3 Case Studies

Case Study #1: Data Dashboard for Online Coaches

Product Description: A teacher-facing data dashboard to help coach students on their progress through online AP-prep courses.

Problem: We conducted user interviews throughout the first 2 school years of deployment and documented several of areas for improvement. On the teacher end, the highest priority was making the data dashboard more actionable. Teachers found that they had trouble finding the right data at the right time as well as locating all the resources available to them on the site. Additionally, they spent most of their time keeping track of incomplete work, instead of evaluating the overall progress of each student.

Goal: The main goal was to produce new wireframes in a short amount of time in order to ensure that production of version 3.0 ran on schedule. Wireframes would need to go to graphic designer and developers within two months; preview flows needed to be prepared for marketing to meet sales goals by May 2015.

Process: I scheduled a round of preliminary sketches with three iterations of higher fidelity wireframes with detailed notes, due to the specificity of requirements and the tight turnaround for visual design and coding. Usability tests and stakeholder reviews were an integral part of the process.


There was data available to us from the first 1.5 years of deployment of the course. We also collected data from user interviews which shifted some tech requirements.


With the necessary requirements established, I was able to start sketching how we would visually reprioritize the vast amounts of data in the system.


Three iterations of wireframes with stakeholder reviews and some user testing allowed us to detect and address problems of scale, navigation, and content strategy.

Case Study #2: Cyberbullying Report Flow

Product Description: Reporting flow part of menu of options for users of social network.

Problem: Make the reporting flow more meaningful for younger users of the social network, increase the completion rate, and provide more actionable feedback based on the context of the report generated.

Goal: Make targeted changes to reporting flow that would improve the chances of young users of social network to resolve their own conflicts or get the right advice and/or help from an adult.

Process: I helped create the user surveys, recruit and interview subjects, and collect and present the data. I then collaborated on a proposal for a revised content strategy and improvements to the user flow. We cycled through several iterations of user testing and modifications to the flow. This worked continues to spark other kinds of social network improvements that promote emotionally-intelligent behaviors from users.


First, we had to understand the logic of the available reporting flow and earmark places for improvement based on our expertise emotional intelligence.

Implement and Test

Due to access to vast resources, we were able to quickly implement changes to the flow based on initial user interviews. We then cycled through rounds of user testing.

Analyze and Iterate

Each testing phase produced a large amount of data that continued to inform further changes to the reporting flow and suggested new ideas to explore.

Case Study #3: Interactive Guidelines

Product Description: An online course series required large amounts of multimedia production, including interactive mini-lessons and assessments.

Problem:. The team assigned to this project has a handful of visual designers but was lacking UX direction and instructional design expertise. Visual designers were "figuring out" each interactive activity along with the subject matter experts without a set of guidelines. The enormous amount of custom work kept the team working late nights and weekends while risking missed deadlines

Goals: Provide guidance to the team as lead UX and instructional designer. Come up with strategy for streamlining the production of multimedia assets to meet aggressive deadlines.

Process: First, I collaborated with an art director within the company to create a set of visual guidelines as well as a library of on-brand illustrations for visual designers to use. These visual assets had to work well for a wide range of media, including animations and interactive activities. Then, I created a set of interaction guidelines, including 10 sample interactive themes that could be combined in a myriad of ways. Finally, I organized the design team around Agile principles and created a scrum board listing every media asset that needed to be produced during each sprint.


Creating an asset library once we had the visual guidelines was probably one of the most fun aspects of this project. The decision on how to best represent "people" took several iterations, though.


The content for the interactive activities was heavy, but we needed guidelines for those as well, which got everyone on the same page, from SMEs to animation designers, as well as all stakeholders.


Even with our improved structure, the team still had very aggressive deadlines to meet, with close to 20 media elements to produce start-to-finish per week... but deadlines were met!