standards, teachers, students, classroom, and resources. We each delivered our research findings in poster form that were displayed as a series.
These posters depict the complexity and over-abundance of information contained within curriculum standards. The posters illustrate a vetting system for navigating large quantities of information.






Client: North Carolina State University
Role: Designer/Researcher
Project Description:
Thesis: Outdoor Education: Visual Strategies for Environmental Awareness (Materiality in the Park)
The following text describes one component of an educational activity/experience that is aimed to teach 6th grade students about issues related to environmental awareness. This is one part of my thesis investigation.
The series of visual studies I have completed for this investigation aim to educate 6th grade students about current issues that affect the environment and the potential for these issues to cause serious, long-term problems. The educational experiences created by this series of explorations is directly related to nature and engages the students as they hike along Falls Lake Trail. The subject matter that each exhibition showcases demonstrates the impact that humans have on the environment and encourages students to think about the long-term effects of their actions and choices. The main topics covered within these explorations deal with the impact of man-made materials on the environment, the impact of these types of materials on wildlife, specifically water fowl, and how water pollution impacts the quality of water in Falls Lake. Students will be accompanied throughout this entire experience by an Environmental Education Center staff member, a teacher or other adult. This allows for the student to build a mentoring relationship with that staff member, teacher or adult and provides an opportunity to discuss what they are seeing and experiencing in this setting. Educating young students about the importance of nature preservation is a vital component to their development and to their understanding of environmental issues that have a direct impact on their lives and their future.
This exhibition is the first visual component that the students discover while on the hike. There is a total of four cubes positioned on pedestals as they make their way along the trail. Inside each cube is a specific material that is commonly found in or around the park. These materials include: plastic bottles, aluminum cans, orange and banana peels, and styrofoam. Each display represents of a specific subject focus. These subjects include: materiality, recycling, composting, material effects on wildlife, and material effects on the environment. Each category informs the students about specific environmental issues and gives them more information regarding the subject, as well as providing them with imagery and a first-hand look at what materials do in a park setting. Located on the outside of the cube is a timeline that explains the lifespan of a specific material. It also demonstrates what the material looks like in its present state, and what the material looks like over time. Information regarding the amount of time it takes to decompose is also present on the cube. This creates a way for students to think about the amount of time that materials can last, and encourages them to think critically about the best way to dispose of or reuse materials.






The purpose of the cube exhibit is to encourage and stress the importance of environmental preservation. Issues such as pollution, materiality, decomposition, recycling, and composting are used to teach the student about the affect that materials have on the environment. By explaining and showing direct correlations between imagery and the lifespan of certain material, the student begins to understand that some materials are more harmful to the environment than others. It also shows students that there are certain actions they can take such as recycling or composting, to limit the effects materials have on the environment. This demonstrates to the student various cause/effect relationships. The exhibit explains complex processes, such as how to make their own compost, and provides students with detailed information about how this process works and outlines environmental benefits.
There is a total of four exhibition cubes. Each cube, and accompanying pedestal, display text and imagery that corresponds to the following subject matter:
Recycling- The system and process of recycling is outlined for students including; benefits, statistics, and information about recyclable materials.
Composting- The process of how materials decompose is outlined for students. The text provides explanations for the benefits of composting, as well as a comprehensive list of materials that are compostable and why.
The Impact of Pollution on Humans and Wildlife- The effects of pollution on humans and wildlife are described for students. The long term affects of pollution and how and why pollution happens is also outlined.
The Environmental Impact of Pollution- The effects of pollution on the environment, as well as the long-term issues is described for students.
Client: North Carolina State University
Role: Designer/Researcher
Project Description:
Thesis: Outdoor Education: Visual Strategies for Environmental Awareness (Water Testing Kit)
The following text describes one component of an educational activity/experience that is aimed to teach 6th grade students about issues related to environmental awareness. This is one part of my thesis investigation.
Human activity is a direct contributor to the pollution in Falls Lake (Thesis site). Run-off from agriculture and construction sites, as well as run-off from paved surfaces cause major pollution issues for the lake. Excessive nutrients from this run-off cause algae blooms and make the water more expensive to treat. Treating the water is extremely important to the safety of the community. As mentioned previously, approximately 450,000 Wake County residents get their drinking water from Falls Lake. Dangerous chemicals can have harmful effects on both humans and wildlife. These chemicals also cause an imbalance in the aquatic ecosystem that can seriously affect fish and bird populations.
The goal of the water testing exercise is to reveal information about water quality and also to have the students take a closer look at what is in the water. Water quality is a huge safety concern and this activity allows students to explore and address issues of water quality, specifically by identifying what chemicals are in the water, as well as predicting how various chemicals and pollutants end up in the water in the first place. This helps students to expand their knowledge of cause/effect relationships. While near the shore, students are encouraged to explore the banks of the lake in order to locate an area they wish to test with the kit. Once the students find the ideal location where they wish to test, they record the coordinates with a GPS device that is included in the kit. The students take multiple water samples and follow testing instructions as indicated on the instruction card.
Findings of the test results may indicate and identify: contaminants, chemicals and also nutrients found in the lake. Specifically, the test is designed to identify the following chemicals: lead, bacteria, iron, nitrates/nitrites, phosphorus, chlorine, pesticides, pH, and others. Through this scientific investigation, students will develop an understanding of the relationship between evidence and explanation. They also collect and map useful data from which they can infer additional information.





