I viewed requirements from Jira and gather from raw user data. I created a sitemap and IAM personas. I also research, contribute, and coded some of the SAM Web Design Standards https://gsa.github.io/sam-web-design-standards/ (a branch of the USWDS). I helped perform user testing, and created user flows and mockups for IAM and My Access pages for the new Sam.gov. I took part in an SAFe Agile process. Job located at GSA.
The World Bank
I created a Landing Page design and HR and Procurement online forms for The World Bank. On display are a couple of examples of Procurement online forms designed in Axure. I also did a version of the Purchase Order Change Form using Bootstrap. In addition, there are also on display examples of personas, user journey maps, and a sitemap.
Gathered requirements, created user stories, use cases, sitemaps, wireframes, coded front-end UI’s, and worked with developers (etc). Performed heuristics and user testings. This process lead to the creation of a user friendly mobile app.
Johns Hopkins University APL
I worked as an Usability Expert for Adecco at JHU APL, doing User Experience work with APL's internal websites and secure Virtual Machines. The work covered systems planning, analysis, design, and implementation. Work such as: creating UX workload timelines, gathering requirements, creating user stories, site maps, user flows, performing content analysis, creating wireframes, designing/implementing low and high fidelity mockups, performing user testing, and heuristics evaluations.
The first 4 documents below are a piece of a larger project for the APL Cloud User Guide. I performed an Heuristic Evaluation to create the final interactive PDF.
In the last screenshot, I used Axure to create the interactive newsletter for APL. The interactive mockup was also mobile friendly.
Starting (10/2013) I worked as an intern at E-ISG Asset Management/ E-ISG Asset Intelligence providing ux support to app and website development.
I created a timeline, gathered requirements, created user stories, did market research, site maps, heuristic eval, wireframes, low and high fidelity mockups of an online getting started wizard application that enters the information in the eQuip! mobile app.
Mock Up Idea
The images displayed are a couple of wireframes and final mockups for a proposed Interactive Security iPhone app. I created the requirements for the app, performed market research, and made sure the app designs were user friendly. The app also followed the iOS Human Interface Guidelines.
Mobile App Diatonic Beat
The mobile phone app, allows a user to find information about a band by taking a band poster’s photograph. Our team interviewed and observed participants, who performed sample tasks with two prototypes. They suggested design changes and improvements to the application. Design changes were made to the chosen prototype, which was Diatonic Beat, designed by me.
MOIT Asset Management
I created a low fidelity user interface, which was designed for MOIT Asset Management Database. My team and I created a system's analysis for MOIT as a project in Systems Analysis and Design class:
Project Deliverables: Project Proposals Requirements Documents and Use Cases Process Modeling Data Modeling Design/Architectural Design System Design
Team: Jennifer Beser, Rashmi Deshpande, Ankita Shrivastava, and Yusi Zhou
Sensory Room Device
Fall Lights is a sensory room game designed for autistic students at Kennedy Krieger. It provides a way to calm the student’s and prepare their cognition and sensory skills before classes. As the student approaches the sensor system, their distance is measured with a ultra-sonic ranging device. LED’s behind painted leaves on an acrylic panel change color corresponding to the distance. The student's will be able to control the color of the leaves by moving to exact distances, simulating the changing color of Autumn leaves. In order to see all of the lights, the student has to move slowly to different distances. It enables them to be more alert to their environment.
The results of user-testing showed that the device successfully increased attention span in autistic students ages 5-13 and it served as a good reinforcer for work completion.