Derek Pearcy
About Derek Pearcy
Derek Pearcy serves as the Senior Director of Experience at SoftIron, bringing over two decades of experience in user experience and product design. He has held various leadership roles at companies such as McAfee and RadioFree.Net, and he holds a BA in Graphic Design from The University of Texas at Austin.
Current Role at SoftIron
Derek Pearcy serves as the Senior Director of Experience at SoftIron, a position he has held since 2023. In this role, he focuses on enhancing user experience and ensuring that the company's offerings meet the needs of its clients. His extensive background in user experience design contributes to the development of effective strategies and solutions within the organization.
Previous Experience at RadioFree.Net
Before joining SoftIron, Derek Pearcy was the Founder and Creative Director at RadioFree.Net from 2019 to 2023. During his tenure, he was responsible for overseeing creative direction and user experience initiatives, contributing to the company's growth in the San Francisco Bay Area. His leadership in a hybrid work environment allowed for innovative approaches to design and user engagement.
Experience at McAfee
Derek Pearcy worked at McAfee in various capacities from 2008 to 2018. Initially, he served as Director of User Experience, where he led efforts to improve product usability. He later advanced to the role of Head of User Experience, further enhancing the user interface and experience across McAfee's product line in Santa Clara, California.
Educational Background in Graphic Design
Derek Pearcy studied Graphic Design at The University of Texas at Austin, where he earned a Bachelor of Arts degree from 1987 to 1992. His education in the College of Fine Arts provided him with a solid foundation in design principles, which he has applied throughout his career in various roles related to user experience and product design.
Early Career at Steve Jackson Games
Derek Pearcy began his professional career as a Producer at Steve Jackson Games, where he worked from 1992 to 1997. This early experience in the gaming industry allowed him to develop skills in project management and creative production, setting the stage for his future roles in user experience and design.