Gabriel A. Biller

Design Researcher, Strategist, & Producer

Left brain.
Right brain.
Both.

Fifteen years of human-centered research, strategy, and design at Artefact across consumer electronics, healthcare, aviation, entertainment, automotive, enterprise software, government, and more. Currently, bringing all that rigor, a diverse skill set, and perfect color vision to hardware production at XBOX and XBOX Design Lab.

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VICIS ZERO1 helmet — two views
Lead Researcher Generative Research Industrial Design

VICIS ZERO1 Football Helmet

Vicis · Artefact · 2014–2015

Lead Researcher · IC Designer Evaluative Research RITE UX

Air Canada 737 MAX In‑Flight Entertainment

Air Canada / Panasonic Avionics · Artefact · 2016

Co-Lead Researcher Mixed Methods Quant + Qual Data Viz

Gen Z & the Online Ad Experience

Confidential · Major Social Media Platform · Artefact · 2022

Mobility product roadmap to 2030
Lead Role Foresight Scenario Planning Data Viz

Evolution of Mobility: 8 Futures to 2030

Confidential · Major Automotive Manufacturer · Artefact · 2019

SIMBA Breast Cancer Decision Aid
Lead Researcher Evaluative Research Information Design

SIMBA Breast Cancer Decision Aid

Group Health Research Institute (now Kaiser Permanente) · Artefact · 2016

USA Facts: A trustworthy source for civic engagement
IC Researcher Evaluative Research Data Viz Information Design

USAFacts: Making Government Data Easy to Understand

Ballmer Group · Artefact · Published 2017

Co-Researcher · Co-Author Research Deep Dive

Social Media & Systems Thinking: Causal Loop Mapping

Artefact Resources · Published 2018

Author · Tinkerer Provocation

What If You Could Chat With Your Research Personas?

Artefact Ideas · Published 2023

Researcher.
Strategist.
Producer.
Maker.

Get in touch →
Career timeline

I spent fifteen years at Artefact leading human-centered research and strategy programs across consumer electronics, healthcare, aviation, entertainment, automotive, enterprise software, government, and social media. The work ranged from foundational research with people living with chronic health conditions to evaluative usability studies with measurable outcomes to generative foresight programs mapping out and envisaging diverse, plausible futures.

I’m drawn to problems where the real challenge isn’t just what to build and why, but what’s actually worth knowing first.

In 2023, I moved into a Senior Design Producer role at XBOX, working primarily on their customization platform XBOX Design Lab. It’s a different kind of making — more tangible, more cross-functional — and it’s taught me many things about the distance between a vision and strategy and a final shipped product (and the compromises and tradeoffs that must be made) that you can’t learn any other way.

Applied mathematics at Harvard. Design planning at IIT Institute of Design. A wild stint during the Dot-Com Era building a wireless internet portal before any of this existed and T9 text entry on four-line screens was all there was. I have eyes for and care about color, and I scored perfectly on the Farnsworth-Munsell 100 Hue Test.

Also, I ❤️ ☕, 🏀, 📷, and 🧩.

Currently

Breathing
new life
and color
into XDL.

At XDL, I’ve already produced more than 20 launched hardware product and accessory SKUs, but my most substantial program effort to date entails being the final word on color and finish for a yet-to-be-announced product line — developing and approving palettes across materials, resins, and surface treatments from early concept through production.


A wall of custom XBOX controller color and finish options from XBOX Design Lab, including released and upcoming designs

Products that I’ve produced — released and upcoming


The rest of the role is connective-tissue work: reviewing cosmetics and defects at all development stages, reviewing and approving static Brand renders and real-time UX/UI renders across the broader hardware portfolio, and building the internal tools and processes (sometimes by leveraging AI and vibe coding) that keep design, hardware engineering, UX/UI, marketing, and other teams pulling in the same direction.

It’s a different kind of practice and craft than the research and strategy work above — more visual and tactile, more materials and manufacturing, and a lot closer to both the factory floor and the customer buying experience. Genuinely fun and a good workout for eyes that are discriminating and deeply attentive to details.

While this has given me invaluable and transferable hands-on experience working within a large, complex organization to bring real products from design concepts to customers' hands, it’s not the exact direction I’m chasing next. The range of case studies above are a better and broader overview of that.