Hi there, I'm You Zhi!

Product Manager  ·  PhD  ·  Research-Driven

Memoji of You Zhi Hu

I'm a product manager who pairs a PhD with full product ownership. Over the past six years I've taken digital products from 0 to 1 — running the research, translating findings into user-centered decisions, and shipping the features. My work spans cognitive assessment, exergaming and VR therapy, built across Canada and Japan.

Products

Three products, built research-first.

Each began as a research finding and grew into a shipped product. Below, the loop that drove every one: a problem uncovered, a study run, a feature launched — then measured and iterated again.

BrainTagger cognitive-assessment game

BrainTagger

2019 – 2026

Researcher → Project Manager → Product Manager  ·  Centivizer, Toronto

A cognitive-assessment game built on a Whack-A-Mole paradigm for the early detection of cognitive decline and Alzheimer's. I grew it from a research prototype into a consumer subscription platform.

  • 1,500+users
  • 25releases
  • 11publications
  • 1,000+study participants
  1. Discover

    A 6-week study (N=16) revealed engagement and performance decayed across sessions — exposing longitudinal motivation as the core unsolved gap.

  2. Validate

    Designed and tested four reward conditions (N=442): a leaderboard lifted enjoyment 25% over baseline; self-comparison drove the most stable performance over time (ICC up to 0.96).

  3. Ship

    Launched a free/premium subscription dashboard built around the winning reward system; shipped a universal version that scaled to 1,500+ users.

  4. Iterate

    Evolved five game skins — Whack-A-Mole → Gardening → Poker → Alchemy → Word-matching — each driven by annual user testing (N≈110) to widen appeal.

Related research
  • Add a publication citation here → link to the paper.
  • Add a publication citation here → link to the paper.
View all publications on Google Scholar →
2RaceWithMe pedal-based exergaming system

2RaceWithMe

2020 – 2026

Project Manager → Product Manager  ·  Centivizer, Toronto

A pedal-based exergaming system for older adults in long-term care — a stationary bike paired with scenic travel videos that advance only while pedalling, merging rehabilitation with virtual tourism.

  • 18care facilities
  • 2languages localized
  • 91tables (from 158)
  • N=126video study
  1. Discover

    Caregivers had no activity insight and residents couldn't see their output; credential logins were a barrier for elderly users.

  2. Build

    Shipped RFID frictionless login from the CEO's concept; consolidated a sprawling schema from 158 to 91 tables (−42%) with a live migration; launched dual dashboards for caregivers and residents.

  3. Engage

    Added a two-rider competition mode to reduce loneliness, with French (Canada) and Japanese (Tokyo) localization for global expansion.

  4. Standardize

    Ran the first systematic study (N=126, 40 videos) on what makes a good pedalling video — smooth camera motion and hometown-evoking scenery became the sourcing criteria for every new video.

Related research
  • Add a publication citation here → link to the paper.
View all publications on Google Scholar →
MindGrove VR therapeutic forest environment

MindGrove

2022 – 2026

Principal Researcher & Product Manager (0→1)  ·  University of Toronto & Institute of Science Tokyo

A VR therapeutic app for social anxiety in young adults — an immersive Unity forest with guided paths, embedded psychotherapy, and exposure-therapy modules. Built from scratch as my PhD dissertation and extended in postdoctoral research.

  • 174participants
  • 4versions
  • 6experimental cycles
  • 2countries
  1. Roadmap

    Research showed elevated post-COVID social anxiety, few RCT-validated apps, and nothing combining nature with structured psychotherapy — so I scoped a forest progressing from passive therapy to active exposure.

  2. V1 · Prove

    Shipped in a 6-month cycle; trials in Canada (N=58) and Japan (N=36) showed statistically significant social-anxiety reduction — the first rigorous RCT evidence.

  3. V2 · Comfort

    Cut cybersickness through hardware-software co-development: built walk-in-place and pedal-navigation inputs with a mechanical engineer and compared them (N=16).

  4. V3 · Interact

    Added interactive exposure (N=55): a public-speaking simulation with a distracting virtual audience, plus a transformer-based speech-analysis pipeline extracting vocal anxiety markers.

  5. V4 · Scale

    Validated cross-cultural efficacy with Japanese localization and longitudinal testing (N=36): reduced anxiety and increased public-speaking confidence.

Related research
  • Add a publication citation here → link to the paper.
  • Add a publication citation here → link to the paper.
View all publications on Google Scholar →
About

Research and product, in parallel.

I've spent the last decade moving between the lab and the product team — often at the same time. The timeline below shows my education and work running side by side: studying while building, and building what the studying revealed.

Education Work
2022 – 2025

Ph.D., Industrial Engineering

University of Toronto (St. George)

Thesis: Evaluation of VR interventions for reducing social and public-speaking anxiety — a virtual-forest approach.

2022 – 2026

Principal Researcher & Product Manager

University of Toronto & Institute of Science Tokyo

Led MindGrove 0→1: 15 developers, 12 research assistants, ethics, budget, and all statistical analysis.

2022 – 2026

Operating Officer

Centivizer, Toronto

Built the company's first hiring/onboarding pipeline; formalized operations, payroll, and inventory to support scaling.

2020 – 2022

M.A.Sc., Industrial Engineering

University of Toronto (Research-based)

Thesis: Assessing the impact of gamification rewards on enjoyment and cognitive performance.

2019 – 2026

Product Manager & Researcher

Centivizer, Toronto

Owned BrainTagger and 2RaceWithMe end-to-end — from research discovery to shipped consumer features.

2020 – 2024

Teaching Assistant — MIE242

University of Toronto

Taught applied psychology to 550+ students; turned BrainTagger into a live classroom dataset.

2015 – 2020

B.Sc., Cognitive Science & Statistics

Minor in Computer Science · Graduated with Distinction

Undergrad · dates TBC

Retail Internship

Michael Kors

Placeholder — send me the exact role title and dates and I'll update this.

Skills

Product & Design

Jira, Figma, Product Roadmapping, PRD Writing, OKR Definition, User Research, A/B Testing

AI / NLP / ML

Transformers (speech & vocal analysis), NLP (NLTK, sentiment, text classification), scikit-learn, PyTorch, TensorFlow, Keras, Statistical Modeling

Data & Languages

Python (pandas, matplotlib, plotly, seaborn), R, SQL, Java, SPSS

Development

Unity (VR), Git, GitHub, AWS, Microsoft Office, Google Workspace

Languages

English (fluent), Mandarin Chinese (native), Japanese (conversational)

Contact

Let's build something worth studying.

Open to product roles where research and shipping live in the same person. The fastest way to reach me is LinkedIn.