My journey as a Senior UX Designer has equipped me with a deep understanding of the user-centred process, allowing me to help product teams navigate safely from discovery to delivery. This portfolio captures that journey. More about me
As a Senior UX Designer, I leverage user research and design thinking to craft user-centric solutions that drive business growth and user satisfaction. I can help you form a UX strategy that suits the organisations maturity and needs.
As a User Interface Designer I can design intuitive interfaces and utilise visual languages to enhance the usability of your products. I like to make interfaces fun to interact with and appealing, using innate human elements where possible.
As a Front End Developer I can build simple websites and working prototypes using html and CSS. I coded this website from scratch, it's optimised to load fast on mobile devices and meets basic accessibility standards.
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Here's a few of the awesome organisations I've worked with over the years. Tap one of the icons for a brief description.
Massey University, Wellington, New Zealand. Majoring in Digital Media.
Game Design
Animation
3D Modeling
Interactive Media
Graphic Design
Typography
Web Design
Photography
Adobe XD
Adobe Photoshop
Adobe Indesign
Adobe Illustrator
Html & CSS
Figma
Google Sheets
Chrome Devtools
Google AMP
Google Adwords
Google Analytics
Search Console
Web Designer
Google Business
Google Adsense
Autodesk Maya
Unity Engine
Invision
Atom
Jira
Slack
FTP
Nutrition
Mental Health
Sustainablity
Human Centric Tech
Krav Maga
Outdoors
Gamification
Psychology
Philosophy
Art & Photography
Science
Culture
ENFP - Enthusiastic, creative and sociable free spirits, who can always find a reason to smile :)- 16 Personalities
I value human connection, vulnerability, accessibility, growth & openness. I enjoy solving difficult real world problems through design.
I have extensive exposure to driving user-centred design across diverse organisations, from bootstrapped startups to high-maturity institutions like Google and Wellington City Council.
As a designer with some practical engineering knowledge, I am specially equipped to act as a bridge between design and dev teams. I use my diverse background to make informed choices fast.
I have been to networking events and met UX designers in New Zealand, USA, Japan, China, Costa Rica and Mexico.
When I'm not designing, you can find me walking through natural wonders or exploring cities on foot, reading non-fiction and discovering new foods. Immersing myself in nature provides a sense of peace and clarity. It's in these moments, surrounded by the raw beauty of the natural world, that I feel most connected to myself and the world around me. I believe that deep rest is the key to remaining positive throughout the busiest office days.
Growing up on a farm in New Zealand's far north instilled a strong work ethic and a love for problem-solving. At 19, I ventured south to study design at Massey University. My passion for design ignited quickly, and upon graduation, I was sought after for projects ranging from branding to interactive games.
Recognising the need for design support, I launched my design business in Wellington, helping small businesses stand out in their market. This hands-on experience honed my skills in building strong client relationships and delivering impactful design solutions.
My love for exploration led me to embrace remote work while traveling. This flexibility landed me a coveted contract in San Francisco, though the pandemic prevented me from settling there. But my perseverance paid off, securing a rewarding role at a payment device company in Auckland, where I spent the past four years further developing my design expertise.
I strive to be a great designer and a good mentor. My goal is to one day be a compassionate, open minded and approachable leader but right now, I am having a blast designing and developing cool things.
Someday I'd like to get into creating my own digital products that help solve real world human problems.
Growth mindset
Always keep learning and improving my craft.
Empathetic
Maintain a high awareness of emotions and sensitivity towards others.
User focused
Avoid personal attachments to projects for the sake of a product and its users.
Patient
Remain calm and positive even under pressure.
Team player
Play to the strengths of team members and make work fun for everyone.
Traveling to 20 countries has been an incredible teacher. With every new destination came a healthy dose of uncertainty – from navigating unfamiliar languages and customs to finding a safe way home with a dead phone and empty wallet. But these challenges, became opportunities to step outside my comfort zone and develop my ability to adapt and improvise.
