COGNITIVE DESIGN PROCESS

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.

Define

Worldbuilding

Defining the 'set of conditions for the possibility of success'

Carefully understanding the problem or opportunity from multiple angles.

Worldbuilding visual
Architect Zaha Hadid's Thesis, based on Malevich's Tektonik- an abstract floor plan as a representative model, rather than a literal one.
01 / 06
Discover

Think about Thinking

'Empathetic Design' using Cognitive Science's 'what's it like?' principle

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."

Think about Thinking visual
Cover of Thomas Nagel's 'What's It Like To Be A Bat?' (1974), a foundational book in the philosophy of cognitive science.
02 / 06
Prototype

Move Fast and Break Things

Per Steve Jobs, prototype rapidly and kill your darlings

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.

Move Fast and Break Things visual
Guy Manuel's 'The Making of a Perfect Martini,' a representation of the controlled chaos and creativity of good prototyping.
03 / 06
Test

Simulate and Test

With some experience, give it to the audience as early as possible

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.

Simulate and Test visual
Brunelleschi's model of the Duomo in Florence... just an egg, used to represent the geometry which made the curvature possible.
04 / 06
Iterate

Bridge Building

Analyze what the user tried to do versus what they did

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.

Bridge Building visual
The Houston Airport reduced complaints that it's baggage claim took too long by moving it further away- then, people weren't waiting, they were walking.
05 / 06
Deliver

Fresh Produce

You have to deliver eventually

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'.

Fresh Produce visual
Pac-Man, early revolutionary of Game Feel and sensory UX design. Excellent analysis in Noah Wardrup-Fruin's 'How Pac-Man Eats.'
06 / 06

See the Process in Action

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