May 2013
Clemson University
Clemson, SC
May 2011
Clemson University
Clemson, SC
May 2018
University of Florida
Gainesville, FL
Below you will find highlights from my work projects over the last five years.
Download my Full CV.
While in this role, I established a UX program with a regular meeting cadence, created personas, use cases, customer journey mapping, non-functional requirements for product release, and experience roadmaps for the next 6 quarters. I was able to perform developer experience walkthroughs and gather customer feedback in order to improve the experience of 3 SW releases.
I spearheaded the process to move the documentation from Word documents to an online platform with a Modern Docs approach. I designed the documentation website and was in the process of having it built when this role ended.
My biggest accomplishment in this role was shifting the mindset of executive leadership to understanding the importance of user experience. I helped them see that no matter how much effort or resources you put into engineering and meeting the release dates IF the experience is poor, users won't appreciate the product, and customers/partners will find better solutions.
As the UX Architect, with a focus on developer experience, I lead the strategy, planning, and execution of activities to define and deliver industry-leading experiences for edge products in new and evolving enterprise networking business segments such as industrial, retail, sports, hospitality, and healthcare. I oversee UX research, design, content strategy, and technical writing for a 5G private wireless product.
As a senior user-experience researcher and designer on a customer innovation team within the Visual Computing Software Enabling Group, I worked with software vendors to create and test innovative experiences that differentiate Intel Architecture. As new computing form factors were imagined, it was my job to research, design, prototype, evaluate, and enable new software experiences that were unique to Intel products.
I created a Strategic UX Partnership with Tencent and Netease that allowed us to offer them UX services in exchange for engineering efforts to optimize for Intel Architecture. I helped them evaluate their upcoming games and release strategy (gameplay, character designs, posters, graphics, etc.) with Western users.
I led the UX team (Industrial Designers, Interaction Designers) as we created and released a new category of personal computers. We released the Personal Streaming PC in 2019. We partnered with NUC vendors and StreamLabs OBS to create a small computing device dedicated to streaming workloads. I conducted focus groups, led ethnographic studies with streamers across the country, seeded early-release products, and offered guidance on product readiness based on user feedback and product performance.
I also assisted w/ Program Management and led the UX team in pilot testing a smart home device. For this product, I led and coordinated an 8-week in-home pilot test with 8 families in the Metro Portland Area. The goal was to use the pilot test to assess the product and inform my recommendation on the viability of the product's commercial success.
In this role, I collaborated with several vendors including Marvel, Adobe, Twitch, StreamLabs OBS, and Tencent to create software experiences for Intel Products. Additionally, I worked across business units, partnering with engineering managers, product managers, software teams, and executive leadership to offer UX services in support of both software and hardware product teams.
In 2020, my intact team was re-orged and chartered to focus on enterprise solutions. We performed similar work functions as described above, but with an emphasis on enterprise software experience.
Here I was able to take an inventory of the workloads being performance tested. Through user interviews and focus groups, I was able to create a set of more realistic workloads for testing. These workloads were used by validation teams and marketing teams to help tell our Intel Compete story as competitors began making their own chips. My workloads were used in marketing documents to highlight Intel's advantage and to help engineering teams make improvements where our performance was poor. During this time we evaluated workloads across various enterprise tools such as Zoom, Teams, PowerBI, MS Office, Adobe Creative Suite, etc.
While in graduate school I completed four internships at Intel. I often joke that I created my own "intern version" of the Rotation Engineering Program having had the opportunity to work in various groups across the company. Please visit my full CV for details on each intern project. Here are some of the highlights from my internship time...
Below are a few of my favorite Academic research projects
This project sought to create a socially acceptable and usable brain-computer interface device for women. Women have increased difficulty using BCI devices due to their hair length, texture, and variety of styles. A female centric user-centered design process was used to evaluate existing devices and prototype 3 new BCI concepts. The new concepts retro-fitted existing headgear with EEG sensors, resulting in more desirable devices that increased usability amongst females. The results of this work also produced a list of 32 characteristics of socially acceptable BCI devices for women that can be used for future BCI designs.
The purpose of this study was to establish a metric that can appropriately serve as a threshold for assistive voting technology that utilize sound detection as a method of input. The threshold is for the ambient noise created by external factors in the background at voting precincts. As the leader of this team, I was responsible for designing an experiment that would closely mimic the voting precinct experience in a lab setting. This included seeking advice from spatial audio researchers and determining the appropriate levels to test.
For this project, I worked with a team to determine potential gestures users would find natural when interacting with cable TV. A user study was conducted asking users to perform certain task such as pausing video or increasing the volume of the television. A wizard-of-oz approach was used to give users feedback for their movements. Each gesture was recorded and coded. The result was a catalogue of natural user gesture interactions provided for the CableLabs research consortium.
The purpose of this project is to observe user satisfaction while playing online video games on a simulated cable network. As Project Lead, I was responsible for the design of the experiment which included, creating user satisfaction surveys. I created the flyer and employed various recruitment techniques to gain student participation. I also planned and facilitated a LAN party which involved the participations of about 40 college students. A second phase of this project began in 2012. During this phase online video content such as Netflix was the focus as opposed to video game. User experience was assessed while viewers watch video content streamed over a simulated cable network.
1. Jefferson D, Paige F, Agee P, Jackson F. User Experience of Green Building Certification Resources: EarthCraft Multifamily. Sustainability. 2021; 13(14):7871. https://doi.org/10.3390/su13147871
2. Andujar, M., Crawford, C. S., Nijholt, A., Jackson, F., & Gilbert, J. E. (2015). Artistic brain-computer interfaces:the expression and stimulation of the user’s affective state. Brain-Computer Interfaces, 2(2-3), pp. 60–69.
3. Alvarez, I., Alnizami, H., Dunbar, J., Jackson, F., & Gilbert, J.E. Help on the road: Effects of Vehicle Manual Consultation in Driving Performance Across Modalities. International Journal of Human-Computer Studies, 73January 2015, pp.19-29
4. Jackson, F., & Cheng, L. (2018). UX in Practice: Applying a Heuristic Evaluation Technique to Real WorldChallenges. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 62(1), 702–703.
5. Jackson, F., Amin, R., Fu, Y., Gilbert, J.E., & Martin, J., (2015) A User Study of Netflix Streaming, In Proceedings4th International Conference, DUXU 2015, HCI International 2015, pp. 481–489, Los Angeles, CA, August 2-7,2015, A. Marcus (Ed.): DUXU 2015, Part I, Springer LNCS 9186, DOI: 10.1007/978-3-319-20886-2_45.
6. Crawford, C.S., Andujar, M., Jackson, F., Remy, S., & Gilbert, J.E., (2015) User Experience Evaluation TowardsCooperative Brain-Robot Interaction, In Proceedings 17th International Conference Human-ComputerInteraction: Design and Evaluation, HCI International 2015, pp. 184–193, Los Angeles, CA, August 2-7, 2015 M.Kurosu (Ed.): Human-Computer Interaction, Part I, HCII 2015, Springer LNCS 9169, DOI: 10.1007/978-3-319-20901-2_17.
7. Jackson, F., Solomon, A., McMullen, K., & Gilbert, J.E., (2015) To Start Voting, Say Vote: Establishing aThreshold for Ambient Noise for a Speech Recognition Voting System, In Proceedings of 6th InternationalConference on Applied Human Factors and Ergonomics (AHFE 2015) and the Affiliated Conferences, AHFE2015, pp. 4933-4939, Las Vegas, Nevada, July 26-30, 2015.
8. Amin, R., Jackson, F., Gilbert, J.E., Martin, J., & Shaw, T. (2013). Assessing the Impact of Latency and Jitter onthe Perceived Quality of Call of Duty Modern Warfare 2, 15th International Conference, HCI International 2013,Las Vegas, NV, USA, July 21-26, 2013, In Proceedings, Part III, Vol. 8006 of Lecture Notes in ComputerScience, pp. 97-106.
9. Alvarez, I., Alnizami, H., Dunbar, J., Johnson, A., Jackson, F. (2011). Designing Driver-centric Natural Voice UserInterfaces. In Adjunct Proceedings of the 3rd International Conference on Automotive User Interfaces andInteractive Vehicle Applications, Salzburg, Austria, pp.166-169
10. Jackson, F., Laurenceau, I. & Gilbert, J.E. (2019). Inclusive Wearable Design: Developing a Set of Characteristics of Socially Acceptable BCI Devices for Women. In Roscoe, R.D., Chiou, E.K. & Wooldridge, A.R. (Eds.), Advancing Diversity, Inclusion, and Social Justice Through Human Systems Engineering, CRC Press, pp. 171-190.
11. Darnell, S. S., Mack, N., Jackson, F., Alnizami, H., James, M., Ekandem, J. I., et al. (2014). Human-computer interfaces for speech applications. In T. F. Gonzalez, J. Diaz-Herrera & A. Tucker (Eds.), Computing handbook, 3rd ed. (1) (3rd ed., pp. 92:1-92:1-15) CRC Press.
12. Andujar, M., Jackson, F., Moon, D., & Gilbert, J.E. 2015. The Adaptation of Affective Brain-ComputerInterfaces Towards Card Sorting Activities. 2015 CAHSI Summit.
13. Jackson, F., Wilson, H., Huang, Y., Gramopadhye, A.K. (2011). Ergonomic Assessments for Schneider ElectricPress Process. Focus on Creative Inquiry Poster Forum. Clemson University (Undergraduate)
14. Jackson, F., Shappell. (2010). Pilot Weather Decision Making and the Influence of Passenger Pressure.SCAMP Annual Science, Engineering & Research Conference. (Undergraduate)
Andujar, A., Crawford, C., Jackson, F. & Gilbert, J.E., Brain-Computer Interface Research & Development, IntelCorp., 8/15/2015 – 8/14/2017, $300,000.