Beyond dealing with uncertainty, my travels reinforced the importance of friendliness and a positive attitude. A warm smile and a willingness to connect, even with broken phrases, have opened doors and fostered understanding in countless situations. Whether it was getting directions or surviving the cold ( -36 ℃) journey to safety when my phone died. Approachability has proven to be a powerful tool for overcoming cultural barriers and navigating unforeseen situations.
Combining these experiences has instilled in me a sense of confidence and resourcefulness that I carry with me everywhere I go. Traveling has shown me that even when faced with the unknown, a smile and a willingness to adapt can pave the way for incredible experiences and unexpected connections.
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Sole UX/UI Designer
8 Months
Figma
Miro
Monday
Google Sheets
A major challenge was...
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Objective: Main objective.
Goal: Goal here.
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Conclusion
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You have reached the end of this project.
This project involved creating a unified design system for Invenco, a company offering a range of touchscreen payment devices with varying screen sizes and pixel densities. As the sole UX designer, I spearheaded this initiative after transitioning from the cloud applications team.
A major challenge was ensuring a consistent and user-friendly experience across devices with different screen sizes and pixel densities. This meant maintaining optimal layout, readability, and touch interactions for devices like the G6-400, G6-500, and the modular 12-inch display. Additionally, existing payment flows and onboarding processes varied significantly across clients, leading to complexities. The icing on the cake was that the device teams had never worked with UX designers before.
I formed my own approach to working with teams that had never worked with UX Designers before. This involved some presentations about integrating UX practice into everyday tasks. I had to create a custom design system from scratch that would enable our customers to create their own content for the payment devices without relying too heavily on us. I set up fortnightly testing sessions to test everything on actual devices.
Sole UX/UI Designer
6 Months
Figma
Miro
Monday
A major challenge was ensuring a consistent and user-friendly experience across devices with different screen sizes and pixel densities. This meant maintaining optimal layout, readability, and touch interactions for devices like the G6-400, G6-500, and the modular 12-inch display. Additionally, existing payment flows and onboarding processes varied significantly across clients, leading to complexities.
1. Define the problem: I put together a simple project brief and ran it past the UX team and key stakeholders in the device teams (SDK, Firmware & Hardware).
2. User Research and Flow Mapping: While in-depth user research was limited, I conducted simple sessions with the device teams to map out the optimal user flow for payments, considering diverse client needs. I was able to map out the most optimal payment flows for each product.
3. Accessibility Integration: Accessibility was paramount. I researched WCAG2 guidelines and incorporated new standards, including accessibility modes on devices. I wanted to exceed PCI compliance requirements to ensure an inclusive experience for all users.
4. Design System Development: The design system included:
5. SDK and Prompt Builder Integration: The design system was translated into an SDK (Software Development Kit) for developers, including components and ideal font sizes for the three identified screen aspect ratios. This would influence the prompt builder tool used for designing and deploying media to the devices, ultimately streamlining the process for clients.
6. Usability Testing: Primitive in-house user testing was conducted on the touchscreen devices with the design system implemented to validate its effectiveness across different screen sizes.
This project successfully delivered a design system that ensures a consistent, user-friendly, and accessible experience across Invenco's diverse range of touchscreen payment devices. The SDK empowers third party developers to build interfaces that adhere to the design system principles, further simplifying the development process. Additionally, the influence on the prompt builder tool has the potential to streamline the onboarding process for clients by offering a standardized starting point.
You have reached the end of this project.
This project involved designing a re-usable set of components for a company that manufactures and monitors millions of payment devices globally. The application needed to efficiently manage a vast amount of data and provide tools for configuring settings across a large device network.
This project covers the first 3 years at Invenco before the company was acquired and the team grew form just me to several UX Designers.
How might we create a set of reusable components to help speed up the development process, and enable the dev team to switch frameworks before the current version sunsets.
I introduced the lean UX process to the product team and formed a plan for the initial design phase, and migration of features to the new framework. The dev team selected React as the new framework, and I created a design system based on Material 3, and a set of components based on Material 2.
