Interactive Ecosystem development
A series of interactive products developed for marketing and communication purposes for a higher education institution located in Savannah Georgia. Joined the team in 2012 to help support the UX team in leading the charge of rethinking the interactive approach of the college. Daily responsibilities included developing and conducting usability research, developing UX document for the purposes of communicating product goals and features, leading design processes and workshops, researching and developing new interactive concept for stakeholder presentations, and more.


What was produced
The products developed were for both internal and external use. These product were geared towards audiences in different parts of the the world at different points of their interaction with the college.
Usability test templates
UX Documentation
AR Experience
Internal CMS
Design process and system
App Development
Generating New Ideas. Solving Big Problems
In approaching the problem at hand, it required changing the way websites for higher education are traditionally view by stakeholders and content creators. This require re-orienting leadership to empathize with users.
Empathise
Define
Ideate
Prototype
Test

Why the need for change
As with most consumer facing interfaces for higher education organizations, they are heavily aimed at serving as a content dump for the institutions. This presents a series of usability issues when dealing with the primary persona, which is prospects who do not know what service bucket they fall into and require a lot of interactive elements to guide them to convert. The website was created on the old model for college website, which is to serve as an information sharing portal for recruiters. In re-designing the web presence of the college the needed to be a re-direction of how college interactive products are approached.
Solutions
The solution to to develop products that lean on modular interactive element and are sustainable to enable easy management and transfer of element onto different mediums. The efforts began with the college website and went on to inform the manner in which the college approached management of recruitment data.
Sustainable solutions
Some of the challenges faced outside of design, was that of available human resource to embark on such a task. To overcome that the content and system needed to require little effort in adapting to other mediums .


Award winning Solutions
Over the years the interactive products that have been produced have won many industry accolade and recognition. The Augmented reality solutions produced for the college has been recognized by peers in the industry for presenting alternative marketing experience in the college admission process.
CASE STUDY
App development for higher education
The goal of this exercise was to provide users with a consolidated interactive resource to complete task related to the college, from onboarding to daily task completion. Alternatively the effort also sort to give the college a tool to communicate with users, react to events, and reform the model of content management.
Current version : 3.2Description
Multi-user app
User personalization model
Content centralization
Contribution
Interface design
Creative direction
Experience design
Product strategy

Provide a solution to a need.

Begun on the whiteboard with some inspiration.
This project provided an opportunity to enhance and add to the design process for the interactive team. The ideation stage offered individual members to showcase their strengths from iconography to prototyping. It also offered an opportunity to other non-design team members to gain insight into the design process.
%
Increase in app downloads
%
Increase in user engagement with account management features
%
Increase in retention rate
It's a never ending process
Over the years this project has informed the majority of the interactive projects that followed. Due to the college's shift in focus towards mobile-based interaction, there were more opportunities to iterate on product features. The key takeaway was the need to personalize the college experience and create a synchronized experience with the in-person marketing strategy. By prioritizing user needs and validation in developing solutions, our efforts on this project gave people a tool to take ownership of how they shape their behavior and interaction with the college. Some high points were an increase in user account management, retention rates, and there was a reduction in user dependence on traditional means of conducting tasks like class registration, meal plan management, and more. There are still growth opportunities, which were highlighted in post-launch usability tests and during validation efforts with real users.



All hands on deck
Without the insight of various members of the college body in informing the project, we would not have been successful in delivering a solution. From content developers and managers contributing to data structure exercises to help desk managers leading app features proposal efforts.

CASE STUDY
Augmented reality experience for higher education
This project involved developing an interactive expereince using augmented reality to promote program offerings to prospects. This was implemented as an accompanying feature to catlogs and other marketing campaigns to celeberate the college's anniversary.
Description
Augmented Reality expereince
Marketing campaign
UX /UI
Contribution
Interface design
Creative direction
Experience design
Product strategy
Product manager

Identify opportunity to guide the user conversion.
The project started based on a directive to make a series of aesthetic changes to the college app. Out of curiosity based on identified user need and the content manager's frustrations, we sought to better understand the problem and propose propers solutions surrounding what it would take to provide a centralized system for completing daily tasks associated with college life. Based on the goals associated with the initial task, I developed a quick user journey and interaction model to evaluate conversion and task completion rates across the various channels of communication. Other areas of analysis were based on the medium of content consumption and retention rate.
Focus on the experience not the medium.
This project provided an opportunity to enhance and add to the design process for the interactive team. The ideation stage offered individual members to showcase their strengths from iconography to prototyping. It also offered an opportunity to other non-design team members to gain insight into the design process.
It's a never ending process
Over the years this project has informed the majority of the interactive projects that followed. Due to the college's shift in focus towards mobile-based interaction, there were more opportunities to iterate on product features. The key takeaway was the need to personalize the college experience and create a synchronized experience with the in-person marketing strategy. By prioritizing user needs and validation in developing solutions, our efforts on this project gave people a tool to take ownership of how they shape their behavior and interaction with the college. Some high points were an increase in user account management, retention rates, and there was a reduction in user dependence on traditional means of conducting tasks like class registration, meal plan management, and more. There are still growth opportunities, which were highlighted in post-launch usability tests and during validation efforts with real users.

All hands on deck
Without the insight of various members of the college body in informing the project, we would not have been successful in delivering a solution. From content developers and managers contributing to data structure exercises to help desk managers leading app features proposal efforts.


Impact
Solutions aimed at
enhancing Interactive experience
Always open to new opportunities to expand my knowledge and insight into new sectors.Check out more of interactive solutions or schedule a time to chat.