Research Portfolio
Research Experience
I have several years of UX research experience, during which I've conducted many important studies for many exciting companies. This portfolio shows problem statements, methods, successes & roadblocks, results, and impacts from some of those studies.
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Microsoft Games Studios Playtest Labs
CompuCom at Microsoft 
- Problem Statement
- Studio heads wanted to know if it was possible to predict how well a video game will sell, and which elements of that game players would find attractive.
- Methods
- I operated a benchmarking program where a survey would score each game the studio produced. Games were compared to other similar games.
- Successes & Roadblocks
- Each survey-taker needed to complete each study under identical conditions so that data could be compared. Moderators had to be trained in observing, recording, and carrying out unbiased studies.
- Results
- Games could be "fixed" to provide improved levels of fun and challenge. Poor-scoring games generally sold poorly.
- Impact
- Money could be saved by altering the production schedule of failed games. Well-tested games had more chances for improvement.
- Plus+
- As many as 90 people would visit these labs on weeknights to play games and give feedback. Longer gameplay sessions were held on the weekends.
Windows Mobile Team at Microsoft
CompuCom at Microsoft 
- Problem Statement
- Windows Phone designers asked whether users of a brand-new mobile interface could figure out how to copy and paste text.
- Methods
- I ran usability sessions that gave lab participants a device and asked them to complete a series of copy-and-paste tasks.
- Successes & Roadblocks
- A number of different visual angles and follow-up questions were needed to make sure tiny mobile screen taps were properly recorded and understood.
- Results
- Copy and paste was an expected function for a mobile device. Users expected to use a variety of known gestures for selecting, highlighting, and scrolling.
- Impact
- Designers used this knowledge to increase the bounds of mobile productivity.
- Plus+
- Using two days of weekly dedicated lab time, phone features were tested based on which features needed the help. Designers, developers, PMs, and researchers informed those decisions.
Font Readability for Windows Displays
Volt at Microsoft 
- Problem Statement
- Windows developers asked which fonts and font styles would be easiest to read in a new operating system using modern displays.
- Methods
- Participants were shown a series of characters, each of which would quickly disappear after a matter of milliseconds. After being asked to repeat the characters with accuracy and speed, results were compared across letters, fonts, and font styles.
- Successes & Roadblocks
- A number of trials in each session had to be carried out to ensure all users knew what was asked of them. An equal amount of practice with the study interface was also vital.
- Results
- Some font styles were found to be easier to read than others.
- Impact
- Windows programs that optimize productivity were in high demand in the workplace.
- Plus+
- Results from the study interface were downloaded into a spreadsheet and analyzed for confidence.
Sears Shipping Options
Tek Systems at Sears Holdings Corporation 
- Problem Statement
- Designers asked whether a new widget could help customers understand and select various shipping options.
- Methods
- Interactive product display page mock-ups (which included the widget design) were placed in front of users as they moved through a purchase flow.
- Successes & Roadblocks
- Testing was iterative and included up-to-date versions of the design. Preparing a lab-ready setup required extreme coordination between design and research.
- Results
- Shoppers appreciated having more shipping options.
- Impact
- Greater availability and ease of use in shipping options led to more sales conversions.
- Plus+
- I also participated in “Secret Shopper” research. In these studies I would visit different store locations and carry out heuristic evaluations.
UserTesting Remote Qualitative Research
UserTesting 
- Problem Statement
- The Directors of Research and Client Success asked that a process for providing fast, efficient, remote qualitative research be developed for a client who needed multiple studies for several internal teams.
- Methods
- Following our pre-existing project management guidelines, researchers were individually trained on how to balance multiple ongoing projects. With the assistance of a client success team, I managed a queue of projects and maintained constant communication with client stakeholders, personally monitoring each study from beginning to conclusion and assisting all stakeholders with determining study value.
- Successes & Roadblocks
- Precise study value can be extremely difficult to monetize.
- Results
- The client created a new mobile app as well as a completely new pricing structure for its offerings. Research backed up decisions on design, function, and customer need.
- Impact
- The client continues to ramp up its interest in research both internally and externally, and rewarded the engagement with increased business.
- Plus+
- In addition to leading studies, I was a Research Manager for a team with varying levels of expertise.
Google Localization Shopping Surveys
Randstad Technologies at Google 
- Problem Statement
- Project managers sought to discover how users located in other countries searched and shopped.
