Design Intern @ GE Consumer Products From 2001 to September 2001 (less than a year) Director UX, IX @ Sonos, Inc. Delivering the best whole home music experience with an amazing team. Focusing on the app experience. Santa Barbara, California AreaDesign Intern @ Astro Studios Acted as a junior designer, participating equally in all phases of the...
Design Intern @ GE Consumer Products From 2001 to September 2001 (less than a year) Director UX, IX @ Sonos, Inc. Delivering the best whole home music experience with an amazing team. Focusing on the app experience. Santa Barbara, California AreaDesign Intern @ Astro Studios Acted as a junior designer, participating equally in all phases of the product development cycle. Worked on many accelerated projects, often 1-2 days, as well as helping on long term projects (6 months+). Technical skills included Photoshop/Illustrator rendering, and computer modeling (StudioTools) and rendering (ImageStudio). Worked on projects for Disney, Microsoft/XBox, Herman Miller, and Alienware. From 2004 to 2004 (less than a year) Design Intern @ Fitch Acted as junior designer, taking part in all aspects of the product development cycle. Participated in research phases for multiple projects, simulating user experiences, creating image and trend boards, and building consumer profiles. Technical responsibilities included sketching, computer modeling, and rendering (Adobe Photoshop and Alias StudioTools). Created image boards and presentation materials, both digital and print. Interacted with clients for kick-off meetings, concept reviews, and final presentations, presenting both my own ideas and those of the team. Carried multiple projects from conception to final design with the assistance of senior designers. From January 2002 to September 2002 (9 months) Columbus, OhioDirector UX @ Navdy Navdy is a heads-up display that allows drivers to keep their eyes on the road while they stay connected. As director of user experience (UX) I’m responsible for the UX and UI/Visual design of our digital products, leading a team of designers creating a safer driving experience across our HUD, Android, and iOS products. At Navdy, our team has developed a streamlined process for learning, designing, prototyping, and implementing our work. My team:Works closely with product management to establish high-quality briefs, goals, metrics, and success criteria for each project. Establishes a metabolism for each project, including project and team check-ins, work sessions, and formal presentations.Works closely with engineers to implement our work and keep quality high. We use modern specification tools like Sketch and Zeplin, augmented with animations, prototypes, and more detailed flows and documentation. Importantly, we also have a hands-on approach, through frequent work sessions and time sitting with engineers to answer questions, solve problems, and catch quality and design bugs early.Learns from our drivers. Prior to launch, we used primary user research to develop insights into our product design, installation and setup, and interaction models, including gesture and hardware control. We used tools such as one-on-one user interviews and sessions, Tobii head-mounted eye tracking systems, feedback from our support team and community, and driver surveys to hear what drivers were thinking and feeling.We’ve built a great team. I’ve hired and managed the team of talented and multifaceted designers able to achieve high-quality conceptual and production work, with experience in iOS, Android, web, prototyping, after effects, and marketing. Worked closely with company leadership and product teams to help develop a product roadmap and support decision-making activities. From May 2015 to October 2017 (2 years 6 months) San Francisco Bay AreaCreative Director Interactive Products @ Astro Studios As creative director, I directed and contributed to our talented teams of cross-disciplinary designers (interaction, visual, motion, and industrial) to design contemporary full-spectrum product experiences, ranging from mobile apps, applications and web services, to hardware and appliances. We worked in a wide range of consumer industries, from gaming and entertainment, to productivity, beauty, men’s grooming, home care and appliances, consumer healthcare, wearables, materials applications, and a vast array of consumer electronics. Projects ranged from focused exploration (
GE Consumer Products
2001 to September 2001
Director UX, IX
Santa Barbara, California Area
2004 to 2004
January 2002 to September 2002
May 2015 to October 2017
San Francisco Bay Area
Creative Director Interactive Products
April 2014 to May 2015
Lead Industrial/Interaction Designer
January 2010 to April 2014
San Francisco, CA
June 2007 to January 2010
June 2005 to May 2007
Los Angeles, CA
GE Consumer Products
2001 to 2001
Heyday Goods LLC
February 2014 to 2015
San Francisco Bay Area
What company does Brandon Lynne work for?
Brandon Lynne works for GE Consumer Products
What is Brandon Lynne's role at GE Consumer Products?
Brandon Lynne is Design Intern
What industry does Brandon Lynne work in?
Brandon Lynne works in the Consumer Electronics industry.
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