Sole UX/UI Designer
6 Months (followed by 3 years of continuous design - development)
Figma
Miro
Monday
Google Sheets
The key challenge was to create a set of reusable components to help speed up the development process, and enable the dev team to switch frameworks (from Angular to React). The application was well established and constantly worked on for over 15 years without a UX or UI designer on the team. The application was long due for a design refresh. The UI components had to handle the complexity of data management while making the interface more intuitive and efficient for users. Components had to work for several existing tools on the application as well as future tools.
I adopted a lean UX approach, focusing on iterative design and user testing to deliver an optimal solution. This involved the following steps:
1. Planning and initial discussions: As the sole UX designer on the team I put together my own brief and a presented a proposal for key stakeholders of the cloud application.
2. User Research: I conducted interviews with key stakeholders, including product owners, cloud application engineers and application administrators, to understand their needs, workflows, and pain points.
3. Wireframing and Prototyping: Low-fidelity wireframes and interactive prototypes were created for user testing and feedback iteration.
4. Design System Creation: I designed a comprehensive design system that included:
5. User Testing: Conducted primitive usability testing sessions to identify any issues in the design and iterate accordingly.
6. Style guide and components: Worked with senior devs to build the initial theme files and component library using react.
7. Ongoing handovers: Once the design system was validated I worked on recreating existing pages, while also designing new pages to hand over to developers.
Through the lean UX approach and design system implementation, the project resulted in a user-friendly and efficient application that would take much less time to build new features due to the re-usable component library. Designing new pages became easier too since we had the component library built in Figma.
You have reached the end of this project.
This project details the creation of a mobile application called "Rainbow Frooties" designed to help users track their fruit consumption. The project sparked from an exercise, collaborating with a small group of tertiary students to guide them through the UX process. I ended up continuing with the project, designing the final UI in Figma and have started making the application with Flutter.
This application is targeted towards individuals who want to increase their fruit intake and monitor their progress. It was specifically designed with a vibrant and fun style to target parents who want to teach children about healthy eating.
How might we design a user-friendly and engaging mobile application to encourage healthy habits by tracking fruit consumption.
A mobile application that enables users to track fruit consumption and learn about fruits. Fruit were categorised by colour, region and season.
UX Leader, final UI designer
3 Months
Figma
Miro
Trello
Categorising fruit to be easily browsable is tricky because there is no comprehensive database of fruit available. Fruit are categorised and named in a strange way, and fruit often called different things. Another challenge is visualising user progress in a fun way while still being intuitive.
I designed the final UI to include the following:
Through this project, the student group gained valuable experience in the UX design process, from user research to UI design and mobile development. The final app prototype is still yet to be tested and validated. However user feedback indicated that it can be particularly appealing to health-conscious individuals or those looking for a fun way to gamify their dietary goals.
Hopefully the app can deliver a user-friendly and engaging platform for individuals to track their fruit consumption and make healthier dietary choices. The final app is still in development.
You have reached the end of this project.
A web app was developed for Forestry Managers and Local Government in New Zealand to solve regulation issues. It aims to help fix the high levels of non compliance that results in sediment that washes into the ocean, significantly damaging New Zealand marine life.
The application had additional environmental benefits as it replaced a long, complicated process that was done using paper and site visits. However it was still very early in development and faced many UX challenges to solve.
Forestry non-compliance was at an all time high of 85% and sediment washes into the ocean, decimating ocean eco-systems. The process for logging and monitoring activities was paper based and involved costly site visits from Local Government workers in person.
A GIS map based application that speeds up the process for logging and monitoring forestry activity. Drones were flown up to map out an area in high resolution. Images are composed on the map where office workers at the council can review and mark areas of non-compliance, then send it to forest lots to fix before too much damage is done to waterways.
UX/UI Designer
6 Months
In Design
Invision
Main objective: Redesign the app with improved UX/UI & create a component library using an existing framework.
Goal: Understand the requirements of the system.
It's important to understand existing user roles, key objectives and constraints before trying to design anything.
This application has a lot of procedures and terminology currently used by the forestry industry. I first had to understand the process, what players are involved and what the key objectives are. Luckily a comprehensive brief had been written because the clients were the subject matter experts and there’s no way to find this information anywhere else. I discovered that some of the functionality and user flows must follow existing government regulations. For example there's an existing forestry compliance grading system and colours that is used universally.
