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Hi, I’m Lauren

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Making sense of people, problems and pixels.

What I’ve done

Select a role to see what I did there.

UX/UI Designer II

RAVE Aerospace

Jan 2026 to present · Formerly Safran Passenger Innovations

Multi-brand in-flight experiences, from first idea to final UI.

  • Led Harmony, RAVE’s next-generation in-flight entertainment interface, built with agency Reaktor around a rail-based layout inspired by streaming. Showcased at Aircraft Interiors Expo to overwhelmingly positive feedback.
  • Conceived an AI assistant that suggests what to watch or order in the moment. Winner of a company-wide innovation challenge and now moving toward implementation.
  • Turn research into direction, distilling interviews, surveys, and stakeholder input into personas, journey maps, and prioritized improvements.
  • Build the system behind the screens: Figma design systems and configurable component libraries that make brand customization faster and more consistent.

UX/UI Designer I

Safran Passenger Innovations

Aug 2023 to Jan 2026 · Now RAVE Aerospace

Airline-branded experiences, designed and carried through to build.

  • Crafted interfaces, flows, and high-fidelity mockups for airline clients across digital platforms.
  • Worked in lockstep with product and engineering to refine features and see them through implementation.
  • Designed for reuse, contributing components and documentation that kept work consistent across projects.

UX/UI Design Intern

Safran Passenger Innovations

Jun 2023 to Aug 2023 · Now RAVE Aerospace

Where my product design career began.

  • Supported UX and UI design with wireframes, mockups, and design documentation.
  • Contributed to research, audits, and presentations for client and internal projects.

UX Researcher

Thrive Therapeutic Software

Sep 2021 to Jul 2022 · First UX job

Understanding how people really use a mental wellbeing app.

  • Led user research on usability and behavioral outcomes for a consumer mental wellbeing app.
  • Ran interviews, focus groups, and mixed-method studies to surface pain points and opportunities.
  • Translated findings into reports and presentations, working with design teams to sharpen the app’s wellbeing features.

Social Cognition Researcher

The Eyethink Lab

Jun 2020 to Jul 2021

A game built to measure collective aggression.

  • Built an online game whose mechanics measure collective aggression, including vandalism and destruction.
  • Analyzed quantitative and qualitative data to understand what drives player behavior, from anonymity to group dynamics.
  • Delivered insights that shaped the game’s mechanics and the lab’s research methodology.