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KAIA — building innovative experiences and driving zero-to-one product development.

PREVIOUSLY

Amazon & Coinbase

CURRENTLY

StubHub

READING

The Creative Act:

A Way of Being

Coinbase UX Research
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GROWTH & INTERNATIONAL 2022

Structured guides for getting started with crypto.

Coinbase Learn Design

SITUATION

With 4.6 million annual users, Coinbase Learn is a promising tool for user acquisition. However, research found that Learn isn't realizing its potential. In order to lead users towards action, Coinbase is looking to reimagine the Learn experience:

How might Coinbase Learn empower users to continuously learn and build the confidence necessary to operationalize that knowledge in making tangible and ongoing investing actions?
 

Through a series of moderated usability tests, I tested two Learn concepts and investigated the value of user intent when it comes to learning about crypto. 

I leaned on the findings and collaborated with design to improve on the prototypes for a compatible and easier-to-understand product flow. 

IMPACT

Defined a modified solution for structured learning for further experimentation and testing.

CHALLENGES

What experiences need to exist? 

Which modules are required? 

What are metrics that define success?

What are users' intent for learning about crypto?

What is the credibility of learning from Coinbase?

TOOLS/ METHODOLOGIES

1 Quantitative Survey

2 Moderated Usability Test

UserTesting

Figma

Sprig

  

TEAM

Product Manager, UXR (My Role)

Product Designer

Amazon

MOBILE SHOPPING APP 2021

Amazon Shoppers rely heavily on product videos and reviews when making a purchase; but, the experience is pretty rigid. Let's explore a lighter and more fluid video interaction. 

Amazon Mobile Shopping

SITUATION

In order to help shoppers move between reviews and products more efficiently, the Visual Shopping Team explored opportunities with Picture-in-Picture (PiP) to make the user-video interaction more fluid and interactive. 

For this exploration study, I used a mixed-methods approach to uncover the general uses and possibilities of PiP vis-à-vis online shopping.

After some research sessions, I learned that long-form content with robust audio was most compatible with PiP. Multitasking and pogo-sticking were also discovered to be among top uses of PiP. 

Synthesizing my findings, I outlined effective use cases for PiP that would drive the highest value, and defined guidelines, tenets, and recommendations for new feature implementation.

IMPACT

Influenced strategic re-prioritization and outlined opportunities to optimize a PiP experience on the Amazon Shopping App.

CHALLENGES

What goal(s) do PiP help users accomplish?

What types of video content are compatible with PiP?
What are the drawbacks to PiP? 

When might PiP enhance a users' shopping experience

TOOLS/ METHODOLOGIES

2 Quantitive Survey

1 Qualitative Survey

14 Day Diary Study 

Dscout

Camtasia 

TEAM

1 Product Manager 

1 UX Researcher (My Role)

2 Designers

National Science Foundation | HCD Lead
National Science Foundation | HCD Lead

HARVEY MUDD COLLEGE, 2019

Let's reimagine U.S. Engineering Graduate Programs to better meet student needs.

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SITUATION

The engineering education community wants to understand the barriers that prevent students from applying to engineering graduate programs. In this project, I utilized human-centered design (HCD) as the underlying methodology to conceptualize potential models for an ideal graduate school experience.


To understand this problem, I began my research journey with an in-depth literature review on topics of creativity, collaboration, and interdisciplinary education. I then leveraged this data to analyze 29, one-on-one, interviews with undergraduate engineering students.

 

Pooling my data, I found five key obstacles students face when applying to engineering graduate programs: (1) A perceived lack of creative fulfillment (2) Barriers to entry (3) Lack of student well-being (4) The pull from industry and (5) Few perceived interdisciplinary options.

CHALLENGES

1. Discover: Understand student needs and barriers to attending engineering graduate programs

2. Define: Frame and communicate user needs.

3. Deliver: Prototype, Evaluate, Iterate

TOOLS/ METHODOLOGIES

In-depth Interviews 

Literature Review

Rapid Ideation

Low-Fidelity Prototyping

Card Sorting 

Podcasting

TEAM

IMPACT

2 Principle Investigators 

1 Lead HCD Researcher (My Role)

1 Assistant HCD Researcher

Inspired and drove the prototyping process for Monsters of Engineering, a ten-minute video game that translates topics of interdisciplinary collaboration, mental health, and curiosity within engineering graduate programs.

Findings serve as the foundational research for academic paper, Interdisciplinary Collaboration and Engineering: Models for Teaching and Research, which is currently under review for publication.

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PERSONAL PROJECT, 2022 - PRESENT

Building a safe and educational crypto experience for Teens and Parents. 

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SITUATION

There is an untapped opportunity of engaging teens and their parents in the crypto economy. With GenZ Teens comprising of 32% of the global population, the younger demographic has the potential to be an influential player in the crypto space.

This project is both exploratory and generative. The goals of this project are to (1) Understand motivators and barriers to Teen interest in the crypto economy (2) Uncover hesitations Parents (gatekeeper) face when allowing their Teens to invest in crypto, and (3) Leverage Teen/Parent input to draft and get feedback on early design concepts.

The design team worked on a few preliminary design concepts that I tested during interview sessions, where I sought to understand (a) Which features resonated mostly with Teens and (b) What safety guardrails Parents expected from a crypto product for Teens.

 

Overall, I found that in order to engage Teens right now, we shouldn’t focus on a trading product. Instead we should emphasize Teens’ desire for clout and community.

Working closely with design, the direction we took was to focus the product on learning about emerging technologies and highlighting social interactions with features such as a venmo-esque social feed, and profile customization.

CHALLENGES

What experiences must exist?

What safety guardrails are required?

What are the motivators/barriers to Teen-crypto interest?

How do Parents/Teens respond to early design concepts?

How do Teens respond to parental guardrails? 

TOOLS/ METHODOLOGIES

2 Quantitative Surveys

12 In-depth, one-on-one Interviews 

12 Guided Moderated Usability Test 

Literature Review

Competitive Analysis

UserInterview

Qualtrics

TEAM

Product Manager, UXR (My Role)

2 Designers

NDA

This project is still underworks and much is tied to NDA. I look forward to when I can share these ideas with the world.

Hello, I'm Kaia.

I'm a data-driven Product Manager and Designer building memorable experiences that enable moments of meaning and social joy. 

At work, I enjoy leading ideation workshops across teams. On the weekends, you can find me at a fabrication lab or coaching private swimming lessons.

Reach me here to talk design, or here to book a private swimming lesson!

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Experience

UX Research

2023

UX Research

2022

UX Research

2021

Noon

Product Manager / UXD

2020

HCD Researcher

2019

Design & Maker Fellow

Class of 2022, Cum Laude

Thanks for stopping by.

Reach me here to talk  AI, design, and anything in between.

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So much to create, so little time.

© Built by Kaia Chang

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