Goal: Understand the existing system and identify potential improvements.
The MVP has already been built, however the user interface was stock and had to be re-designed to allow users to easily navigate complex information in an intuitive and simple way. I started forming a hierarchy by breaking up tasks into steps, and considering each user's role.
Goal: Introduce visual hierarchy and structure to make the application easy to navigate.
In the older design users had difficulty navigating the app and there was no way to go back once a screen was entered. I redesigned the main navigation using standardised UI elements and built a quick low fidelity prototype to test it. At this stage everything was about functionality. Even colours were chosen to help communicate information faster.
I also considered they key user roles and which flows are more important for them. Some of the elements that were originally on the starting screen were moved to deeper levels in the navigation because they were not required at that stage in the user journey.
Goal: Push the visual style further and make functional elements more concise.
The first iteration of the navigation worked okay, the clients were happy but I wasn’t completely satisfied that it was as good as it can get. Even though the task was accepted as complete I pushed it further. This really paid off.
Goal: Design a final future state of the application based on remaining user flows.
There were only a few components built in MPV1. There were still many components that needed to be included. I started by designing universal elements such as form fields that would be required. Next I included the remaining components in the prototype based on the user flows. For example a form for submitting new forestry activity notifications.
MPV1 is already being used by Marlborough region. The prototype I made is currently being used to demonstrate the product to new potential clients. While the final product is being developed and updated in iterations according to the designs.
The new UX/UI exceeded expectations and got a lot of positive feedback from clients. I was glad that the team was excited to develop the re-designed product.
Whenever forestry activity takes place in a higher risk area drones are flown up to photograph the terrain. It's then mapped out and checked for compliance by officers in the Local government. The application replaces a long, complicated process that's currently done on paper, site visits, and word processing software. It's been amazing to be a part of a project that has such a huge impact on New Zealand's environment.
You have reached the end of this project.
Imagine a contact center plagued by frustration: callers reporting issues that vanish into a black hole, agents struggling to find relevant information, and council departments inundated with misdirected requests. This was the reality for many users interacting with the Council call center. I'd never seen a more painful job, the call center team was highly talented and had to put up with most of the complaints from either side.
A very expensive decision had to be made in a few months: improve the existing call center tool and renew the contract, or replace the software.
One key issue was the software used to dispatch jobs to the 112 different departments across the Council. This software was custom made for the council in the 90's, you can just imagine how retro it was. Over the years over 700 different services were crammed into the system, over 50 statuses, and 17,000 staff that were currently affected by the system. The system also interfaced with the communication channels such as email, phone and web-forms.
The existing contact center process for reporting issues and requesting services faced a multitude of challenges:
I helped facilitate Design Thinking workshops to map two example services ('report broken light' and 'request graffiti removal'). Once we had a good process we taught the service improvement team how to use this process to map the following 700 services and subjects continually. I also took the initiative to help simplify the process and map the 'optimal flow' for the call center software. I also made a simple prototype to help validate the system improvements.
UX Designer
6 Month contract
Adobe XD
Google Sheets
Many post-it notes
Objectives: More objectives came up as the project commenced but we started with this:
Process: We had a very fluid approach to the project but it ended up going like this:
Framework: Based on Design Thinking process
Our first key objective was to map the journey of one service as an example. We were designing a process for the service improvement team to follow long term. I soon discovered some possible improvements in our approach:
If we hand over our 7 week process it’s going to take over 93 years for the service improvement team to map all 700 subjects. I think I could make the process more efficient.
Let's hear it!
Goal: Build a tool that enables the service improvement team to easily map out all services and subjects within two years.
The tool was built using spreadsheets and formulas to pull data through and generate the final user journey map with conditional formatting. This made it easier to compare services and track the overall progress. The tool helped eliminate data entry and other time consuming tasks. The service improvement team was happy with the outcome. They could now focus more on improving services and spend less time processing everything.
The tool would also cut the estimated time it takes to map all 700 services down from 96 years to two years.
