Portfolio

Below is a sample of recent research projects I have worked on. Due to confidentiality agreements with past companies, only general summaries for certain projects are provided.

Research Areas: Human-computer interaction, computer-mediated communication, social informatics, critical data studies, user experience research and design

Specializations: Digital and social media (DSM), community engagement, online communities, DSM use in marginalized populations, DSM design and use, video games and interactive media design and use

Methods: Ethnography (participant observation, semi-structured and structured interviews), surveys, diary studies, content analysis, statistical analysis, focus groups, usability studies, participatory design, playtests

lens content consumption study

Role: User Experience Research Intern

Institution: Google

Stakeholders: 2 product managers, 1 designer, 5+ engineers

Challenge: The team needed a deeper understanding of where images arise in users' daily content consumption process. Foundational research was needed to assess where users encounter images, and what their needs are (if any) for using the images once they find them.

Method: Diary study + Interviews

Outcome: I identified the top three key image and task combinations that arise in the context of casual content consumption, which provide opportunities for Lens to help enhance the content consumption process. I presented my findings in a thorough final report, and collaborated actively throughout the project on a cross-functional team of product managers, designers and software engineers.




understanding your research process survey series

Role: Instructional Design Assistant

Institution: UCLA WI+RE

Stakeholders: 10+ librarians, 5+ instructional designers, 10+ course instructors

Challenge: To inform future tutorial and resource development plans and ensure that they were aligned with actual student needs, the team needed a deeper understanding of how students typically conduct research, and where the key pain points are in that process.

Method: Interactive poster survey series

Outcome: I designed and implemented a six-week interactive poster survey series across three UCLA libraries between October and December 2018. The series included weekly posters surveying UCLA undergraduate and graduate students about their strategies for moving through the research process, and paired various answer options with existing library resources. The survey was distributed online through various social media platforms, and weekly videos summarizing top responses were created and shared on social media as well to encourage participation. The survey gathered 850+ responses and identified several key research pain points including understanding primary and secondary sources and communicating research, which were used to inform and prioritize future tutorial development at WI+RE.

one big digital family study

Role: Lead Researcher

Institution: UCLA

Stakeholders: 10+ youth counselors, HCI researchers, general members of the scientific/academic community

Challenge: Youth counselors, social media designers, and other stakeholders interested in supporting youth well-being could use insights into how youth are finding social support through social media. This knowledge could inform how to help youth create guidelines around social media use and best serve their social support needs overall. However, little research exists on this process in a way that fully centers the voices of marginalized youth in the process. This is needed to provide more accurate and thorough understanding and subsequent support.

Method: Ethnography using semi-structured interviews, participant observation, and qualitative data analysis

Outcome: A primary insight from this work is that the most positive and ideal forms of social support exchange happen by combining elements of both the existing community institutions and social media platforms. This intersection has four main characteristics, which outline different techniques and values stakeholders like social media designers, youth counselors, and others can incorporate into their work. I integrated my findings into the design and production of digital educational/well-being materials for youth, through the design and implementation of a ten week introductory computer and information science program at the Boys & Girls Clubs of America.