- Methods
- Utilizing research vendors, I worked with a team to create a mass survey that could be distributed and collected across several countries.
- Successes & Roadblocks
- Many refinements of the survey were needed to ensure the needs of each stakeholder were addressed.
- Results
- From a study design perspective, a customizable and reusable international mass survey template is now available for use.
- Impact
- Future surveys can be written and collected faster.
- Plus+
- Other interesting projects focused on the use and optimization of voice recognition software.
Google Earth Relaunch
Adecco at Google 
- Problem Statement
- Launch a new version of Google Earth with features that would please the old audience and develop a new one.
- Methods
- Interviews, usability studies, focus groups, and surveys.
- Successes & Roadblocks
- Many of our features were intended to get people interested in places they didn't intend to look at when they began their visit.
- Results
- A new version of Google Earth launched in April 2017, with updates on the way.
- Impact
- Google Earth now has a research foundation and a research process. Users of Google Earth can learn more and do more inside the program.
- Plus+
- I worked with other Maps researchers on other cool projects.
Verizon Connect Dashcam Videos
Verizon Connect 
- Problem Statement
- Product owners wondered how footage of driving events could bring more use to video streaming sites and dashcam equipment.
- Methods
- Customer interviews and usage analytics were compared and contrasted with assumptions about the value of a new service.
- Successes & Roadblocks
- The new service was innovative and intriguing, yet many customers hadn't had time to incorporate it into their business and let it thrive.
- Results
- Categorizing the dashcam videos, and letting customers set notifications for which videos were most important, slowly let the service become part of the customer's workstream.
- Impact
- Monitored dashcam footage allows companies to better train their employees, and save money on tickets and fines.
- Plus+
- I worked onsite in Ireland, leading and managing a research team for a subsidiary of an international technology giant.
Halo Infinite User Research
Experis at 343 Industries
· Microsoft 
- Problem Statement
- Halo designers asked how we could continue to gather feedback on an in-progress video game during a global pandemic.
- Methods
- We ran studio-wide playtests on specific sections of the game that needed attention, and asked employees and expert community members to participate.
- Successes & Roadblocks
- Several precautions needed to be taken to maintain the security of the game, and to deliver playable versions to home consoles.
- Results
- Aiming and movement controls were polished and publicized within product launch timelines, helping multiplayer maps and modes reach high AAA standards.
- Impact
- Newly developed remote user research processes lead the industry, and create flexibility in UR and video game industry jobs.
- Plus+
- I worked on monthly pulse surveys designed to measure the ongoing impact of prior games and supply new content. Studio health surveys charted the happiness of the company.
Gala Games Web3 Blockchain Gaming
Gala Games 
- Problem Statement
- Gala Games designers wanted to keep players challenged and engaged when connected to Web3-based blockchain games. An added goal was to build interest in cryptocurrency.
- Methods
- Game usability studies were balanced with generative concept studies to ensure player effort matched up with a valuable reward.
- Successes & Roadblocks
- Game players, especially those already familiar with the blockchain, were comfortable purchasing NFTs. Others were more interested in an experience strictly built on gaming.
- Results
- The Gala Games roster expanded significantly, and for a time, so did the price of Gala coin.
- Impact
- Gala still exists today and holds a respected place in blockchain gaming.
- Plus+
- As Gala’s only researcher I got to learn about the world of cryptocurrency within many industries. Our teams were pioneers of bringing games, music, and film to the blockchain.
Meta Virtual Reality Games Research
Magnit at Meta 
- Problem Statement
- Third-party virtual reality game developers sought to create cutting-edge experiences on a new and growing platform.
- Methods
- Multiplayer playtests, individual usability studies, and gameplay surveys.
- Successes & Roadblocks
- Some games that had been released on other platforms ported over to VR fairly easily. Others required all-new control schemes. Many original games allowed for massive amounts of creativity within the team and for myself.
- Results
- Several AAA games were successfully launched. I worked alongside many accomplished teams as we expanded our skillsets into VR.
- Impact
- Gaming continues to be a focal point of virtual reality and the Metaverse. New versions of the Quest headset (and other VR headsets) are regularly researched and in production.
- Plus+
- I wrote and ran what were among the first games UXR studies at Meta on mixed reality.