Mina Li
they/them

Contact Me

Email: li.mina2007@gmail.com

Phone: +1(781)771-5366


LinkedIn

GitHub

Work

ThousandEyes

Software Engineering Leader (Enterprise Agent - Blue)

May 2023 - Present

San Francisco, CA

New role - more to come!

Zendesk

Software Engineering Manager (Compute Accelerate)

Dec 2020 - Apr 2023

Remote, CA

  • Brought in to build and lead a new, fully remote scrum team off of the original, single Compute team, with a focus on enhancing developer experience of compute.
  • Hired a total of 5 engineers over the course of 2021 while creating the team vision and mission, and building the team culture from the ground up.
  • Organized and rallied Compute together during a company-wide engineering freeze in 2021 Q2 to identify and define all core features across the scrum teams, split the engineers into working groups, and assigned each working group a subset of core features to: draw architecture diagrams, document failure scenarios and corresponding runbooks, build smoke tests, implement SLIs/SLOs, and more. The team has since been able to detect and proactively address production issues with those smoke tests and SLOs, and had zero Sev 1 incidents since.
  • Created a variety of new processes for team reporting and efficiency, including Data Studio/Looker Studio reports for quarterly epic tracking, scripts for automating on-call pay, Accelerate weekly update for scrum team visibility, Compute-wide policies/standards documentation, onboarding buddy checklist and expectations, and more.
  • With my manager, interviewed two new managers for sibling Compute teams, developed an onboarding process for them, and onboarded both managers simultaneously to set them up for success with their respective scrum teams.
  • Contributed to and led a new engineering leader onboarding pilot program for new leaders that had joined in 2022.
  • Developed a business travel justification in the face of limited budget for my team to meet in-person for the first time, and to improve collaboration with another engineering team on tooling related to a top level objective. Planned and coordinated a shared agenda between our two teams, as well as a team-specific agenda to make the most of the time together.
  • Navigated the team through Zendesk’s acquisition Hellman & Friedman and Permira, working to keep morale and motivation up through information overload, attrition, and layoffs.
  • Revised the team mission to align with the latest messaging from leadership for 2023 and beyond.

Adobe

Senior Software Engineer (Ad Systems)

Feb 2018 – Dec 2020

Emeryville, CA

Tech lead for SPEND cross functional team since Jan 2020; notable work including...

  • Planned and executed a side project to enable developer testing against production data with on-demand Kubernetes (K8s) test services, reducing testing/waiting time by several days to weeks.
  • Streamlined capping and pacing signal workflows by tearing out the parallel, legacy Kryo-serialized pathway, leaving only the new ProtoBuf-serialized code path.
  • Refactored a large portion of untestable code by restructuring logic and removing dead code, increasing code coverage from <50% to >95%.
  • Planned, researched, and led the deprecation of the legacy capping/pacing system which has been competing with the new system and causing chronic underspend.

RTB Systems sub-team; notable work including...

  • Modified services to be K8s compatible for developers to test services in their own namespaces.
  • Migrated over a single point of failure application from LiquidWeb to AWS, coordinating across teams to cutover to the new instance.
  • Designed and set up a framework to convert cache queries to batched to handle large DB updates; coordinated conversion work utilizing the framework across multiple programmers, including contractors; reduced warmup time for the query service from ~1 hr to ~30 min.
  • Assisting with the conversion of services to be production ready in K8s.

Adobe

Software Engineer (Ad Systems)

Jan 2017 – Feb 2018

Emeryville, CA

  • Focusing on system stability and performance improvements under the RTB Systems sub-team.
  • Created the POC for integrating TubeMogul and Adobe optimization logic into the bidder.
  • Deprecated unstable Hazelcast servers, replacing them with Kafka.
  • Improved data transfer/caching system to improve heap and CPU.
  • Migrated the team from an old on-call paging system to a new system; expanded documentation with new SOPs for alerts and removed unnecessary alerts.
  • Created a stripped down snapshot of the dev DB for developers to test in Kubernetes (K8s).

TubeMogul

Software Engineer II (RTB Features)

Oct 2016 – Jan 2017

Emeryville, CA

  • Led releases and projects while continuing to build new features + improved existing code.
  • Onboarded newcomers, created/maintained docs, held trainings on new features and components.
  • Integrated and worked with technologies like Kafka and Thrift to create an improved capping and pacing system for campaign performance.
  • Guided and managed production systems as the second line of defense in the on-call rotation

TubeMogul

Software Engineer (RTB)

Jun 2015 – Oct 2016

Emeryville, CA

  • Maintained and monitored high-traffic systems as part of the on-call rotation. Improved existing code for the bidding framework for stability, response time, and heap usage.
  • Built new features into bidding improving the capping/pacing of components, including integrations with 3rd parties and campaign attainment.

Life

Me

  • Amateur baker
  • Reptile lover
  • NaNoWriMo participant

Cinnamon

  • Colombian rainbow boa
  • Likes glasses
  • Nocturnal

Baking

  • Top choice: bread
  • Second favorite: puff pastry
  • Up next: ???

Misc

Jacobs Institute Project Portal

January 2015 – May 2015

This is an application I made with Albert Hu, Terry Tsai, Jack Chou, Kenneth Lam, and Arlan Jaska for CS169.


Work Done:

Planned and designed an online interface for professors to define submission requirements and for students to submit final projects for display purposes. Met biweekly with a non-technical client from the UC Berkeley Jacobs Institute for Design Innovation to refine user stories and follow Agile development procedures.Implemented models to organize projects, users, submissions, and requirements RESTfully.

See our demo website here. (Only works if you have a CalNet username and passphrase.)

Hard Mode 101

September 2014 - October 2014

This is a game I made with Austin Shyu, Calvin Lu, and Tracy Lee for QGCon 2014.


Responsibilities:

Story-writing, GUI design and layout, scheduling, goal-setting, managing the repository, writing up the readme, and presenting at QGCon 2014.


Game Overview:

Our game is a slice-of-life visual novel with the player experiencing daily struggles through the lens of a queer student. As you navigate through the challenges in life and school, you'll find yourself in battle with metaphorical monsters and fight with challenge-specific attacks to overcome the obstacle in your day. Plan your attacks wisely to maximize your happiness and well-being, but don't forget about your grades, too!


Download the game here.

Watch the presentation given by the student workshop groups here.

CatFinch!

Nov 2012 - Dec 2012

This was my final project for CS10 that I made with Christine Rickansrud and Tobin Holcomb.


Summary:

The class was primarily taught in BYOB (Build Your Own Blocks), an extension of MIT's Scratch, and we were given the opportunity to program a Finch robot using the online version of BYOB, called Snap!. (At this time, BYOB and Snap! are one and the same, but previously, BYOB was a separate piece of software.)



Watch our final video here.

Yellow

Spring 2012

A short story inspired by James Joyce's "Dubliners". Originally a school assignment, this was ultimately published in The Marble Collection's Spring 2012 edition (page 22).

Reveal the Truth

Winter 2012

A song written and composed by me, this was published in The Marble Collection's Winter 2012 edition (page 33).

Perpetual Night

Winter 2011

My first piece accepted into The Marble Collection. It was published in The Marble Collection's Winter 2011 edition (page 54). The song was originally written for a band I was in, but I adapted it for voice-only in this recording.