Cleveland Cavaliers

I currently work as the Basketball Systems UI/UX Designer for the Cleveland Cavaliers, and while all of that work is confidential, I have provided short sanitized project descriptions here, and can provide more in-depth sanitized case studies upon request!

Selected Projects

Streamlined player-staff communication application

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:

  • Mapped existing communication channels and interviewed players and staff on habits and frustrations with current tools
  • Benchmarked other sports team communication apps, then prototyped and tested extensively with players and staff

Decisions

  • Expanded to include coaches and staff as content creators after player interviews showed adoption would stall without them actively posting and engaging
  • Kept legacy content-creation workflows intact by building API integrations with existing vendor tools, rather than forcing long-tenured staff to switch systems overnight

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.

Agent-Ready Design System

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:

  • Tested agent-generated interfaces repeatedly, identifying failures across components, responsiveness, accessibility, visual language, and interaction patterns
  • Released the system to independent testers, using divergent prompting styles to uncover failures I had learned to anticipate

Decisions

  • Separated established patterns from experimentation: existing components were protected, while novel needs received a defined process for responsible invention
  • Encoded design rationale alongside constraints, steering agents toward accessible alternatives rather than simply blocking undesirable design decisions

Outcome: Generated interfaces now consistently use centralized components and variables while remaining capable of creating novel patterns when needed.

Conversational search for a video tool

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:

  • Interviewed and surveyed staff across experience levels to map comfort with the existing tool
  • Benchmarked other LLM-driven search patterns for query suggestions, filter detection, and error handling

Decisions

  • Designed natural-language search to remove the step of manually mapping intent to filters
  • Shipped as an optional, collapsible mode alongside the existing tool to protect current users while gathering real usage data before wider rollout

Outcome: Cut typical search time roughly in half and let players query the database independently for the first time.

Multi-entity comparison dashboard

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:

  • Observed users narrating their process through the existing two-tab workaround, then gathered their expectations for an ideal view
  • Benchmarked comparison patterns in other sports tools, then simplified through repeated testing to remove intimidation factor

Decisions

  • Chose single-stat comparison over multi-stat display after testing showed multiple stats at once was mentally overwhelming for most use cases
  • Used aggressive progressive disclosure — collapsing most content behind an overview and trend graph — since a second team made the same data feel intimidating

Outcome: Adopted as the go-to comparison tool across the user base, with users reporting significant time savings.

Internal Design System

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:

  • Audited existing patterns and usage to consolidate unnecessary variations and identify foundational inconsistencies
  • Expanded and documented reusable components, variables, and interaction guidelines around the ecosystem’s recurring needs

Decisions

  • Established the system around existing products first, prioritizing consistency and adoption over a disruptive system-wide redesign
  • Partnered with frontend development to connect design components with an accessible implementation library and shared source of truth

Outcome: The expanded library now covers most recurring needs, accelerating new-page production while maintaining consistent visual and interaction patterns.

Other work I do

Design Support

I jump into whatever needs designing, from quick prototypes and visual systems to new product concepts.

Dashboard Design

I turn complex information into dashboards that are easy to scan, understand, and actually use.

Immersive Design

I assist in the design and prototyping of immersive experiences, translating interaction patterns into spatial and emerging interfaces.

User Research

I talk to users, observe how they work, and turn what I learn into better product decisions.

QA

I catch the visual, interaction, and usability details that can make a good product feel unfinished.

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Interactive Experiences

See the physical interfaces, games, and participatory experiences I've designed that bring friends and family together.

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Research

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.

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