Vision

Example 1: The worse part of learning a new board game are the instructions. The text is microscopic, the words are cryptically written for "adults", and the process feels like a boring day at school. Board game instructions have basically not changed for over 100 years, and this keeps families from learning and loving new games.

Example 2: Millions of dollars of medical equipment are donated to Africa each year. But that equipment cannot be used: simple electric outlet converters are missing, no access to user manuals are given, and within 5 years 99% of the equipment is completely unusable. 

I am consistently frustrated by the gap between institutions and their users. How can we provide meaningful and insightful information to designers so that they can better empathize with their users? My work specifically focuses on developing new ways to measure emotional experiences that can then inspire designers to make AWESOME experiences. My work focuses on using psychophysiological measurements as a new lens for design. By observing minute changes in people's biology, we can better understand what makes them stressed, anxious, excited, frustrated, and much more!

My Big Audacious Goal is to make everyone an experience designer, in part by creating new technological methods of measuring emotion. I will know I am successful when every day people believe they are the designers and actively attempt to create an ideal experience for their community: from exciting gas stations and extremely fun therapies to engaging school lectures and efficient and accessible hospitals in developing countries.

Here is a model that explains my basic methodology and theory: