We uncover hidden flaws in experience for games, enterprise products, features, holistic end-to-end journeys and provide in-depth UX audits and design strategies that turn friction into conversions.
Om’s UX Strategist and HCD practitioner in the games industry for over 15+ years building teams, processes & pipelines. Creating massively entertaining & monetizing experiences for worlds best known IP's & brands including, Star Trek, Disney, 20th Century Fox, Hasbro, Blue Sky, CBS and many more. A pioneer in the area of writing about UX in games, he has held several mentoring & leadership roles; Ex UX Director at DIGIT Games (Scopely), Senior UX Designer at Gameloft, Creative Director (UX/UI) at JUNE Software, Principal UX/UI Designer at WMS (Aquired by Scientific Gaming). He is also a guest writer @Deconstructor of Fun.
Worked on titles - Star Trek: Fleet Command, Ice Age Adventures, Ice Age Avalanche, My Little Pony, Wizard of OZ, Hardy Boys: The Perfect Crime, Alice in Wonderland.
Om has years of experience in analyzing & building products from ground up and fixing whats broken in live products. Having an academic background in Behavioral Economics and product design helps him bring a balanced view to design solution keeping in mind users needs and business goal.
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As a seasoned UX Designer, and now Consultant, with 14+ years experience working in startups, consultancies and Fortune500 companies, Pavitra specializes in transforming digital experiences to drive business growth.
With a keen eye for detail and a strategic approach, collaboration between technology and analytics teams, she helps businesses identify UX loopholes, usability challenges and implement design solutions that enhance user engagement and boost conversions.
She has worked for companies like McKinsey&Co., Cognizant, Cornerstone onDemand, Ryanair and Smartbox, strategising frictionless experiences for over 500m customers across the globe, with clients in over 12 countries.
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