.png)

Originally scoped for players, expanded after testing to include coaches and building staff, across both NBA and G League Levels.
The Problem: Communication was scattered across too many platforms, leading to missed messages and overwhelmed players, alongside a need to give players 24/7 self-service access to their own film and stats.
Process:
Decisions
Outcome: Adopted across both team levels, consolidating communication onto fewer platforms and giving players direct, self-service access to team-provided film and stats for the first time.

Created a design-system reference layer enabling non-designers and developers to explore product concepts through agentic coding tools.
The Problem: Agents could reproduce established patterns inconsistently or improvise poor design decisions, while overly rigid rules risked suppressing useful experimentation.
Process:
Decisions
Outcome: Generated interfaces now consistently use centralized components and variables while remaining capable of creating novel patterns when needed.

Built for players, coaches, and staff who needed to search a large, filter-heavy video database without training or documentation.
The Problem: The existing filter system required extensive onboarding to use effectively, creating a real barrier for players and new staff.
Process:
Decisions
Outcome: Cut typical search time roughly in half and let players query the database independently for the first time.

Used by coaches preparing for upcoming games, and front office staff conducting longer-term trend evaluation and in-season reporting.
The Problem: Comparisons happened manually across separate dashboards, making it hard to spot key differences, surface correlations, or track a team's change over time.
Process:
Decisions
Outcome: Adopted as the go-to comparison tool across the user base, with users reporting significant time savings.

Inherited a fragmented product ecosystem where designers and developers lacked a shared source of truth for visual and interaction patterns.
The Problem: Inconsistent components, styling, and undocumented usage patterns created unnecessary design decisions and made implementation less predictable.
Process:
Decisions
Outcome: The expanded library now covers most recurring needs, accelerating new-page production while maintaining consistent visual and interaction patterns.
%203.png)
I jump into whatever needs designing, from quick prototypes and visual systems to new product concepts.
%203%20(1).png)
I turn complex information into dashboards that are easy to scan, understand, and actually use.
%203%20(3).png)
I assist in the design and prototyping of immersive experiences, translating interaction patterns into spatial and emerging interfaces.
%203%20(4).png)
I talk to users, observe how they work, and turn what I learn into better product decisions.
%203%20(2).png)
I catch the visual, interaction, and usability details that can make a good product feel unfinished.

See the physical interfaces, games, and participatory experiences I've designed that bring friends and family together.
View Projects
I've completed research on various topics in the world of user experience design - new research methods, how child-computer interaction can shape the future of UX, and how best to conduct research with minor participants.
Learn More