Dynamics 365 settings IA: Power platform admin center

Dynamics 365 settings IA: Power platform admin center

As part of my role as the Design Lead for the launch of Microsoft's ambitious Power platform admin center, I took on several complex individual contributor projects. The largest of these projects was the migration of Dynamics app settings from the Dynamics 365 app on a legacy web client to the new Power platform admin center site, using a new information architecture and a new UI stack. Further complicating the assignment was the timeline presented for the work. Originally, the team had planned on migrating the old settings pages directly to the Dynamics UI stack, the Unified Client. This original…
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Design leadership: Power platform admin center

Design leadership: Power platform admin center

On November 1, 2017, I took on a new role at Microsoft as the Design Lead for a new and ambitious cross-product initiative, which 10 months later was released as the Power platform admin center. Read more about the site in Microsoft's words at the official press release. Problem Statement Unify four different admin centers - Dynamics 365 instance administration, Dynamics 365 app administration, admin.powerapps.com, and admin.flow.com - into a single experience on a new UI framework. 10 months later, the site moved out of private preview and into public release. The Team MY ROLE: Principal Designer and Design Lead…
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Echo Look (Product and VUI Design)

Echo Look (Product and VUI Design)

I was hired to help a fledgling product team transform their initial concept lab pitch into a production-worthy multimodal design for an entirely new hardware product category at Amazon. Problem statement How might we create a completely new experience that helps customers manage their wardrobes, combining natural user interfaces with traditional user interfaces and Amazon shopping technology? At the time I was hired, a concept lab team had identified a product opportunity combining fashion with natural user interfaces, and had received funding for a small pod of full time employees to work on the concept as a secretive, "tented" project team.…
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Azure Marketplace Gallery Filter

Azure Marketplace Gallery Filter

When we launched the new Azure Marketplace in January of 2017, we initially adopted the category control from AppSource.com, both for consistency and expediency on our tight timeline. After launch, however, customer feedback via verbatims and quantitative data began to suggest that our customers had a problem with wayfinding. The issue largely stemmed from the difference in information architecture between the sites. AppSource categories correspond to products and were more rigidly hierarchical, while Azure Marketplace categories had overlap and a less rigid hierarchy. I proposed to the team that we begin an exploration of alternate filtering models, and the team…
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Azure Partner UX Guidelines

Azure Partner UX Guidelines

When I returned to Microsoft in August 2016, I joined as the Design Lead for the Azure Framework. Our team of 4 full-time designers, 2 researchers, and a content writer - along with our studio head, who worked closely with us - were responsible for improving the user experience of the entire Azure platform in two primary ways. Our first role was to work directly with developers on key features or controls. Our second role was a broader, less direct influence over the rest of the 70+ partner teams we could not work with directly. Upon joining, I immediately saw…
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Alexa Notifications and Interruption Model

Alexa Notifications and Interruption Model

Upon joining the central Alexa Voice Design team in late 2015, my first order of business was to tackle a complicated systems design problem: how could we adapt a primarily single-threaded, voice-forward, reactive experience to allow proactive notifications? There was a great deal of caution surrounding the effort, as our product has been invited into homes, and we did not want to violate that trust. Further complicating matters was the as-then-unannounced Echo Show, which completely changed the interaction paradigm. While Echo had not supported large-scale multitasking, the Echo Show introduced the concept of navigation and a sort of back stack.…
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SCCM 2012: Information Architecture

SCCM 2012: Information Architecture

My time on System Center Configuration Manager 2012 spanned four years of design and hundreds of UI surfaces.  Perhaps our most important task was redefining the information architecture of the product - and to do so, we had to drive years of detailed user research and iterative design experimentation. Problem Statement SCCM 2007 was largely produced without UX consultation until the endgame. As a result, the product’s IA was a single, massive tree that represented every object type - and every individual object - in one long branched list. For large companies, expanding the wrong node could grind the whole…
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System Center “Concept Car” 2010

System Center “Concept Car” 2010

In 2010, we set out to explore a unified approach to the most complex IT processes - software deployment and incident management in large networks. From initial scenarios and paper sketches to high-fidelity prototypes, videos, and user testing, we used this "concept car" as a vehicle for exploring the impact of large screens, multiple product integrations and new approaches to object manipulation in a server environment. Our work was very well-received by our stakeholders and served as the inspiration for a number of concepts that made it into future design patterns and products, all the way through Azure's initial release. Design…
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Disney Friends for the Nintendo DS

Disney Friends for the Nintendo DS

As Lead Producer on Disney Friends, I owned the vision and delivery of an ambitious new game that blended four unique cinematic universes with a single, cohesive gameplay mechanic. We became one of the first Nintendo DS titles to incorporate speech recognition, but had to do so in a way that performed well, integrated seamlessly with gameplay goals, and could ship simultaneously in at least 6 languages. Project Summary I served as the Lead Producer on Disney Friends DS, from initial pitch to final gold master build. I led a 15-person team of artists, developers and game designers with a…
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