Evan McMahon
Director of User Experience | Creative Technologist



Robotics needed better, human-centered tools.
I've been a lover of animatronics all my life. When I set out to create them myself, I was aghast at the void of creative tools. The physical technology was lightyears ahead of the human factors and creative workflow, so my designer's instincts took over:



Just a handful of the bots Bottango users have made.
Remove barriers from passionate people, and they will blow you away! I created Bottango to be an intuitive software suite to enable creativity in robots, animatronics, and all kinds of real world hardware.
Through the years, I have guided Bottango to grow a wide and excited community of artists and creators. With Bottango they can execute a vision that for them would otherwise have been impossible.
I’ve been building and growing Bottango as a solo designer, developer and vision keeper for 4 years.
In building Bottango, I balance the the complexities and power of robotic control software with the need to be intuitive and focused on the requirements of humans, not machines. I've delivered a mountain of features barreling through the limitations of hardware without standards, becoming a unique hybrid UX designer, entrepreneur, artists advocate, and bare metal embedded engineer.
Experience Design
Front end development (Unity/C#)
Embedded development (C++)
Product Strategy and Roadmap
Entrepreneurship

Just a handful of the bots Bottango users have made.



I wish I could tell you what I’ve worked on at Niantic (Makers of Pokemon Go). But...
it’s a secret!
What I can say is that I led the UX charge on a next generation, augmented reality product, that explores the ambitious future of narrative experiences in mixed reality.
From 3D printing, to immersive prototyping directly in engine, to requirement gathering from storied creative directors and a world class IP partner, I wear every kind of hat a developer and designer can wear. My job in this project was to prove that the impossible was possible, and to chart the course on how we get there.
AR and Mixed Reality Design
User Experience Design and Strategy
Product Vision and Leadership
Innovation in new interaction patterns
Rapid and Immersive Prototyping

Niantic Labs
Lead UX (Next-Gen AR Product)

I've worked with dozens of manufacturing and product design partners, suppliers and vendors, and am the creative director on the project.
As well, in order to make building Louie as approachable as possible, I've designed and developed an interactive building instruction experience.

Not everyone can build an animatronic from scratch. To continue the mission of accessible robotic creativity, I'm bringing to market:


Louie: an "animatronic in a box."

Not everyone can build an animatronic from scratch. To continue the mission of accessible robotic creativity, I'm bringing to market:


Louie: an "animatronic in a box."

I've worked with dozens of manufacturing and product design partners, suppliers and vendors, and am the creative director on the project.
As well, in order to make building Louie as approachable as possible, I've designed and developed an interactive building instruction experience.

Deer Hunter - Glu Mobile
Lead UX Designer

Deer hunter was a number 1 iOS and Google play downloaded game, an Apple editor’s choice and Game of the Day, Best of the Year in Google Play, and a constant top grossing App Store game.
I was the lead UX designer on the project as well as was team lead on the UI/UX team.



I also formulated in this team my strategy of user research, which I have continued to utilize and mature throughout my career. I’m a practitioner of what I’ve grown to call “Cowboy Research.” I emphasis speed to results and usability research tactics that are focused on direct actionability by the product team. I’ve got a whole talk I give on this! Ask me questions, I love to talk about it!
User Research and Usability Strategy
User Experience Design
Team and People Leadership
Free to play design and economics
Designing for live services

Deer hunter was a number 1 iOS and Google play downloaded game, an Apple editor’s choice and Game of the Day, Best of the Year in Google Play, and a constant top grossing App Store game.
I was the lead UX designer on the project as well as was team lead on the UI/UX team.

I also formulated in this team my strategy of user research, which I have continued to utilize and mature throughout my career. I’m a practitioner of what I’ve grown to call “Cowboy Research.” I emphasis speed to results and usability research tactics that are focused on direct actionability by the product team. I’ve got a whole talk I give on this! Ask me questions, I love to talk about it!


Kitty City - Jam City
Lead UX Designer


I lead the UI/UX team for the Jam City studio that developed Kitty city, as the principle UX designer and as a team leader.
Kitty City really let me flex my muscles in implicit storytelling through the presentation of the UX. As well, Kitty City was a game with complex, live service oriented systems that targeted a casual mobile audience. By leading frequent usability research sessions, I was able to find and design interactions that struck the right balance of intuitive design and systemic depth.