Once we understood the user roles we needed to research the job dispatch system. Our objective was to replace the software, many of the pain points we collected from users were seemingly caused by the software.
However when you look closer you can see that many issues were actually caused by how the information is structured within the system, rather than how it was built. We couldn’t simply solve the problem by replacing the software.
I looked at the data for the most used services in the organisation and found even more issues. 30% of service names in the system were not used for years and there were many duplicates. The Contact Center had to search through 700 services and subjects to file each job because there was no information hierarchy. Terminology wasn’t consistent across departments, everyone had different words for each stage of a jobs completion.
I believed that designing a universal system and categorising information could solve many of the problems and make migration to a new software product less messy. These problems that would appear to be solvable with software development could be solved with service design better.
If we migrate the current information into a new product many of the problems are going to still exist.
I know it's a mess but when we upgrade software the solution providers will also handle migration.
Even if a third party does the work it’s still going to cost us. We have a better understanding of our user journey. We have a good opportunity to fix more now and flatten the workload later for the migration phase.
Can you show us what you mean?
How about I design a simple flow diagram to show you how jobs could progress through a more universal system?
Okay Logan, go ahead.
Goal: Design a universal future state diagram for the job tracking system.
The future state blueprint was a great document for communicating how the new system could work. It would also prove useful for migration as it simplified a complex system in a visual way that could be easily engineered. It also helped influence the new job statuses which made communicating and tracking jobs easier.
This triggered my project manager to actively solve problems in the system by creating a panel that would:
- Introduce new procedures for adding new services
- Simplify job status terminology
- Remove unused services form the system
We then worked together to validate and test changes to the system with the paper prototypes I created later on.
We started engaging other local governments to see what they were doing for job dispatch. None of them seemed to have a good solution in place and some had been developing tools for years with massive project budgets. We didn't have that much time. Our service architects gave us a list of viable software out on the market. I had a quick look at them all and felt as though none were a great fit for our user requirements. It took awhile for me to convince my team that doing a more in depth analysis of the solutions would benefit our project.
I think we should do an in depth comparison of the list of software and pricing. I checked pricing for our 17,000 users and it’s not pretty.
We usually leave that up to the procurement process, vendors are going to bid against each other so pricing might differ from what they advertise.
How well does open procurement usually go?
🤔
Pricing aside I don’t think any of the solutions reflect our user stories well. I have already completed product demos for the entire list.
Okay, can you match each product against our list of user requirements and show me?
Great idea :) I’ll show you the estimated pricing and % of how well each product matches our user stories.
Goal: Make a visual comparison chart so that our organisation can approach the open procurement process well informed.
How's the product comparison looking?
None of the existing products cover our list of requirements, some solutions cover the job dispatch part well, while others cover the communication channel part well. The highest comparison currently covers 60% of our product requirements.
That’s worse than I imagined.
Another issue is pricing, some have ‘per user licenses’ and we have roughly 17,000 users.
Maybe that price will reduce because solution providers will bid against each other during open procurement.
We can actually solve both of these problems now by combining solutions together. Most of the products have a ‘rest api’ which means they can easily talk to each other.
For example if we have 25 user licenses for one contact center product that integrates with a different job dispatch system for all 17,000 users - yearly costs are reduced tenfold.
I was given the go ahead to complete my research and finished the product comparison. Since I’m experienced in working for solution providers I understood our project in depth. I raised the problems with my team and explained how the solutions work in a simple way.
Doing the product comparison paid off greatly. I helped my team solve problems that would occur later in the project cycle. I also knew enough about how rest API and cloud data services could help us solve the problems. At this stage my team almost had everything they needed to go into the procurement with confidence, with a much higher understanding of solutions. I felt proud that a lot of the work I pitched was eventually approved and became valuable assets to the project.
A low fidelity prototype would help test changes to the system, and develop a visual language to make it more effective. I was tasked to mock up what job cards could look like, a dashboard and eventually designed a concept for how input forms can work faster than selecting services from a list.
Goal: Create an early visual concept of a ‘future state’ system.
