Paul Weaver Email and Phone Number
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As the VP of Global Design at Hyatt, I’m passionate about leading a diverse and talented team to create engaging and memorable digital experiences. Whether on web or mobile platforms, my goal is to craft experiences that leave positive lasting impressions for guests, members, and colleagues while shaping the future of digital design. As technology continues to evolve, I’m committed to pushing boundaries and staying ahead of the curve, ensuring our designs are not only relevant today but set the standard for tomorrow.I believe that great design is essential, not just a nice-to-have. Emotional design thinking guides everything I do, focusing on how users feel when interacting with our products. Efficiency and effectiveness are important, but it’s the emotional connection that takes usability to the next level. By centering on user satisfaction, I ensure that the products we create not only perform well but also resonate deeply with users.With over 25 years of design and product management experience in various industries and domains, including gaming, education, health care, and hospitality, I bring a unique perspective and a passion for innovation and quality to every project I oversee.I have broad expertise in creative direction, user experience design, human factors research, mobile applications, web development, and cross-functional collaboration, enabling me to lead projects with a balanced and strategic approach.Some of my notable achievements include co-designing Donkey Kong Country 3 at Rare/Nintendo, producing Crazy Taxi for Sega, directing Disney Epic Mickey, leading the redesign of Rosetta Stone’s language learning app, and growing the UX team and influence at Cerner, instrumenting UX at scale across hundreds of healthcare IT systems.I have also won or been nominated for multiple awards, such as iKids, Webby, E3, Academics’ Choice, UX Design Awards, and Skift, for my work in various fields. As I continue to lead and innovate, my ongoing goal remains to push the boundaries of what’s possible in digital design, creating products that not only delight users but drive measurable business results.
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Vice President, Global Digital Product DesignHyatt Hotels Corporation Aug 2021 - PresentChicago, Il, Us -
Vice President, User Experience & Human Factors ResearchCerner Corporation Jun 2016 - Jul 2021Kansas City, Missouri, UsReporting directly to the Chief Technology Officer at Cerner and responsible for leading a world-class team of UX Design and Human Factors professionals dedicated to quality and client delight across all of Cerner’s clinical and consumer-facing health care solutions and mobile applications.Core responsibilities: - Drive the long-term vision and strategy for UX across Cerner's entire portfolio of clinical and consumer products encompassing clinical, population health, revenue cycle and patient facing applications.- Establish universal, scalable design standards that can be applied to all current and future solutions, encompassing a modern, "consumer grade" look, feel and behavior created utilizing proven usability research, while ensuring that it meets all regulatory standards and worldwide Accessibility guidelines.- Lead a world-class international team of UX Designers, Strategists and Human Factors Researchers, driving a culture of creativity, quality, innovation and teamwork to include them in the development process of improving the experience of our end users.- Create and maintain successful relationships with the strategic and development leaders within the corporation, promoting design thinking at every level of the organization.- Focus directly on our client’s needs and leverage both data-driven analysis and in-depth human factors research with our users, to support our user-centered design philosophy.- Promote UX Innovation internally and externally, experimenting with current and future technologies including AI, VR, AR, Data Science and Game Design to find out what has the potential for disruption in the Healthcare IT space. -
Senior Director, UxRosetta Stone Apr 2013 - Jun 2016Arlington, Virginia, UsReported directly to the Chief Product Officer and owned creative aspects of all products produced at Rosetta Stone, defining and executing the highest quality UX for our users.Core responsibilities:- Lead all UX departments across multiple locations in the U.S., encompassing all the company's interaction, visual, research, content, audio and localization resources- Worked with product management, design and engineering departments to optimize existing products encompassing B2B, education and game-based learning- Created and managed annual department operating and resource plans in alignment with company strategy and priorities- Lead UX research and prototype teams to continually enhance the user experience in a live product environment, leading to increased user engagement and attracting new customers for consumer and B2B environments * Led three children's education products to a successful launch on iOS, Kindle and Android platforms. Apple featured all titles, with Lingo Letter Sounds getting to #1 in the Kindle Store Kids charts as well as being nominated for a Webby (Best Education Product) and winning the iKids Design Award for best smartphone learning app* Product Manager, Project Manager and Creative Director for the successful relaunch of Rosetta Stone's flagship mobile product, "Learn Languages" on iOS -
