Published inDesign for Behavior Changewawaweewa… what a quarterFinal reflection on CS247B: Design for Behavior ChangeMar 20, 2021Mar 20, 2021
designing playground, for mobilea portfolio case study for CS247B: Design for Behavior ChangeMar 20, 2021Mar 20, 2021
Published inDesign for Behavior Changethe blob life: customizing your profilesite-mapping, task flows, and sketchy screensMar 2, 20211Mar 2, 20211
Published inDesign for Behavior ChangeStoryboarding and wireflowProduct-as-hero storyboarding and low-fi wireflowFeb 23, 2021Feb 23, 2021
Published inDesign for Behavior ChangeGraphic design fundamentalsLearnings from Gestalt psychology and principles of visual perceptionFeb 17, 2021Feb 17, 2021
Published inDesign for Behavior ChangeSketchnote: What do Prototypes Prototype?Feb 9, 20211Feb 9, 20211
Published inDesign for Behavior ChangeSketchnote: Synthesis & SensemakingFrom Christina Wodtke’s 3-part essay on rapid MVP creationFeb 2, 20213Feb 2, 20213
Published inDesign for Behavior ChangeOutdoing the outdoorsConducting secondary research and product analysis of comparatorsFeb 2, 20212Feb 2, 20212
Published inDesign for Behavior ChangeNetflix and digital escapismCS247B Design for Behavior Change: Measuring Me, take 2Jan 19, 20214Jan 19, 20214
Published inGame Design FundamentalsWired to FeelBy James Schull, Rose Li, Neha Chetry, Austin Zambito-Valente, Shreya Venkat, Paulina AnzaldoNov 13, 2020Nov 13, 2020
Published inGame Design FundamentalsSketchnote: Puzzles in Games, Puzzles as GamesOct 26, 2020Oct 26, 2020
Published inGame Design FundamentalsSketchnote: The Role of Architecture in VideogamesOct 23, 2020Oct 23, 2020