The job cards and dashboard helped people understand the system more in depth, and ended up being useful assets. This gave our team and users a way to interact with the system before changes are rolled out.
A decision was quickly made based on the presentation of this project to leaders: Replace the call center software with a cloud based application, and build some custom features around it.
The implemented UX improvements brought a breath of fresh air to the previously chaotic contact center experience. Here is a few of the positive outcomes for all stakeholders:
Overall, the redesigned contact center process transformed a system plagued by inefficiency and frustration into a well-oiled machine. The positive outcomes for callers, agents, and council departments demonstrated the power of user-centered design in creating a smooth, efficient, and ultimately, satisfying experience for all.
You have reached the end of this project.
This project delves into the complexities of building consent applications in New Zealand. I was approached by the web team leader to assess a current online building consent application system and explore its potential application for resource consents as well. This project involved user research, process mapping, and an analysis of the existing system's usability.
The Resource Consent process needed to be digitised, a decision needed to be made whether to build a new tool or use the existing online Building Consent tool.
Conducted interviews with different user groups and mapped the process to identify areas for improvement. The findings were presented to the leadership team to make an important decision.
UX Designer
3 Months
Google Sheets
Building consent applications in New Zealand are notorious for their complexity and length. The process is often described as agonizing for both applicants and council staff. Further complicating matters, local government regulations vary significantly across regions and even suburbs, creating a confusing landscape for applicants.
The existing online building consent application system, built with jQuery by a local company, was assessed through various methods:
Goal: Understand the building consent process and online application form system
I brought myself up to scratch with the project so far, learned about how building consents work and started assessing the application form in question.
We were using an online application form that was being built and maintained by a third party. It didn’t quite integrate well with council services because they had their own help and support team, who would refer customers to our contact center. It was using pretty clunky development methods like bootstrap and jQuery. It had several security warnings when I inspected the form page. It wasn’t accessibility friendly, and I was surprised to find that local governments didn’t have to comply with government accessibility and security standards, that it was a guideline...
Despite all the issues I could see straight off the bat I put my UX hat on to let user testing data do the talking.
Goal: Research the users experience with online application forms.
I adjusted my UX user journey mapping tool specifically for the building consent process. I went through the process myself and mapped out 72 steps from start to finish. This gave me a great structure for interviewing our different user roles. There were seven different user roles for the process.
Next, with help from the web team to find actual users to interview, I started collecting feedback. I added a layer of quantitative data to comments by splitting them into positive and negative, sometimes asking for a rating, or judging by the response. Sometimes people don’t need to be asked how painful a step in the process is because you can see it in their face, and there’s no need to disrupt the immersiveness of the interview.
I also conducted a few user testing sessions to see where people got stuck in the forms.
I compiled and assessed the UX research data, generating a visual map of the process from start to finish, so you can see where problems are occurring, and why.
Goal: Compile a list of fixes for the web team.
I split the issues into types, some were content related and could be changed by the web team, others could be fixed by the form system, some were underlying issues in the process of communication channels. The UX mapping tool I made also handled this too, the lists were simply split into different sheets and sent along with the visual map so that everyone can understand the context.
Goal: Provide sufficient information for the leadership team to make a decision about resource consents
I presented the case study at the monthly leadership team meeting and a few guests from the building consent team.
Once I explained the process I went into a few other things to consider going forward and suggested a few paths.
Limited Functionality: The current online system was designed specifically for building consents and lacked the necessary flexibility to accommodate the broader scope of resource consents.
Usability Issues: The user interface was found to be outdated and not user-friendly, leading to confusion and frustration for applicants.
This UX exploration highlighted the need for a significant overhaul of the building consent application system in Wellington, New Zealand. By prioritizing user needs and building a robust, user-friendly platform, the council can streamline the application process for both applicants and staff, ultimately reducing frustration and improving compliance management.
A decision was made to not put more funding into the existing tool to take care of resource consents. However, users would not be cut off from the current form since agencies like using it for managing consents for multiple councils. So users would be given a choice to use the third party system, or the one that would be built and managed in-house.
