2012-2016

Konsult: MVP Software Agency

Background

I co-founded Konsult with an Apple coworker and helped 12+ B2C and B2B businesses create high-quality MVPs, covering the full stack from product strategy, to design, to development and testing.


(Only B2C works shown as B2B works were all under NDA)

Outcomes

Designed social game featured on the App Store.


Architected a demo that won TechCrunch Disrupt.


Fastest 0-to-1 App Store launch: 3 weeks


Largest client: Fortune 100 company (NDA)

Highlights

Highlights

Fyuse (2016)

Fyuse is an app that allows anyone a smartphone take 3D photos without special equipment.


I was first contracted as a user researcher, and then was extended to be the 2nd designer and 1st product manager. I helped the team create a better onboarding experience, explore new brand identities, and make data-informed decisions through experimentation.

Xoo / Watcha Doin'? (2014–2015)

Xoo's mission was to build a game that helped friends understand each other better. I created their brand, designed their first App "Watcha Doin'?" which was featured on the App Store, and also designed their pivoted app "Question."

My raison d'être as a design leader was to transform Outschool from a transactional platform where "parents buy classes" to a engaging experience "where kids love to learn." This involved reimagining Outschool's brand, running iterative experiments, evangelizing across product, engineering, and CX, and cultivating a UX team that had expertise on kids.


A few of the many accomplishments in this effort: introduced Learner Mode which captured 34% of total MAU, introduced Learner Groups which had 100X higher engagement than async classes, invented "love of learning" impact metric, unlocked a new business model that's not limited by "zoom fatigue" or live teacher time.

MVP Designs for Pre-seed Startups

Various designs for startups creating their first prototype.


We were able to design and ship Foodar to the App Store within 3 weeks (including approval time), in time for the client's marketing push at the Brazilian World Cup Series

My raison d'être as a design leader was to transform Outschool from a transactional platform where "parents buy classes" to a engaging experience "where kids love to learn." This involved reimagining Outschool's brand, running iterative experiments, evangelizing across product, engineering, and CX, and cultivating a UX team that had expertise on kids.


A few of the many accomplishments in this effort: introduced Learner Mode which captured 34% of total MAU, introduced Learner Groups which had 100X higher engagement than async classes, invented "love of learning" impact metric, unlocked a new business model that's not limited by "zoom fatigue" or live teacher time.

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