The testing kit includes a trail map, instruction card, an overview of the exhibit and activities, a GPS device. The kit also includes all materials necessary to perform the water testing including testing analysis card.
As the second component of the water testing activity, students will upload the collected data from Falls Lake to the Parks and Recreation web site using their home computers. Students have the option to complete tests on other water sources, recording GPS location information, and upload these results to the website as well.
The goal of this exercise is for students to make inferences from data that they have collected. The students will use the evidence collected to offer descriptions, predictions and models based on their testing results. This enables students to think in a critical way, so they can logically bridge the relationships between evidence and explanations (in this instance, looking at how certain chemicals get into their drinking water). Physically performing and executing the test allows students to review experimental procedures and enables them to communicate scientific procedures, the results, and also offer explanations for their findings.
Once the students upload their findings, they will then compare the data they have collected to the data collected by other students, this process allows for: comparison among communities; comparison with other areas of Falls Lake; comparison with other local lakes and streams; and comparison with water quality from their home tap and store bought water and other natural water sources.



Through conducting research, gathering information and analyzing data, students look at their data in a visual way (through various charts, and graphics). Ultimately, it is necessary for students to formulate questions and ideas that can lead to further investigations. Possessing this ability can help students promote an awareness about water pollution and contribute to the restoration and maintenance of the lake to achieve acceptable water quality levels.
Client: North Carolina State University
Role: Designer/Researcher
Project Description:
Thesis: Outdoor Education: Visual Strategies for Environmental Awareness (Poster Exhibition)
The following text describes one component of an educational activity/experience that is aimed to teach 6th grade students about issues related to environmental awareness. This is one part of my thesis investigation.
The hike along Beaver Point Trail (Thesis site) will lead students near the shoreline of Falls Lake. Along the shoreline students will notice a variety of trash and improperly discarded materials. Evidence of plastic bottles, paper, plastic food wrappers, aluminum cans and glass can be seen with relatively little effort. Some of these materials are on the ground, others sitting in overflowing trash cans and recycling bins. If students walk along the shore in any direction, they will discover materials left behind by careless fisherman. Fishing line, weights, bobbers and hooks litter the beaches. These types of materials can have serious and even deadly effects on the wildlife that inhabit the park. Many of these dangerous materials can be found where birds and other wildlife eat and drink.
Students will be asked to identify these materials and speculate on how they got to this location. The staff member or adult will encourage students to walk along the shore and see how many of these items they can find, and to collect items in a bag provided in the kit. While near the shoreline, the students will find a series of posters depicting the affects that these materials have on various waterfowl that inhabit Falls Lake. The posters contain graphic images of water fowl and demonstrate the harsh reality of how materials affect the lives of the birds, as well as their habitat. Birds are tangled in fishing line, some have swallowed hooks, or have hooks pierced through their beaks and talons. It is important for students to develop understanding and empathy for how human actions affect wildlife, and to encourage students to think of more responsible ways to interact with the environment. The destruction of habitats and ecosystems affect bird populations significantly. It is an important opportunity for students to think about the relationship between evidence and formulating their own explanations and responses to environmental issues.
The imagery and text on the posters is intended to evoke an emotional response from the students.







