Strategy
Hardware UX
Physical Interaction
Research, Architect, Unify.
My time at Google....
Interaction Models Beyond the Screen
UX Interaction Design Intern, Pixel Buds Team — Summer 2026
Most interaction design assumes a screen. Wearable audio doesn't have one. I spent the summer on the question of how people build mental models of a device they can't see — where every affordance has to arrive as sound, touch, or gesture, and where a wrong guess is invisible until it fails.
Designed and ran a research study on non-visual feedback. I built a custom testing dashboard, authored a reusable library of audio stimuli spanning the parameters I wanted to isolate, and ran hour-long sessions evaluating how mental models held up under cognitive load.
Mapped existing and proposed physical input patterns across a complex multi-device, multi-modal computing platform. When the same physical input means different things on two devices a person wears simultaneously, it's not a preference problem, it's an affordance conflict. I mapped where those conflicts sat and defined alignment paths grounded in existing interaction patterns rather than net-new ones.
Built a novel UX vocabulary. The shared conceptual framework accelerated team alignment and streamlined decision-making in the design and engineering process, resolving a recurring bottleneck in cross-functional communication. Conversations and debates no longer restart from scratch at each meeting.
Non-visual interaction is a design constraint that clarifies rather than limits. When you can't rely on a screen to explain the system, the interaction model has to be right on its own. I applied rigorous research methods and scalable design principles to define foundational interaction patterns for a future computing paradigm.
This work is unreleased and confidential, so I can't share specifics features or visuals. Happy to talk through method and process — please reach out.
What I did
What I took from it



