Motion Capture, XR, and more

My journey in XR began during the formative "hype" years of 2016, where I collaborated with NASA JPL to define navigation patterns for complex assembly hierarchies—a challenge that later became the cornerstone of my work at SOLIDWORKS.

Designing for the Physical World (American Museum of Natural History)

Oct 2025 - Now

At American Museum of Natural History, I explored how the human body interacts with digital information in physical environments. During my internship, I pitched and prototyped a body-matching constellation interaction that the department head implemented as a permanent exhibition for two years. This early experience deepens my understanding in spatial ergonomics and inclusive design.

Strategic Innovation & Patent Leadership (Solidworks eDrawings)

Nov 2025 - Now

As the lead UX prototyper for eDrawings, I spearheaded a zero-to-one initiative to bring CAD data into VR. I transitioned into a leadership role, overseeing UX workflows and conducting on-site research in factories to ensure our spatial tools met the high-stakes needs of mechanical engineers. By balancing high-performance rendering with user comfort—specifically solving for motion sickness in "humongous" factory-scale models—I authored a design that ultimately secured a utility patent.

Scaling via Design Systems (WebXR & Cloud Ecosystems)

Oct 2024 - Feb 2025

My work evolved from isolated prototypes to building scalable ecosystems. I collaborated with the Design System teams to integrate WebXR capabilities into cloud-based products, defining standards for tools like "Free Drag" and "Sectioning". Throughout this process, I focused on simplifying complexity; I replaced over-engineered "fancy" UIs with high-efficiency interactions that prioritized ease of use. This taught me that as projects grow in scale and require more cross-functional negotiation, the best UX remains grounded in the simplest, most human-centered use case.

Driving Consumer Engagement through Immersive "Virtual Vacations" (Isobar x Wyndham Hotels)

Feb 2025 - Nov 2025

My first internship at Isobar introduced me to the power of XR as a tool for storytelling and consumer persuasion. Working on a project for Wyndham Hotels, I helped develop a "virtual vacation" concept designed to encourage travel by allowing users to preview destinations in a VR headset. I led the technical exploration of photogrammetry and Lidar, capturing real-world scenes and remaking them within Unity. Beyond the technical execution, this role was my first deep dive into spatial user guidance. I prototyped teleportation mechanics and learned the value of "unmissable" interaction cues—like a prominent red button—to help users navigate unfamiliar 3D environments with confidence.

In short

I worked on a wide range of UX initiatives alongside designers, product managers, and company vice presidents. In addition to my design expertise, I gained experience as a key point of contact and as the leader of several high-impact projects.

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