Interaction Design / Experience Design / User Experience Strategy
Excerpted Styleguide: I created GTECH's first exterprise-wide application styleguide. This document represents the experience design for GTECH's Enterprise Series suite of applications. This document is the culmination of many inputs, among them:
  • Ethnographic study
  • Contextual inquiry
  • Rapid prototyping with representative contituencies
  • Usability testing
Among other things, the styleguide introduces and documents a pure-CSS based layout. This resulted in a 56% reduction in build costs for the presentaiton layer.

22 Slides

Thought Leadership in User Experience: As part of my role of User Experience Architect, I led several educational presentaiotns on the role, tools and techniques of User Experience. This is an introductory presentaion to User Experience.

38 Slides

User-centric Technology Strategy: Asked by the CTO to envision what GTECH would look like 3-5 years into the future, I developed a series of visualizations to show how GTECH's current technology could evolve into an extensible, customer centric platform.

2 Slides

Mobile Experience Development
Multi-channel Experience Development: When developing any designed experience, it's critical to understand how the different channels interact. As part of the development of GTECH's interactive channel, I led the development of how the user will experience the registration, age validation, and game play processes across multiple channels.

3 Slides

Mobile Experience Development: Hot Trax Interactive
Palm OS Application: Hotrax Interactive was a special project for GTECH's CEO. We took an existing game, Hot Trax, and modified it so that it is more engaging to the user. We did this through the development of a handheld client that allows the player to bet interactively in the game. This slideshow is of the tapwave application and the monitor game.

11 Slides

Interaction Design based on testing: As a result of usability testing, it became clear that the original method for entering tickes was not suitable, given the target user poplulation, and time constraints on ticket entry. Based on this, i revised the ticket entry screen. What follows is the storyboard used to develop the new entry screen.

5 Slides

Storyboard: When thinking about a game experience, across multiple channels, it's critical that the game experience feel the same, regardless of the device. When porting the Palm OS based Hotrax Interactive application to MS Smartphone, I strove to maintain the same feel, while taking advantage of the Smartphone form factor.

1 Slide