Image of Jason Pace


UX TRAILBLAZER

I helped pioneer UX at Microsoft, building teams and delivering award-winning experiences for B2C, B2B, & platform businesses and delivering solutions global customers loved to use.

Fluent in Lean methods, optimizing design integration with agile teams, and leading digital transformation efforts across disciplines and organizations.

UX TRAILBLAZER

I helped pioneer UX at Microsoft, building teams and delivering award-winning experiences for B2C, B2B, & platform businesses and delivering solutions global customers loved to use.

Fluent in Lean methods, optimizing design integration with agile teams, and leading digital transformation efforts across disciplines and organizations.

Clickable button leading to Jason Pace's public LinkedIn profile

BIO + HIGHLIGHTED WORK

DESIGN HISTORY, IN BRIEF

I built one of the first dedicated UX teams at Microsoft to learn how we could better support our global developer customers as the company began its online transformation; that effort resulted in several successful products and services including GotDotNet, the first officially supported open source collaboration between Microsoft and the developer community.

There were no UX positions or career ladders at the time, so I needed to develop depth across the full range of what we now refer to as the strategy, scope, structure, skeleton, and surface of UX design.

My UX practice evolved with the discipline, and as my projects grew in complexity and scope I staffed larger organizations with more specialized UX roles supporting Visual Studio, MSN, Windows, and Xbox.

CASE STUDY: HALO WAYPOINT

Check-out my detailed case study on the first of its kind cross-platform entertainment network Halo Waypoint, where I served as Creative, UX, and Product Director.

Screenshot of the Halo Waypoint Xbox application

With an initial $50M budget for development and content production, Halo Waypoint was a bold effort to dramatically expand opportunities for fans to engage with their favorite game universe.

IEEE Computer Society's journal Computer published insights from this work (vol. 47, no. 6).

UNIVERSITY OF WASHINGTON

I joined the University of Washington in 2012 as an Executive Director with joint faculty appointments in Computer Science and Arts & Sciences, where I helped design and serve as principal faculty for the Interactive Media Design UX-focused bachelor's degree.

I also launched and run the first commercial software company integrated with a public university curriculum in the United States: Digital Future Lab (DFL). I structured DFL as a company to provide a high-fidelity simulation of the schedules, pipelines, and cross-discipline dependencies students encounter at companies like Microsoft, Google, Amazon, and the like in the process of delivering real products.

IEEE Computer Society's journal Computer published insights from this work.

LIVE SITE: DIGITAL FUTURE LAB

DFL is built on a foundation of Lean UX + DevOps continuous discovery and delivery, and is increasing regional capacity for UX, Dev, and Product Management graduates entering the tech industry who are highly skilled in Lean methods. Visit the DFL site.

Image of the Digital Future Lab logo

DFL offers degree credit to undergraduate and graduate students from 5 regional campuses (and growing) in a wide range of majors.


BIO + SELECTED WORK

DESIGN HISTORY, IN BRIEF

I built one of the first dedicated UX teams at Microsoft to learn how we could better support our global developer customers as the company began its online transformation; that effort resulted in several successful products and services including GotDotNet, the first officially supported open source collaboration between Microsoft and the developer community.

There were no UX positions or career ladders at the time, so I needed to develop depth across the full range of what we now refer to as the strategy, scope, structure, skeleton, and surface of UX design.

My UX practice evolved with the discipline, and as my projects grew in complexity and scope I staffed larger organizations with more specialized UX roles supporting Visual Studio, MSN, Windows, and Xbox.

CASE STUDY: HALO WAYPOINT

Check-out my detailed case study on the first of its kind cross-platform entertainment network Halo Waypoint, where I served as Creative, UX, and Product Director.

Screenshot of the Halo Waypoint application on Xbox

With an initial $50M budget for development and content production, Halo Waypoint was a bold effort to dramatically expand opportunities for fans to engage with their favorite game universe.

IEEE Society's journal Computer published insights from this work (vol. 46, no.2; vol. 46, no.4).

UNIVERSITY OF WASHINGTON

I joined the University of Washington in 2012 as an Executive Director with joint faculty appointments in Computer Science and Arts & Sciences, where I helped design and serve as principal faculty for the Interactive Media Design UX-focused bachelor's degree.

I also launched and run the first commercial software company integrated with a public university curriculum in the United States: Digital Future Lab (DFL). I structured DFL as a company to provide a high-fidelity simulation of the schedules, pipelines, and cross-discipline dependencies students encounter at companies like Microsoft, Google, Amazon, and the like in the process of delivering real products.

IEEE Computer Society's journal Computer published insights from this work (vol. 47, no. 6).

LIVE SITE: DIGITAL FUTURE LAB

DFL is built on a foundation of Lean UX + DevOps continuous discovery and delivery, and is increasing regional capacity for UX, Dev, and Product Management graduates entering the tech industry who are highly skilled in Lean methods. Visit the DFL site.

Image of the Digital Future Lab logo

The DFL is now available for degree credit to undergraduate and graduate students from 5 regional campuses (and growing) and a wide range of majors.