Microsoft Surface

2006-2008
Joined Microsoft as a UX manager on the Microsoft Surface team. I immediately faced two major challenges. The first was scaling the UX team from both a personnel and maturity standpoint. The second was in guiding the design of a new interaction paradigm, one without established conventions, standards, or precedence.

GOALS:

  • Build and manage a new UX team
  • Establish tools and processes
  • Manage and guide a team to create a new interaction paradigm for 360 degree, multi-user, multi-touch UI that is walk-up-and-use simple and inviting
  • Ship MS Surface version 1

ACTIONS:

  • Scaled  small 5-person incubation UX team to much larger 20+ production team of interaction, visual, and industrial designers plus user research and user assistance / documentation
    •  In a conscious effort to avoid the PC design stigma, I hired personnel with diverse backgrounds from the film and game industry.
  • Established new Creative Design and Advanced Design teams
  • UX champion (team, budgets, resources, communication, culture)
  • Working with an innovative technology lacking stability and tools, guided team through design of UI controls, interactions, and several prototype and reference applications (see videos below)
  • Helped define brand through design
  • Managed and co-authored Design Guidelines
  • Supported 3rd party partners in educating, reviewing, and creating MS Surface experiences

RESULTS:

  • Shipped commercial/retail Microsoft Surface version 1 – June, 2008
  • Marketplace buzz surpassed all of Microsoft’s top brands in both amount and duration
  • Designs and technology used to inform and drive other Microsoft concepts and products