From 10+ shipped videogames and apps to 5+ years of professional development;
or from backend production for events and venues to 30+ acting credits and performances to audiences of 5k+;
my Cognitive Design Process remains the same as an experience designer and creative strategist.
It's constantly evolved in my interdisciplinary exploration- and I'm enthusiastic to see what it becomes next as I learn and continue my young career.
Carefully understanding the problem or opportunity from multiple angles.

Good experiential design addresses Step 1's "world," through careful study of users' behaviors in and expectations of that medium and possible cognitive subversions of that. It's why my work is inherently interdisciplinary, and is focused on making the audience feel, atop the traditional "show don't tell."

Prototypes need to evoke that final experience and evoke that feeling, regardless of medium-matching. Cardboard can be a videogame, or a conference room a concert hall.

Base usage needs to be intuitive, diegetic, and joyful. At this stage, my biggest inspirations are Mario, Disneyland, and Apple. Listen to what the audience says, but pay even more attention to what they do.

Design microinteractivity to make evaluating what can be done easier. Redesign macrointeractivity to make executing what you want to do better. Don't address questions by explaining, make sure they never arise.

Communicate what you have. Don't wait for perfection but get to great, then brand a simple yellow circle as pac-man. Polish microinteractivity: it's those tiny decisions that make the professional-feeling versus the 'incomplete'.

Explore my portfolio to see how this methodology creates user-focused, subconsciously powerful experiences.