About

I’ve spent twenty years
shipping things people
didn’t know they wanted—
and learning why they did.

Go-to-market is the part most people underestimate. A category that doesn’t exist yet has no shelf, no search term, no comparison price and no reason to be trusted — so the work is inventing the demand alongside the product: the product demo that creates awe, the retailer willing to make a bet, the first 1,000 customers who adopt. I’ve done that for flying cameras, rolling droids, camera glasses and text-message checkout. The next one will be AI that becomes a member of your household.

Verticals
Robots & Droids
Developer Tools
Conversational Commerce
Camera Glasses
Drones
Retail & DTC
Games & Apps
SaaS
Social Media
Apps
Educational Tools
Cart Technology
Selected Work

I’ve put my name on a few viral product launches. Others achieved product-market fit, but market timing was not favorable. Some found an audience and no business model. And a few are just ideas I haven’t let go of.

project_Oddkin 2026 Project project_Atlas 2025 Project project_Warmup 2024 Project project_Dutch 2025 Project Spectacles 2016 Product Launch project_Kookie 2022 Project Snapbots 2016 Product Launch Shopping App 2021 Product Launch Zero-party Data 2022 Project Minishop 2021 Product Launch Text Shop 2019 Product Launch Petalfox 2018 Product Launch Pop-up 2016 Product Launch Shopping QR 2020 Product Launch BB-8 2015 Product Launch AR Drone 2010 Product Launch SPRK+ 2015 Product Launch ROLI 2015 Product Launch Ollie 2014 Product Launch Zik 2011 Product Launch Zikmu 2009 Product Launch Automotive 2009 Product Launch
By the numbers

Twenty years, quantified.

Key career contributions, successes & failures ↗
20+ years in consumer products, games & apps; 2 public offerings during tenure (Parrot SA, Snap NYSE: SNAP)
75 billion earned impressions for Spectacles launch; 100,000 Spectacles units sold in under 10 months
160+ digital products, software applications, and consumer hardware electronics launched
$350M+ in drone sales driven at Parrot
22 Awards held including a Gold Lion, Webby, Crunchie, Golden Kitty, Shorty & Auggie
12,000+ user-generated drone videos collected and reposted; 250,000 channel subscribers
$10M to $150M+ revenue growth at Sphero in roughly 3 years
40 countries launched under go-to-market efforts which included PR, packaging, retail and distribution efforts
20,000+ retail points of sale managed globally; including all Apple retail stores, Amazon global properties, Disney Stores, Nordstrom, Harrods
40,000+ schools worldwide using Sphero EDU (legacy)
$12M annual budget managed at Snap; 2 retail stores launched & managed in New York and Venice, CA
Whym achieved 750,000+ monthly active users at peak; vaulting 35,000+ consumer wallets
Whym onboarded 500+ consumer retail merchants, gaining 77 million user actions on the platform
60+ investors funded my first venture-backed startup, Whym
2 provisional patents for conversational commerce
Experience

Same job, different companies: get a new category to market before anyone agrees it's a category. The titles changed — SVP, CMO, founder — the problem didn't. I've run go-to-market across robotics, AR/VR, gaming, voice and commerce, through retail channels and app stores, first spending other people's conviction and then my own. The second was harder and taught me more.

iOS Apps & Games

The collection of apps I’ve launched or had a hand in building have solidified their presence at the pinnacle of the iOS Store rankings — tallying up to a remarkable 143 weeks at the top of the app charts, consistently holding spots in “most downloaded” and “store picks.”

Browse the media library  →
Retail Merchandising

Retail merchandising playbook — sales sheets, shelf talkers, and channel strategy across Apple, Disney, Best Buy, Brookstone, Nordstrom and more.

See the retail archive  →