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 don’t know what came over me but I cried for hours repeating the song over and over again. I didn’t cry beacuse of the visuals or sound itself. I cried beacuse the song made me feel loved. It was like that song pulled me back to myself.”anonymous BTS fan
My presentation was on the topic of Strong Experiences with Music (SEMs). It included preliminary findings from my mixed-methods study of BTS fans (known as ARMY) about their most intense experiences with BTS’ music, and any lasting effects or personal growth outcomes they attribute to those experiences.Continue reading “Strong Experiences with BTS’ Music”
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. I first 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”
From 2014 to 2017, I was the assistant coordinator and classroom manager at the University of Pennsylvania’s Master of Applied Positive Psychology (MAPP) program. Penn’s MAPP degree was the first of its kind in the world. I was fortunate to work with instructors and guest lecturers who are the leaders in the field (including Martin Seligman, Angela Duckworth, James Pawelski, and many more), as well as dozens of brilliant, passionate students and alumni who are leaders in their own right.
What I originally understood as “simply” an administrative role (though a fulfilling one), I have come to recognize as the foundation of my journey as an experience designer for well-being.Continue reading “Coordination of Master of Applied Positive Psychology Program”
In 2018, one mysterious billboard in Hollywood sparked a hashtag that trended on Worldwide Twitter. How did a campaign that focused on hyper-local “offline” activity in American cities manage to engage thousands of fans from around the globe, who couldn’t directly participate?
I was a presenter at the Korean Marketing Association’s 2020 ICAMA-KAS International Conference. I shared “Waste It On Me and #TheGreatBTSBillboardHunt: A case study of social media-powered promotions that mobilized locally and engaged globally” at the online event on October 31, 2020 (Korea Standard Time).
Continue reading “Waste It On Me and #TheGreatBTSBillboardHunt: An experiential campaign that mobilized locally and engaged globally”
Watch the recording here
Rhizome Connect was a virtual social and scholarly event for BTS fans that took place August 7 – 16, 2020. For this conference, I proposed and facilitated a Reciprocity Ring social event, and supported the organizers in various aspects of event production.
A paper on the design and feasibility evaluations of Healing Spaces was published as part of the proceedings of the PETRA ’20 Conference on PErvasive Technologies Related to Assistive Environments. I contributed to the paper as second author, particularly in section 4.1 describing the RITE study, which I led during the project’s development.
Named Best Novelty Paper at PETRA 2020 Best Paper Awards
The paper is available here.Continue reading “Publication – Healing Spaces: Feasibility of a multisensory experience for older adults with advanced dementia and their caregivers”
I was a presenter at BTS: A Global Interdisciplinary Conference Project in January 2020, where I shared “Hey ARMY, Play This: A Game Design Analysis of ARMYPEDIA.” The conference was organized by and hosted at Kingston University in London.
I was contracted as a game user researcher with the indie studio That’s Not A Game. I led research and playtesting for Wild Honesty, a two-player game that sparks deep conversations between friends which was formatted for mobile and local multiplayer at the time.
I was a game user researcher on The Best Place to Be, a student project at USC.
The Best Place to Be is a 2.5-dimensional narrative adventure game in which players control a lone character who abandons home to search for utopia in a desolate retro-future overrun by colossal, nightmarish creatures.
I was the research lead for a project by The Being Academy in 2019. I provided the designer with a perspective on positive psychology research and behavioral health interventions, and was also involved in playtest survey design.
“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.
I was second author on ‘Butterfly Lovers: Design rationale of a cooperative virtual reality game for promoting compassion in multigenerational families.’ This article is about a collaborative VR game which was in development at USC’s Creative Media & Behavioral Health Center. I provided content for the literature review, presenting relevant psychological scholarship about games, virtual reality, well-being, resilience, and compassion.
I was the designer and writer of That’s a Secret I’ll Never Tell, an interactive narrative that tells an original story set in the world of Gossip Girl.