Product Manager · Product design, user experience & operations

I make complex products easier to use and run.

I connect user needs, data, and internal tools to make complex work easier.

Selected work

Product decisions under real constraints.

Two connected cases: growing participation through quests, then improving the tools and workflows behind them.

Participation · Incentives · Growth

Yield Guild Games Program Manager → Product Manager 2023–2025

Choosing What to Reward as Participation Grew

Choosing which activity to reward as participation grew and the program began to seek revenue.

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5.9×
participants meeting criteria
545 to 3,190
+24.5%
activity per participant
3.00 to 3.74 qualifying records per participant

These are program outcomes from the period when I directly owned GAP’s user-facing quest structure and reward rules; I do not present them as outcomes caused by my work alone.

Turning workflows into product features · Data · Internal tooling

Yield Guild Games Program Manager → Product Manager 2023–2025

From Quest Failures to Product Requirements

Choosing reliable data and handoffs over a larger upload tool when quest production kept breaking in predictable ways.

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Product-design foundation

Product management built on design and research.

Nearly six years in product design and user research shape how I define problems and work with designers and engineers.

Le Figaro · Design-studio team member · 2016–2018

Saphir: One Design System, Different Products

Shared design rules and reusable interface parts for Figaro products.

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About

I work on the product and the system behind it.

I’m a Product Manager based in South Korea, with a background in design and user research.

I work on what users see and what teams need behind the scenes: rules, data, and internal tools.

Contact

Working on a workflow, new-user experience, or internal-tool problem?