Studio DirectorDisney Interactive Studios Oct 2007 - Mar 2013Burbank, Ca, UsReported directly to Warren Spector, Vice President and Creative Director at Junction Point. Responsible for overseeing the full development lifecycle of video game products across multiple platforms and game genres, from original concept development to shipped release and retail distribution.Core responsibilities:- Responsible for studio P+L, project budgets, studio management and long-term strategic planning, taking on role of Game Director for Disney Epic Mickey and Executive Producer of Disney Epic Mickey 2- Managed multiple relationships across Disney's business units, helping studio to create art books, graphic novels, merchandise and other media, including an Epic Mickey-inspired stage show- Forged external partnerships with over 15 development teams and specialists, pioneering Disney Interactive's remote insourcing initiative, utilizing over 300 developers on an as-needed basisKey achievements: - Directed the multi-award-winning Disney Epic Mickey and Executive Producer of Disney Epic Mickey 2. To date, the franchise has sold over 5.5 million units worldwide.- From the love of Disney Epic Mickey from its fans, it saw the game updated in 2024 and brought to Nintendo Switch, PlayStation 5 and XBox Series X- Received Disney Inventor Award in 2012 after successfully submitting a patent on behalf of the company -
Senior ProducerVisual Concepts Jan 2006 - Sep 2007Novato, California, UsReporting directly to the Executive Vice-President and responsible for managing all phases of the product development cycle, coordinating teams and budgets of various sizes.* Due to a lack of experienced staff, took on the role of Senior Producer, Creative Director and Art Manager for the Fantastic Four project* Brought PS3 and XBOX 360 versions of the game to market for a day and date launch with only 15 months of development time from start to finish* Successfully utilized out-sourcing, creating over 75% of all project artwork off-site as well as pushing PlayStation 2, Wii and Nintendo DS versions of the game to a different studio -
Studio Development DirectorBreakaway Games Mar 2005 - Jan 2006Hunt Valley, Md, UsReporting directly to the Studio Manager and responsible for the management of multiple development teams in the creation of high quality, original and licensed products for the home console market, as well as for the serious games market by managing all phases of the product development cycle, coordinating teams and budgets of various sizes.* Launched Free Dive - A 3D virtual reality game created in conjunction with the medical researchers at University of Maryland Medical Center and the non-profit foundation Believe in Tomorrow. We proved the therapeutic power of games, showing that children better tolerated painful medical procedures while engaged with Free Dive* Launched 24 Blue - Created a realistic and effective training simulation for flight deck operations on an aircraft carrier including the full launch sequence of planes on the deck of the ship. We spent time on the USS Truman, which was on active maneuvers in the North Atlantic spending time with the crew and learning everything we could to deliver an effective training program -
Studio ManagerIon Storm Nov 2003 - Feb 2005UsReporting directly to the VP of development for North America and fully accountable for the creation of high quality, original and licensed products by managing all phases of the product development cycle, coordinating teams and budgets of various sizes, making the key timeline decisions on the project, balancing the product needs with technical trade-offs, schedule and financial constraints.* Took over Production of Thief: Deadly Shadows at Alpha with only three months left to launch with significant development problems on the title. Quickly re-focused the team and established the scope of the task ahead of them, drafted internal tech team and created "Strike Teams", one of the earliest form of Scrum groups who took ownership of key areas of the product. Managed bug triage for the rest of the development of the game, shipping a high quality game on time that year -
Studio Director Of DevelopmentAcclaim Studios Cheltenham 1999 - 2003Reporting directly to the Studio Manager and responsible for the management of multiple development teams in the creation of high quality, original and licensed products by managing all phases of the product development cycle, coordinating teams and budgets of various sizes.* Produced nine different products across multiple skus in a four year period, helping to build the studio from 17 people to over 90 in that timespan* Produced first Sega game to ever appear on non-Sega Hardware (Crazy Taxi for PlayStation 2 and Nintendo GameCube.)
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Lead DesignerRare Ltd Feb 1995 - Sep 1999Twycross, Warwickshire, GbReporting to Managing Directors and responsible for the development of original ideas into video games from the initial creation of characters, storyline and setting of the game in the conceptual stages, through to the full management responsibilities of the product to completion.* Co-designer of Donkey Kong Country 3 -
Freelance WriterFuture Publishing 1992 - 1994London, England, GbTips Writer for Total!, GamesMaster and Super Play magazine, contributing complete player guides for games on all platforms.
Paul Weaver Skills
Paul Weaver Education Details
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Tonypandy Comprehensive School
Frequently Asked Questions about Paul Weaver
What company does Paul Weaver work for?
Paul Weaver works for Hyatt Hotels Corporation
What is Paul Weaver's role at the current company?
Paul Weaver's current role is VP, Digital Design @ Hyatt | UX Strategy & Design Leadership.
What is Paul Weaver's email address?
Paul Weaver's email address is pa****@****ner.com
What is Paul Weaver's direct phone number?
Paul Weaver's direct phone number is +151281*****
What schools did Paul Weaver attend?
Paul Weaver attended Tonypandy Comprehensive School.
What are some of Paul Weaver's interests?
Paul Weaver has interest in Children, Education, Environment, Science And Technology, Arts And Culture, Health.
What skills is Paul Weaver known for?
Paul Weaver has skills like Game Design, Video Games, Game Development, Xbox 360, Ps3, Computer Games, Mobile Games, Creative Direction, Project Management, Team Building, Video Game Production, Console.
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