Hearst Autos

My work at Hearst Autos can be broken up into three distinct areas, each focusing on a different brand within HA that involves different but overlapping responsibilities.
My role
Visual Design, Brand Design, UI/UX Design
Tools Used
Figma, Illustrator, Photoshop, Powerpoint

At Hearst Autos, I worked closely with former Car and Driver Editor-in-Chief and current Hearst Autos Chief Branding Officer, Eddie Alterman, to create product design pitches and advertising campaigns for new products and programs that leveraged the quantitative data and editorial expertise that are foundational to Car and Driver and Road & Track's expertise in automotive journalism.

Working with the CBO, alongside with my Creative Director, taught me how to balance the demands of leadership and effectively communicate design decisions. It allowed me to understand how better to tailor the level of content-specificity to the respective audiences and explore more creative outlets for more marketing-oriented pitches and collaborations.

Together, we were able to take existing content and data and create conceptual mockups and prototypes of how a collaborative project might look as a finished product. I was able to go from initial brief, through sketches, wireframes, and medium-fidelity designs for review before building functioning prototypes when necessary.

For Car and Driver, I collaborated with creative leads and editors to deliver pixel-perfect assets and layouts for feature articles, UI designs for front-end developers, and Buyer's Guide data visualizations tracked and managed through JIRA.

As the brand continued to grow its online presence, I also worked closely with the Social Media Editor to create designs and templates used daily across our many platforms. I also worked closely with the Staff Photographers and Videographers to develop animations and screen overlays and provided creative direction for our digital content.

Working closely with many vehicle brands and models allowed me to explore, compare, and discover the design shortcomings of each digital system, which greatly influenced the way I created the data visualizations around our testing. I gained even more valuable experience and expertise from frequent conversations around specific designs and car models with my subject-matter expert editors.

Road & Track Experiences sought to capitalize on the experiential successes of the Gumball 3000, Mille Miglia, and other classic car rallies to create unique and upscale experiences for die-hard enthusiasts. While R&T Crew aimed to explore the subscription box avenue, bringing exciting automotive-related activities and swag that's fun for children aged 5-13 years old.

R&T Crew allowed me to explore more creative product design outlets outside of digital and HMI work, and helped shape my future work and collaboration with AO Racing. Working on children's merchandising has also helped strengthen my ability to quickly adapt to different visual techniques, media, and design systems.

The unique challenges of creating assets and designs for new brand experiences and products required balancing the needs of marketing, creative, and vendors within a very agile and quick-paced experience.