I was the creative director and a designer, writer, and developer for this game that combined turn-based combat and narrative gameplay to explore the role of hope in the face of seemingly insurmountable challenges.
I recently worked as an experience design consultant with Other People Movement (OPM).
OPM is a company that applies principles from positive psychology to address loneliness by convening small, diverse groups of strangers to connect deeply with one another. OPM offers Circles, which are facilitated online gatherings that provide tools for people to see and hear one another as their whole selves, and Collectives, which are months-long group memberships of the same people who regularly meet in Circles.
My work on improvements to the membership experience led to the next Collective being the very first to make a full-year membership commitment.
I originally came to OPM as a member of a 3-month Collective pilot, and found each experience to be moving and nourishing. OPM founder Sophia knew of my background in applied positive psychology, and therefore my enthusiasm for experiences that satisfy our human need to connect meaningfully and authentically with other people. I also shared my impressions of how successful Circles were from an experience design perspective with her once my first 3-month Collective concluded. It was clear to me that the structure of Circles was already working well, and Sophia is a masterful facilitator. But Sophia knew that even more could be done, and asked for my help in taking OPM to the next level.Continue reading “Other People Movement”
The Reciprocity Ring is a structured activity that has been used in group settings (originally within corporations) to prompt giving behaviors, tapping into the collective’s potential for generosity and social support. I proposed and facilitated a Reciprocity Ring event for Rhizome Connect, a virtual social and scholarly event for BTS fans that took place August 7 – 16, 2020.
“A smart platform that allows caregivers to transform spaces through light, color, sounds, and visuals, turning any environment into a place where older adults living with dementia can focus, engage, and relax.”
I was a designer and usability researcher on this hybrid digital and physical media experience, a USC MFA thesis project by Gabriela Gomes.
“A fun game for friends that leads to deep conversations.”
I contributed as a consultant on design and research-based positive interventions for this two-player mobile game in 2017-2018.
A supernatural narrative point-and-click game about death and relationships.
I was a designer, writer, and developer on this game made with Unity.
I was a concept and gameplay designer for this 4-player hidden identity card game that will test your bluffing skills.
A parody of reality TV and dating culture that will bring out your fiercely competitive side.
I was a concept and gameplay designer for this board game.