Work
A proven record of building products people want, from music games played by millions to healthcare, marketplaces and platforms.
As founding designer of a new healthcare product, I led the research that found its customers, designed the MVP, and built the way our small, AI-native team worked together. We shipped in four months.
Read the role story-
A pipeline built for speed
Bringing product, design and engineering into one monorepo, so a small team could move fast.
-
From first prototype to MVP
What we built, how we chose it, and why we came back for more. MVP in four months.
-
Design partners and product–market fit
Researching how practices really work, and keeping them with us all the way to paying.
As Vamp's first Head of Product, I helped an influencer marketing agency become a self-serve platform, from vision and data through to the product itself.
Read the role storyAs the first product designer at a fast-growing games company, I set up how design and product worked, helped grow and lead a team of twelve designers, and shipped player-facing products across their games and platform.
Read the role story-
Altar of Sacrifice
Turning a risky reward draw into a moment players trusted, with a guarantee that lifted confidence after the first sale.
-
Eri's Store
A game store assembled from proven parts on a short runway. It handled all of the game's primary sales revenue and became the base for two more games' stores.
-
Band of the Wolf
An alternate reality game on a small budget that made the set the best seller since launch.
-
TikTok Top Moments
Helping TikTok work out what their creators' collectibles should and shouldn't promise, and building auctions fast.
-
Immutable X Marketplace
A lean marketplace shipped in six weeks, so players could keep trading from day one of a new platform.
Helping the team behind a school communication platform used by 40% of Australian schools rebuild their product from the ground up, as development moved in-house.
Read the role storyAs Hireup's first product and design specialist, I automated the slow parts of a fast-growing marketplace, so their people could spend their time on people.
Read the role story-
Support plans, evolved
Replacing a long, clinical document with details shared step by step, as trust grows.
-
Automating documentation
A compliance system that tracks its own checklists and asks workers to renew before anything lapses.
-
Expediting onboarding
Approval took anywhere from a week to over a month. Finding out why, and fixing the slowest part.
On a design team built from scratch, I researched how GPs really work and showed what their records could do for them, helping a legacy software company reimagine their flagship product.
Read the role story-
Proactive drug warnings
A drug library that speaks up when a patient's symptom may be a side effect.
-
Self-building care plans
Care plans for chronic illness that assemble themselves and show each person only their part.
-
Patient timelines
Who is this patient, and what matters today? A history a GP can read in seconds.
-
2021: A GP Odyssey
From a journey-mapping workshop to a 360-degree VR film of the near future, for the national GP conference.
Research into how happy customers really used a recruiting marketplace pointed to a different product, and I made the case for the pivot.
Read the role storyResearch and strategy for some of Australia's best-known brands and public services, each with their own brief, budget and question to answer.
Read the role storyI joined a celebrated game studio as they were inventing new ways to play, built their player research practice from ad-hoc playtests, and helped teach a new camera how people move.
Read the role story-
Fantasia: Motion as magic
Gesture design for Fantasia, with Disney, and an unreleased Xbox One game.
-
Dance Central: Finding the fun on a deadline
A bestselling Kinect launch title, built while the camera was still being invented.
-
Rock Band: Founding player research
Turning ad-hoc playtests into a practice the whole studio took part in.
Making free and open source software easier for everyone to use, one usability session at a time.
Read the role story