UX/UI Designer

Blizzard Activision

Announcing Blizzard's first mobile game Warcraft Arclight Rumble

DESCRIPTION

Led the end-to-end product design and creative development of a high-stakes feature on the Blizzard website.

ROLE

UX/UI Design Intern

TIMELINE

May 2021 - Aug 2021

SKILLS

User research, competitive analysis, wire-framing, feedback based iteration, interaction design

TOOLS

Figma, Photoshop, Illustrator

OVERVIEW

My Experience
Logistics

Over the summer, I joined the B&OP Franchise team and worked on desktop and mobile game sites. I can't publicly disclose my work as this project is covered by an NDA, though I want to note that this had been one of the most positive and impactful learning experiences I've been a part of.

What I learned
Taking creative ownership

Building confidence as a designer on a high stakes project was quite scary, but I learned along the way to find my voice and speak up for my designs. As the lead designer directing the project, I had to trust my own judgement when it came to certain design decisions. I had to learn how to balance feedback and critique.

Cross collaboration and communicating complex ideas

This was the first time I cross-collaborated with a number of large teams; working with game development, video editing, marketing, global insights, system designs, engineers, PMs, and other designers — and with that came a lot of new learnings. I had to present my design rationale to all of each of these stakeholders on a daily basis, and prepare relevant talking points for these groups.

Being vulnerable, honest, and kind to everyone and myself

I faced quite a lot of imposters syndrome when I first started. As someone who struggled with PTSD and anxiety, I worried that I wasn't iterating fast enough, not being as effective as I could be. But I opened up to my manager and team, who were all incredibly supportive and understanding. I had even led a lightning talk to the design team about Trauma Informed Design and how it applies to user experience. This experience taught me to be open and kinder to myself.

The most amazing and inspiring team I've gotten the chance to learn from!

Developing player facing mobile experiences for Battle.net


DESCRIPTION

Create an onboarding experience that would leave a lasting impression on users and set the tone for their entire experience with the app.

ROLE

UX/UI Designer

TIMELINE

May 2022 - Jan 2023

SKILLS

User research, competitive analysis, wire-framing, feedback based iteration, interaction design

TOOLS

Figma

OVERVIEW

My Experience
Logistics

As a product designer for Blizzard's mobile app, my focus was on creating a smooth and engaging onboarding experience for new users. I started by conducting user research to better understand our audience and their needs.

Based on the feedback we received, we developed a simple and intuitive onboarding flow that guided users through the app's features and functionality. We used clear and concise language and incorporated visual cues to help users understand what to do next.

In addition to creating a seamless onboarding experience, we also paid close attention to error messages and how to alleviate user stress when something went wrong. We designed error messages to be informative and clear, and provided actionable steps to help users resolve the issue. We also made sure to include helpful links and resources, such as a FAQ page or customer support contact, to further assist users if they needed it.

Overall, my goal was to create an onboarding experience that would make users feel confident and empowered when using the app, and to provide them with the resources they needed to overcome any issues they may encounter along the way.

Creating internal platform tools for developers and studios


DESCRIPTION

Designing a documentation ecosystem for developers, game designers, tech writers, and studios.

ROLE

UX/UI Designer

TIMELINE

Jan 2023 - Present

SKILLS

User research, competitive analysis, wire-framing, feedback based iteration, interaction design

TOOLS

Figma, Miro

OVERVIEW

My Experience
Logistics

As a product designer, I was tasked with creating a documentation ecosystem that would be both easy to use for developers and accessible for tech writers to update and scale.

To achieve this, I first established a clear taxonomy and information architecture that organized the documentation into logical categories and subcategories. I made sure to use intuitive naming conventions and labels that would make it easy for developers to find what they needed.

I also worked closely with tech writers to ensure that the documentation was designed with their needs in mind. We created a flexible content management system that allowed writers to easily update and expand the documentation as needed, while still maintaining the same consistent taxonomy and structure.

Finally, we designed the documentation ecosystem to be scalable, allowing it to grow and adapt over time as the product and its user base evolved. We made sure to build in flexibility and modularity, so that the system could be easily expanded and updated without disrupting the existing structure.