Who I am:
I'm a challenge-seeking system builder. I've spent the last eight years creating great user experiences across games, televisions, mobile apps and devices. I thrive when I can get my hands dirty with engineers and researchers to understand the guts of what we're building together.
What I love to do:
- Get the whole team involved and thinking about users.
- Run surprisingly fun and constructive brainstorms where new ideas are born.
- Make sound decisions about information architecture and conceptual models.
- Wireframe and detail out specific interface behaviors.
- Create fast prototypes of promising ideas.
- Come up with great questions to ask users and ways to get good answers.
- Spot problems long in advance to save time and conserve resources.
- Invent new ways of communicating UX ideas and building consensus.
Senior Product Designer @ From April 2015 to Present (9 months) San Francisco Bay AreaSenior Interaction Designer @ Produced wireframes, task flows and behavioral specifications for GoPro products, including the flagship Hero cameras. Collaborated with User Researchers to develop test protocols and prototypes for new camera features.
Worked closely with firmware, mechanical and electrical engineers to determine technical capabilities and experience requirements. Contributed to the strategic plan for the GoPro media ecosystem. From October 2014 to April 2015 (7 months) Senior User Experience Designer - FUSE Labs @ Created early concepts for the evolution of Windows as a connected, social operating system.
Designed social experiences for mobile apps and websites, including next-generation profile, grouping, civic activism and social network concepts.
Contributed to two patent applications, numerous scientific papers and conference materials. From August 2013 to July 2014 (1 year) Interaction Designer II - Xbox @ Led interaction design on seven core apps for the worldwide launch of the Xbox One console, which has sold over 11 million units.
Designed service-driven social experiences used by nearly 50 million Xbox Live users across two consoles, on mobile devices, Windows and the web.
Helped create the Xbox One Human Interface Guidelines and many of the core NUI/VUI controls in the app developer kit, currently used to build more than 50 apps.
Improved the navigation and IA of the content Marketplaces on Xbox 360 for the 2012 release. Also redesigned the Music app to improve playlist functionality and align to new cross-device experiences.
Designed the first SmartGlass app for Windows Phone 7 and did foundational work on the Xbox Music, Video and Games apps for Windows 8. From April 2010 to August 2013 (3 years 5 months) Associate Producer, User Experience @ Led the team responsible for building and improving the game interface on Pirates of the Burning Sea (a 3D MMORPG released in 2008) and its expansion, Power & Prestige.
Wrote design specifications and created wireframes for all new game features.
Created and presented pitch documents for three new game concepts.
Conducted monthly research surveys and playtests, along with the accompanying podcasts and blog posts to the community. From February 2007 to April 2010 (3 years 3 months) Technical Communication Instructor @ Taught technical writing and communication design concepts to students at the UW College of Engineering. From January 2005 to May 2007 (2 years 5 months)
MS, Human Centered Design and Engineering @ University of Washington From 2005 to 2007 BS, Journalism @ Boston University From 1998 to 2002 School of Visual Concepts From 2011 to 2013 Janice Itter is skilled in: User Experience, Human Computer Interaction, Video Games, User Interface Design, Storyboarding, Game Design, User Experience Design, Interaction Design, Information Architecture, Information Design, User Interface, User Research, Social Media, Digital Media, Product Design
Websites:
http://www.vonitterative.com/