As a Product Manager at Amplify Education, I’ve worked on multiple products/projects. Here are some that I’ve worked on.
- Amplify Math – a K-12 core math program based on Illustrative Mathematics with the addition of Amplify’s signature unit-level narratives and a robust digital component powered by Desmos. Specifically I worked on:
- Amplify’s Dashboard updates – built from Desmos, we created a more intuitive pacing and student tools to accompany the first version of Amplify Math.
- Made sure our data was clean, readable and insightful through building out reports as well as working with Data Science to collect the most important data for product health.
- Desmos Classroom – a digital platform for digital math instruction. Purchased by Amplify, we’ve integrated our teams together to release the best in class digital curriculum, Amplify Desmos Math. As well as supporting our free userbase of Desmos teachers.
- I explicitly worked on the Teacher Dashboard, focusing on work review, releasing our updates to feedback.
- mCLASS Math – a K-8 universal screener and diagnostic assessment that uses students assets to help teachers know what students can achieve. (Currently being developed)
As a Product Manager at Houghton Mifflin Harcourt, I’ve worked on multiple products/projects. Here are some pages of the ones I’ve managed below:
- MATH 180 – an intensive intervention math program that has a robust software component consisting of practice, assessment and a large set of math-based games and simulations aimed to help struggling students fast track to algebra (used by over 50,000 students)
- Math Inventory – a K-12 universal math screener that helps target kids to math concepts they’re ready to learn using the Quantiles framework (used by over 1,000,000 students)
- Intervention Mobile Products – Includes the mobile versions of MATH 180, READ 180, Sushi Monster, System 44 and much more)
- Managed Media Accelerator – a hardware solution that becomes a local CDN for the media of our Intervention products for schools & districts that have low internet bandwidth
On these products I’ve maintain and release updates on a weekly basis with a cross-functional team, serving mainly as product owner but sometimes scrum master/project manager. For print materials, served as project manager, in addition to verifying tech features in technical guides and proofing final copy. Specifically for mobile products, owned release & change notes using iTunes Connect.
I have moved on from being a day to day Product Owner and now focus on strategy and vision as a fully-fledged Product Manager working with design and performing user interviews and user tests to validate the features and products I manage as well as stay up-to-date with our competitors and the shifting landscape of the educational technology market.
I’ve been making games for the better part of 15 years now. Here is a collection of my digital work during my time in graduate school.
Selected Works from 2014 – Present
- A July Before Paradise – MFA Thesis
- Metmusic – Digital Music App for the Met MediaLab
- Arboria – Game Creation Tool for iPads/Android Tablets
- Frispee – Game made in 52 hours on a Train
- Beautiful Ugly – An Exquisite Corpse of interactive vignettes centering around glitch
- In the Snow – First Person Poem about being stranded on an ice planet
Pre-2014 Work
SlashDash is a game I worked on previous to going to the NYU Game Center. I was a producer and game designer on the team till I decided to go back to school for an MFA. SlashDash was released on Xbox One on July 17, 2015.