Selective Modules Release
Tailoring material to one student took about 15 clicks per item, so instructors avoided it. I made whole modules assignable.
Ten materials: 150 clicks to 6.
Senior product designer in the San Francisco Bay Area. More than ten years across B2B SaaS, edtech and games, including Canvas LMS, Zynga Poker and QuintAce.
Open to senior product designer and lead roles
6 case studies · 2019 to 2026
Tailoring material to one student took about 15 clicks per item, so instructors avoided it. I made whole modules assignable.
Ten materials: 150 clicks to 6.
Player-run communities for a poker app, and the team's first feature with an AI-generated PRD and first layouts.
PRD to dev-complete on staging in under a week, against a usual two to three months.
A church paid $200 a month for slow offering software. I built a replacement and redesigned entry as one typed line per gift.
$200 a month down to about $15, and an hour a week of QuickBooks re-entry gone.
Course Pacing set one pace for a whole course, and about 1% of courses used it. I redesigned it for sections and individual students.
Released to beta.
Instructors published 80 to 120 items one click at a time. An engineer and I fixed it in a hackathon week.
A 120-item course: 120 clicks to 2.
Players thought they'd won hands they lost, and called the game rigged. I redesigned how the table shows the winner.
App Store rating back to 4.6. Refund calls down 10%.
Supporting work · 2020 to 2022
I led experience design on a match-3 game with about 400k daily players.
Club Challenge shipped on time. Daily revenue passed $100k for about a month.
Leagues, Challenges, the VIP Center and the store, during the move from native iOS to Unity.
Leagues raised retention and revenue per player.
San Francisco Bay Area
I design products with complicated rules behind simple screens, from course tools on Canvas LMS to live games at Zynga and QuintAce.
I work in Figma and Unity, and use Claude to reach a testable prototype sooner.