
Founder, Ronin User Experience
Greater Seattle Area

Founder, Ronin User Experience
Greater Seattle Area
I'm a user-experience expert who has been focused on the games industry since 1997. My graduate training in quantitative and social psychology serves as a strong foundation for both sides of user-experience user-research and design.
User-research
I started and led the User-Research program at Microsoft Game Studios for 7 years, and spurred the games industry to start adopting more formal research methods. My former group's pioneering work on Halo 3 was profiled in Wired magazine (http://www.wired.com/gaming/virtualworlds/magazine/15-09/ff_halo).
Design
I do user-interaction/interface design, and social design. The goal of social design is to improve the social fun between players in a multiplayer game experience. My background in social psychology helped me design the social features Shadowrun so that it facilitated a substantially more enjoyable social environment than is found in most shooters on Xbox Live. I'll be speaking at ION 2008 conference (Seattle, May 13-15) about the gaming industry's need for social design.
Developing a user-research program; managing multi-tier organizations; game design with an emphasis on aspects of satisfying social play; user-interaction & interface design (PC & Xbox 360).
(Privately Held; Computer Software industry)
January 2008 — Present (1 year 7 months)
Ronin is a design and user-research consultancy whose mission is to help our clients create exceptional user-experiences.
(Public Company; 10,001 or more employees; MSFT; Computer Software industry)
April 2004 — August 2007 (3 years 5 months)
Responsible for the UI and social design on Shadowrun, a cross-platform multiplayer-centric shooter. Specifically, I worked on the:
* matchmaking system
* economy & stats system
* user-interface
* data logging, mining & analysis
(Public Company; 10,001 or more employees; MSFT; Computer Games industry)
February 1998 — April 2004 (6 years 3 months)
Started & led Microsoft Game Studio's User-research Group (www.mgsUserResearch.com). This involved:
* Personnel development: trained and developed new hires and managers
* Process development: Adapted research methods from academia & productivity software to the entertainment software industry
* Infrastructure development: designed lab space, developed consumers database, spurred tool development & improvement.
* Staffing: sourced & recruited new talent as we grew from 1 to 30+ members
* Continuity: created a smoother transition to new management for when I left
* Industry leadership: Gave 7 talks at professional conferences.
(Public Company; 10,001 or more employees; MSFT; Computer Software industry)
August 1996 — February 1998 (1 year 7 months)
I conducted usability research at Microsoft for Netshow (predecessor to Window's Media player) and PC video games.
A typical research project involved:
* Clarifying a product's user-experience goals with the product team
* Evaluating likely areas where the product wasn't meeting those goals.
* Developing a research plan to get feedback from consumers using the product
* Conducting the research with real consumers in a lab setting
* Analyzing the data and providing both written & verbal reports on the findings
* Providing recommendations for product changes based on user-research results:
I also provided recommendations for product changes based on professional opinion as a usability engineer familiar with the target consumer.
PhC , Psychology , 1992 — 1996
Completed four years of graduate training in the Social Psychology program at the University of Washington. Left to work at Microsoft, one year prior to completing my dissertation.
BA (dual) , Psychology & Mathematics , 1988 — 1992