10 years of experience UX researcher. I turn messy, high-stakes ambiguity into product decisions teams can act on.
Built a multidimensional agentic commerce evaluation rubric, mapped critical Human-in-the-loop safeguards, translated findings to key strategic priorities for Visa — driving adoption by deploying tokenized payments and establishing default user verification.
From the original deck — the idealized agentic purchase flow participants converged on: the AI handles discovery and comparison, the person keeps final sign-off.
As "agentic commerce"—AI agents discovering and purchasing on a user's behalf—moved from concept to reality, Visa needed to define its role in making autonomous transactions trustworthy enough for adoption.
A 5-day diary study tracking 25 participants across four AI shopping tools: Amazon, Microsoft Copilot, ChatGPT, and Perplexity. Each shopper completed a live transaction using a primary tool and evaluated a secondary tool, capturing discovery, evaluation, and checkout experience.
Uncovered Indian TV viewers' core viewing behaviors and built a MaxDiff vs. "Well-Met" framework to prioritize critical unmet needs. By establishing content aggregation and subscription bundling as primary market differentiators, this work guided the launch and localization strategy for Google TV's smart UI (Amati) in India and introduced contextual Google Assistant prompts during personal profile use, driving a 23% increase in Google Assistant engagement.
From the original deck — the MaxDiff-vs-"Well-Met" 2x2 used to sort Indian TV viewers' needs into top differentiators, table stakes, value adds, and innovate bets.
Amati, the next generation smart TV UI, was heading into one of Google TV's most important markets with no clear read on which localized needs would actually move the needle for Indian household.
De-risked complex hardware concepts ahead of physical production, directly steering the hardware roadmap toward developing and launching the dedicated PS VR Aim Controller in 2017. Furthermore, uncovering critical interaction hurdles with sensor gloves—such as bimanual ambiguity—convinced leadership to halt standalone glove development and instead integrate capacitive finger touch detection on existing controllers to simulate natural finger tracking.
From the original deck — the Wizard-of-Oz prototype method used to simulate VR glove input before the hardware existed.
Prior to launching PSVR, Sony faced fundamental uncertainty around interaction modalities—specifically whether players would favor sensory gloves, traditional controllers, or dedicated VR peripherals, and whether those preferences would diverge across game genres.
Wizard-of-Oz prototyping simulated VR glove interactions before the hardware was built, paired with a fully counterbalanced within-subjects lab experiment — 24 participants per game — across racing, shooter, and fighting genres. Followed quantitative measurement with interviews to probe mental transportation, controller preferences, and overall enjoyment.
These case studies span a decade—from evaluating pre-production VR hardware to observing AI shopping agents in the wild. The methodology shifts with the question: a Wizard-of-Oz rig when tech isn't real yet, a MaxDiff survey when user needs require strict trade-offs, or a diary study when trust and habits need to be observed rather than asked about.
What never changes is the definition of done: a study isn't complete when the deck is shared, but when it steers a decision—whether triggering a contextual feature prompt, shifting cross-functional roadmaps, or defining a controller that lands on store shelves, the goal is always tangible, measurable impact.