You have reached the end of this project.
This project involved the design of a web application and a secondary stock-take app aimed at automating the produce ordering process.
I worked on the core product (web application) and a secondary app which was used for stock-take on site.
Inconsistent ordering led to stock issues, wasted resources, and ultimately, increased operational costs. The client sought a solution that leveraged automation and machine learning to streamline the ordering process, improve efficiency, and minimize human error.
While initially tasked with simple interface design, my involvement quickly expanded to encompass a broader UX design role. I established the applications visual style, designed the application based on user requirements and conducted user testing sessions.
UX/UI Designer
9 Months
Adobe XD
Invision
Goal: Create the foundations of the web app and design a navigation hierarchy.
I separated user stories into categories then designed a navigation that suits the core functionality. I started by designing on paper then created a final low-fi wireframe on screen for approval. I had to think about how things would be scalable and meet accessibility requirements.
Goal: Develop a visual style and create a styleguide.
Clients were eager to get the visual style nailed early. Initially I took a functionality first approach but my first designs were considered too corporate looking. A more bright colourful UI was requested, I tried to use colours that would likely not be used for functional elements later.
Goal: Design components that meet user needs.
We had a lot of creative freedom to design functional elements. Fascinatingly enough, my experience working in a basic hospitality job 10 years ago helped me design a better user experience. The product owners were the subject matter experts in management, but overlooked many other roles in hospitality. I helped design tools for managing stock levels in storage for example, a feature that third party clients eventually asked for. Some of the ideas I pitched were initially declined but later asked for by users and included.
Goal: Finalise functional components.
Once components were approved we tested and iterated each design. The statistic dashboard was a good example of a section with many functional components.
The product exceeded the clients initial expectations. Although the product owners were initially focused on using artificial intelligence and automation as the solution, I brought them a step back and made them focus on goals rather than tools. The goal was to make everything more efficient and cost effective. If speeding up stock-take had a bigger impact and lower development cost than automating product orders, it made sense to prioritize that.
You have reached the end of this project.
Speeding Towards Gold: Designing a User-Friendly Website for the 2019 Pacific Games
The 2019 Pacific Games, a prestigious sporting event for 24 Pacific Ocean nations, was set to be hosted by the Samoan government.
What are the Pacific Games? Think of them like the Olympic Games but only in the Pacific. They needed a website to promote the games, publish news, and broadcast events. Users would use the website to keep track of games, get venue information, and see the medal tally.
With a tight deadline looming, I was tasked with designing a user-friendly website to promote the games, deliver news updates, and facilitate event streaming.
Given the time constraint, in-depth user research was not feasible. However, I conducted rapid usability testing with colleagues to identify potential pain points and ensure core functionalities were intuitive.
Sole UX/UI Designer
4 Months
Figma
Miro
The audience for the website included athletes, fans, media, and international visitors. Each group had specific needs:
Goal: Create basic wireframes of the user interface.
I did research into UX layout and developed the main navigation. Mobile devices were particularly important because the website would be used during the event too.
Goal: Design the website based on existing print visual designs.
I designed the website’s visual components based on the style guide. There were many components that I had to design from scratch and make consistent with the style guide. I also had to make a few adjustments to meet the government's accessibility requirements.
Goal: Create a prototype so that clients can interact with pages and request changes before the website is built.
I designed and prototyped the functional elements so clients could see exactly what would be built. I did client demos every week to explain the interactions and get feedback on new features. We also had a constant flow of comments coming in from the clients if changes had to be made later.
Goal: Enable developers to build the website quickly without confusion.
Since we were short on time and human resources, it was important to speed things up for the developers and assume whatever role was required. I wrote some CSS, sent emails, and ran social marketing. I had previously acquired these skills from using Mailchimp and running social marketing advertising campaigns for my small business clients.
Despite the time constraints, the website successfully launched before the games began. Here are some potential positive outcomes:
This project emphasized the importance of user-centered design even within tight deadlines. Prioritizing user needs and focusing on core functionalities facilitated the creation of a valuable resource for the 2019 Pacific Games.
