"... whatever we do, it is to make us more human ..."
Creative business designer with experience in solving cross-sector and cross-functional problems. Diverse candidate with depth in product management and breadth of experience in financial/marketing analysis, behavior-driven development, and operations management.
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I prototype businesses, social enterprises, and non-profits. As a management consultant by day, I help corporations innovate at the execution level by designing everything from process flows to product roadmaps. I consult with multiple startups and non-profits in consumer health, finance, and education to achieve topline growth, change consumer behavior, develop financial models, raise capital, and design creative products.
In the last 10 years, I grew a startup (B-Corp) to reach $1M in revenue in 3 years, created SaaS products from concept to launch, developed grassroots organizing tools for political campaigns, designed an open innovation pilot in global health, and created a healthcare evidence study in Tanzania.
My skills include storyboarding, agile product development/management, wireframing, financial modeling, industry/competitor analysis, marketing analysis, and behavior change.
Perform change management and process design to enable subscription licensing model for virtualization enterprise.
Develop proposals, white papers, and activities for business development purposes.
Develop product roadmap, business plan, and financial model for early stage startup to provide holistic financial services for patients with chronic conditions.
Define consumer experience, perform lean experiments, and prototype online/mobile product.
Performing due diligence work on early stage startups in diverse industries including customer/founder calls, industry analysis, and industry expert consultations.
Perform due diligence on early stage startups in high technology, education technology, business intelligence, and more.
Compose term sheets, developed industry analysis reports, and investment memos.
Develop business plan and ethnographic/qualitative market research methodology for innovative educational technology company.
Focusing on product development, high growth strategies, and innovation (both entrepreneurship and venture capital). Developed several winning business models for diverse array of organizations. Pursuing study on social influence and product design.
Awards:
First Place Winner, China Business Plan Competition, University of Maryland + Peking University
Second Place Winner, Regional Level, Education Track (One Laptop Per Child), Hult Global Case Challenge
First Place Winner, GE healthymagination Challenge, University of Maryland
VP External Relations, Net Impact Club (University of Maryland Chapter)
Designed an Open Innovation program to crowdsource and commercialize healthcare technology solutions for entrepreneurs worldwide. Performed vendor assessment and cost-benefit analysis. Defined KPIs for identifying entrepreneurs, optimizing workflow, and managing innovation. Delivered project plan to reduce work-hours by 23%.
Composed baseline assessment of innovation programs, including qualitative research through stakeholder interviews across product, legal, marketing, research, and executive teams across EMEA, APAC, and LATAM divisions.
Developed evidence study roadmap for the use of medical devices in rural health facilities in Tanzania by conducting field research at public hospitals, health clinics, and dispensaries. Results being used for implementation of the study.
Led team of developers and designers in agile development of company’s flagship product throughout the PDLC process.
Supervised product implementation for more than 300 clients, provided integrated online CMS and CRM products, lowering labor costs by 70%.
Performed client interviews, composed user stories, created wireframes, and defined roadmap for leading product.
Validated concepts, prioritized features, managed product launch and releases, and provided 24/7 on-call support.
Developed marketing campaign, including web content, creative branding, and pricing increasing project revenue by 47%.
Joined company as second employee, conducted and standardized primary research methodology, developed case studies on client successes, streamlined operations, and increased revenue by 2x in 12 months and by 10x to $1 million in 3 years.
Managed 40+ highly customized web development projects from concept to launch, often including online strategy.
Conducted primary user research on usability and developed information architecture for client organizations.
Deployed and managed beta product in high-profile West Texas Congressional campaign to recruit volunteers, organize voters, and grow voter groups.
Implemented technology-based organizational strategy and creative outreach strategy to transform stagnant Congressional campaign to dynamic operation.
Organized focus groups for students, teachers, and moderate Republicans to obtain donations, volunteers, and support through professions and common interests.
Managed approximately 150 volunteers over 6 months to organize large-scale block-walking, advance field events, and phone banks to fundraise and gain political support.
In 24 hours on Monday, Priyanshu Raj and I wrote a 15-page business plan for a service to help manage fibromyalgia and chronic fatigue syndrome based on BJ Fogg's Persuasive Technology concepts, social influence research from MIT Sloan Professor Damon Centola, and Ulysses Syndrome. We are eager to move up to the next round in this competition and pitch our solution to Johnson & Johnson.
They have also proved to have significant shortcomings in certain areas – especially the key area of gameplay value – but those will in time be folded into a second generation of social games.Gameplay value is the benefit to the player who participates in the game playing activity. I argue that is largely because of the Behaviorism (or Behaviourism) has gone rogue - game designers are focused on increasing product adherence rather than risking redesign that is more attuned to their players' needs.
In other words, if a designer wants to increase adherence, it needs to be a consequence of the product's (or game's) viability to the user, not just the desirability.If game designers continue to focus on desirability with richer graphics, greater pixels, and more realistic effects, the next revolution in gaming is likely to face similar obstacles of adherence (among others).
My hypothesis is to focus on the drivers of viability - emotional, cognitive, and social needs (versus desires) that change with time, location, and context.Desires versus Needs
Personalization is a co-requisite to scaling products.