Context: ecosystem of connected kids’ gaming products including Disney Infinity, Club Penguin, and Pixie Hollow.

Role: Sr. Experience Designer · Game UX Engineer


Timeline: 2011 – 2012

Disney Interactive Worlds

Designing Connected Kids’ Gaming Systems

Created UX systems across Disney’s gaming portfolio, supporting avatar creation, microtransactions, child/parent safety, educational reward loops, and cross-platform engagement. Partnered with game design, IA, engineering, and the Disney Learning team to deliver fast, resilient, ergonomically sound flows for young players and families.

Club Penguin

Club Penguin was a massively multiplayer online game (MMO) that ran from 2005 - 2017. The game featured a virtual world that included a wide range of online games and activities.

01

Foundations

Understanding the Multi-game Ecosystem

Player Archetypes — Defined workflows for kids, parents, moderators, and Disney Learning teams across console, mobile, and tablet experiences.

Core Loops — Mapped behavior loops for avatar creation, friends lists, in-game rewards, and microtransactions.

Safety Systems — Integrated COPPA-aligned mechanics including permissions, blocking, and parent-validated rewards.

Device Ergonomics — Adapted UX for children’s motor skills, account switching, and iPad landscape touch patterns.

02

Systems design

Designing Scalable Game UX for Kids

Avatar & Identity — Designed simplified avatar creation and editing tools usable by kids as young as six

Social Graph — Built flows for friends lists, safe chat, blocking, and moderated interactions.

Economy UX — Structured point-conversion, microtransactions, achievements, badges, and inventory systems.

IA Architecture — Created consolidated navigation models for cross-game features and parent-child touchpoints.

03

Education layer

Building Parent-child Reward Flows

Learning Incentives — Partnered with Disney’s Learning Team to design parent-validated reward loops triggered by math, spelling, and vocabulary mini-games.

Multi-Device Access — Delivered Kindle and iPad prototypes enabling parents to approve rewards or manage accounts.

Progress Visibility — Developed dashboard structures showing children’s progress, unlocked rewards, and parent tasks.

Interaction Pathways — Crafted ergonomic flows for parents reviewing tasks while kids navigated game worlds.

04

Delivery

Specifications for Cross-platform Game UX

High-Fidelity Screens — Delivered production-ready flows for avatar workflows, social systems, and reward validation.

IA Packages — Documented navigation trees, page templates, and modular UI components for multiple titles.

Gameplay Workflows — Produced end-to-end UX specs for console/tablet/mobile interactions, reducing engineering ambiguity.

Handoff Kits — Compiled annotated wireframes, flow maps, and UI references for engineering and game UI artists.

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