Context
From kids' cookbooks to chemistry experiments and detailed build instructions, the bulk of my work lives in a deceptively complex space – making specific technical concepts feel clear, fun, and doable for kids. I collaborate with editors, illustrators, photographers, product designers, and sourcing specialists across a significant body of work for the company's most popular subscription line – together, we create learning experiences that kids can't get enough of.
Process
Every project starts with cross-functional brainstorming before moving into wireframes, illustration handoff, layout design, and stakeholder presentation — often with pivots along the way. A highlight is photo art direction, where I lead everything from competitive research and reference gathering to using generative AI for concept development and on-set execution. Getting to watch a concept come to life on set never gets old.
User Testing
We test our products and content with real kids and families, which is as unpredictable as it sounds – a sugar crash or a bad mood can derail a session fast. But even a disengaged user tells you something. More often than not, what looks like a kid problem turns out to be a design problem, and the fix often comes from thoughtful adjustments to illustrations, spacing, or layout hierarchy. This stage has shaped how I think about design more than anything else.
What I've Learned
Designing for kids is an unforgiving discipline. There's no tooltip, no second screen, no customer support. If the instructions don't work, the experience falls apart. That constraint has made me a sharper, more empathetic designer – one who leads with clarity, tests early, and never underestimates the intelligence of the person on the other end.