Hi, I am a human-centered designer + Researcher.
I am deeply motivated to continue to understand the emotional and psychological experience of humans and their relationships with technology to build digital and hardware products that delight users.
My background in media production, digital and physical product design, and design-thinking helps me provide user experience insights that strategically inform the development of great products.
To learn more about my experience check out my resumé and LinkedIn page. You can also take a look at my Medium articles on design strategies for delightful, humorous, and playful engagements with technology, of which I am a subject matter expert.
say hi : firstname.lastname@example.org
My design practice originated in my love of filmmaking and telling compelling stories. I earned my BA in Film production and studies from UNCW with concentrations in documentary and animation production. Filmmaking is a key part of my design practice. I use film to tell stories about my design concepts, or to show stakeholders what their users are saying/wishing/desiring from the product.
While leading a media-based mentorship program at Dartmouth College, I was exposed to design, technology, and computer science. I was gripped by the power technology has over the changing the course of one’s environment, experiences, and lives. To learn more, I enrolled in the MFA in Design in Technology program from Parsons the New School for design. While at Parsons, I cofounded Blink Blink, a startup with the principal mission of encouraging playful and meaningful experiences with technology through the making of circuit-based DIY projects.
Most recently, I have earned my Masters of Science degree from the Human Computer Interaction Institute program at Carnegie Mellon University where I was a research fellow in CMU's e-heart lab, directed by Dr. Geoff Kaufman.
I’ve just concluded my UX Design Research internship at Facebook where supported the development of new Facebook Events products that prioritize meaningful engagement with community members in the real world.
Press: blink blink
McDonald, J., Zhao, S., Liu, J., & Rivera, M. L. (2018, May). MaxiFab: Applied Fabrication to Advance Period Technologies. In Proceedings of the 19th International ACM SIGACCESS Conference on Computers and Accessibility (pp. 13-19). ACM.
To, A., McDonald, J., Holmes, J., Kaufman, G., & Hammer, J. (2018). Character Diversity in Digital and Non-Digital Games. Transactions of the Digital Games Research Association, 4(1).
McDonald, J., & Yi Messier, N. (2015, January). Input/Output: Paper Prototyping for the Future. In Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction (pp. 493-495). ACM.