The questions on the posters are worded in a way that directly asks students for their opinions or their thoughts. It encourages them to think on a deeper level about the imagery. Through making inferences and predictions, students are engaged with the subject matter and how humans can reduce their harmful impact on wildlife and the environment.
The testing kit includes a trail map, instruction card, an overview of the exhibit and activities, a GPS device. The kit also includes all materials necessary to perform the water testing including testing analysis card.
Client: XFINITY Mobile App Design
Agency: Citizen Inc. (Currently EY Studios)
Role: Senior Interaction Designer
Project Description:
To achieve XFINITY Mobile’s goal of creating a user friendly, mobile first self-care customer experience, I was tasked with creating, developing, and documenting the user experience journey for the customer support portion of their responsive website and mobile experience. It was my responsibility to help define and build the foundation for a new mobile customer support experience. My primary focus was to help enable customers to engage in self-care solutions, increasing XFINITY customer satisfaction, while reducing costs for support infrastructure and management. I was involved with engaging in an intensive process planning, defining and delivering an HTML5 and web portal front-end for desktop, tablet and mobile devices. I was involved in collaborative sessions with XFINITY and the core design teams. I was tasked with helping the team to audit existing customer experiences and audit existing research materials, API’s and product features, while providing market research, developing customer personas and creating documentation, wireframes, and styleframes that directly influenced and guided, information architecture, usability testing, visual language, app and website functionality.

Customer Support Information Architecture Model:

User Experience Wireframing and Documentation (Mobile):





User Experience Wireframing and Documentation (Mobile):




Client: Kansas State University
Agency: Downstream
Role: Lead Interaction Designer/Lead Visual Designer/Lead User Experience Designer
Project Description:
The Berney Family Welcome Center is the front door and central welcoming point for new students and prospective students and their families. At the center, visitors have access to campus tours, New Student Services, the Career Center. Visiting the center helps students gain an in-depth understanding of the campus facilities, educational opportunities, and of sense of importance of what being a part of the Kansas State family and tradition means. The Berney Family Welcome Center provides services to both new and prospective students, as well as current students preparing to make the transition from college to their professional careers. The mobile app provides students and prospective students with a tool that allows them to get the greatest benefits from what the center provides, and also create their own custom experience. The app allows students to set up custom tours, save content and information from their tour to access after they leave their tour, and provides the university a way to better understand the student’s interest and objectives.


After filling out an online profile and questionnaire regarding specific student educational focus and interests, students can download the KState Welcome Center application that will come in handy when they visit the center. The app allows students to not only create a custom campus tour experience, but also allows Kansas State University to tailor specific content and offer suggestions to students based on their likes and interests. Students can access their profile content through RFID badges that they receive when they check into the Welcome Center. Various interactives throughout the center provides engaging information for students that they can save to their profiles prior to the campus tour. After students explore the welcome center and collect content, the will receive a text message with information regard the information they collected and their upcoming campus tour. Once the student selects the link, the application opens. At this point, the student can access their saved collection inventory, or view the destinations of their tour. Students can scroll through their list of saved content. Selecting an item from the list will open a web version of the experience or article.

Swiping left on an item from the list allows students to delete saved content.

By tapping the “My Tour” icon from the top navigation bar, students can access tour mode and scroll through their saved destination points. When the user selects a link from the saved destination list, they are taken to that location on K-State’s detailed campus map.

The user can only delete tour stops that they have saved from the interactive wall experience. Users can not delete their primary tour stops that were scheduled by K-State. Deleteable tour stops feature a white pin icon. Swiping left reveals Delete or Keep buttons. The user can select the “Delete” button to remove a tour stop.

The user can refresh content by swiping down at any time. An animated icon appears at the top of the screen while the refresh is taking place
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In addition to their new logo and brand mark, we developed a new color palette that feels fresh and sophisticated.
Client: Google
Agency: Downstream
Role: Lead Interaction Designer/Lead Visual Designer/Art Direction
Project Description:
The Reading Room is an interactive experience that is part of the Google 550 Washington building, consisting of a 1.3 million square feet of public space, community engagement spaces and corporate offices.
Brand Story: The Reading Room is a community-facing, physical and digital storybook experience that gives visitors a unique and informative experience into how Google works with local businesses, entrepreneurs and local communities. The purpose of the storybooks is to create an engaging digital experience to share the stories and initiatives of businesses within the local community and demonstrate their drive, commitment, and compassion for the people they help and serve.
Figma Prototype: The initial concepts and ideation included a Figma prototype to show how existing content could be repurposed into a new and engaging experience for visitors. I was in charge of researching and leveraging this content and reformatting and animating it to match the format and physical limitation of the technology and limitations of the book. This video shows how users will access story content and interact.
Physical Prototype: The physical prototype of the story book allowed for the design team to test a complicated projection mapping undertaking, understand how content would be displayed, and how users would be able to touch and interact with content as they turn the pages of the book.