During the last 15 years, Jean-Francois has helped top entertainment brands like Disney, Marvel, and Warner Bros generate engagement and love around their brands as well as profits through 4.5+ star apps, games, and websites. Unlike most UXers who focus on usability, his experience in the toys and games industry made him see products from a new angle, allowing him to work at the emotional level and create delightful and fun experiences.
Designed the UX for many high-tech 4+ star app and games for top entertainment, toys, and games brands like Disney, Spin Master, Marvel, and Warner Bros on products including Justice League Action Run mobile game and Bakugan Fan Hub app.
Designed UX for two major user-generated content web tools for a Ubisoft game with a million-user audience.
Designed UX for the official Magic the Gathering Companion app, soon to be the main go-to hub for 20 million players in the world.
Spearheaded the development of a unified internal specification and production follow-up tool that saved an average of 300 hours per project to the teams.
Technologies: UX Design, Google Sheets, Adobe Photoshop, Axure RP Pro
2010 - 2013
Designed the UX and managed the production of an e-learning course and digital simulation on an innovative intervention protocol and tool in the firefighting field now used by the European Union governments.
Designed UX for e-learning courses and an interactive instruction experience to be provided with an innovative tech in the medical industry (Injex) for a client in the United Kingdom.
Spearheaded the UX design and tested a tool unifying and simplifying the production process of the e-learning courses, leading to an average of $2,000 on every medium-sized project while improving the quality of the product by reducing human error rate.
Developed a client satisfaction tracking methodology through surveys and then increased customer satisfaction by 11% in 6 months thanks to the gathered user feedback.
Defined and documented the UX guidelines that were later used to unify all the companies products.
Designed and prototyped a playful IR interaction experience for kids hospitalized for cerebral palsy testing for a research project lead by Geoffrey Edwards in collaboration with the IRDPQ center in Québec City (QC) Canada.
Created and dispensed an interactive screenwriting course to a university group of 20 students for one semester. Followed up and helped teams in developing their team project scenarios.
Defined the pipeline and assisted researcher Renée Bourassa in the production of 3D animations for an artistic project.
Defined the research methodology to apply according to research needs and carry on the research process (with tens of users) and gather, analyze, draw conclusions, and summarize the results for various projects.