At JPMC, the Wholesale Payments UX team supports the digital transformation of JPMorgan Access, JPMC's suite of wholesale payments products and services. Our team sits within global Digital Experience Design.
As Lead Designer, I helped create the Digital Releasing MVP product that streamlines the release of digital assets to iTunes, Spotify, Google and other prominent service providers.
At Coach, I managed the existing design system and partnered with key Retail Operations executives to complete the transformation of the UX and UI of the North American Point of Sale touch and mobile interfaces.
As a contractor with American Express, I worked with Vicinity Product Owners on the UX research and redesign of the existing product American Express Vicinity.
I worked very closely with Product Ownership, Business, Compliance and Marketing teams on Program Administrator Self-Servicing Products for American Express @Work, the suite of products available for authorized Program Administrators to manage their corporate accounts.
Following my graduate study I spent an exciting two years coordinating the software development and installation of products at Audio, Video & Controls, Inc., an experiential production studio.
What are we creating? What problem am I solving? Who am I solving it with? What tech are we using? The requirements gathering phase is the ideal opportunity to identify stakeholders and team leaders and their scope of work. Business goals should be determined and aligned with hypotheses and proposed product features. All should and analyzed against generative research, workshop findings etc...
Gathering SME and user feedback and learning and adapting from it builds empathy for users and adapts design thinking respective to the project. Identifyign the curernt state vs. the ideal state is important now. Personas, Jobs to Be Done, Critical Pain Points, User flows and other documentation can be distilled from feedback. Identify client, stakeholder and user outcomes and use them as guidepoist for design investigation.
Investigate solutions in design. Prototyping is a swift and easy way to inspire collaboration, promote buy in and cull bad ideas from the design. This is also an ideal time to revisit technology constraints. Higher fidelity prototypes can align with Jobs and User Stories to not only validate hypotheses and features but also the UI, Visual Design and the Design Language System.
Production is a great opportunity partner with technology and to peer into the back end work and to advocate for design while it is most precious: after handoff. Launch can be fulfilling and frightening as inevitably nails will fall out. Standing by failure as well as success is a straight path to product refinement but also process optimization and transformation.