You have reached the end of this project.
This project involved analyzing the user experience (UX) of a travel app for a New Zealand-based startup. Despite good user traffic, the app suffered from low conversion rates (sales). My task was to identify UX issues hindering sales and propose solutions to optimize the user journey.
The travel app, developed over two years, attracted users but failed to convert them into paying customers. Understanding the reasons behind this disconnect was crucial for improving the app's effectiveness.
I made a few suggestions for improving the existing user experience, but also suggested an alternative design that better reflected the process for the different stages of planning a trip in New Zealand.
UX Designer
6 Months
Figma
Miro
In addition to the UX redesign, I proposed an alternative design that mirrored the natural stages of trip planning in New Zealand:
The user study findings and proposed UX improvements addressed the app's key shortcomings. It was up to the team to build the alternative design approach, by adding on a few extra steps in the end to end journey.
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Starting a small business on my own taught me just as much as university did. I completed a business training course, wrote a business plan, and learned so much as I went.
This project delves into my entrepreneurial journey of founding and managing a web design company for four years. Over this period, I had the privilege of working with over 30 clients and delivering over 50 web design projects. This experience not only honed my design skills but also equipped me with invaluable insights into client management and the intricacies of running a business.
Not long after university I was receiving requests to complete design jobs. I decided to make it official with a business and website. I listed services but often clients just called me with a unique problem to solve.
I completed a business training course and built a web design business, starting with my own website. Sometimes I needed to quickly learn how to solve customer requests, then take it on as a project.
Business owner, Web designer/ Developer
4 Years (mostly part time)
Wordpress
Adobe Suite
Google AMP
Code editors
FTP and Hosting platforms
Embarking on the entrepreneurial path presented a unique set of challenges. Beyond the technical aspects of web design, I needed to develop skills in:
While some clients were a breeze to work with, others presented unique challenges. Through trial and error, I learned valuable lessons in:
This entrepreneurial journey equipped me with a diverse skillset beyond UX design:
Goal: Create the foundations of how the business will operate
My first main focus was web design. In my business training class, several students were starting a business and needed a website. I was lucky to hit the ground running with several clients taking me on shortly after I started.
Goal: Create a cohesive design business with a consistent brand.
Most of the work went into testing the market than the visual design.
I named the business Launch Design, I gave the business a space theme to help people understand and remember the business.
I came up with a name for the business based on what names were free. I used some online tools to research domain names, business names, and social accounts. The aim was to choose words that are not saturated in search and social media.
I didn’t want to spend too much time making the logo since I was more interested in the visual style and illustrations. I felt that a name and theme would carry more weight than a logo.
The theme worked out well, it was easy to find the business by searching. Many of my clients came through my network anyway and just called me with unique problems to solve.
Goal: Operate an effective design business and constantly improve over time.
As a business, I designed, built, and maintained search engine friendly websites for various clients. I often had to venture into marketing and search engine optimisation too. I branded several small businesses; this wasn’t my passion but good work often led to web-related projects.
On larger projects, I sometimes collaborated with friends working in my field or contracted junior designers. This enabled me to scale up any kind of project and speed things up for clients.
Building up a network was the most powerful thing for business services in Wellington City. Each project I completed led to new opportunities. I also learned many new technical skills and became more efficient as a designer. I became known for solving problems and helping business owners avoid building unnecessary products.
Over the years, I completed over 50 design projects for small businesses and nonprofits. Some were full-time undertakings, others were side projects. I still maintain some client websites and occasionally take on small projects. It’s a nice way to interact with my network and get referrals for larger projects.
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Imagine walking into a 1970’s mission control center, putting on a NASA lab coat and suddenly being tasked with launching the mighty Saturn V into space. Two kiwi theater graduates wanted to make that experience immersive, interactive and believable. I was one of three design grads teamed up with two engineers and tasked with “making the screens and control panels do something”.
The project aimed to transport participants back to the era of the Apollo missions. The key challenge was to design interfaces that were immersive, interactive and believable. Many of the user tasks had to work in with the story of the show and some tasks were critical elements. Users had to feel like they were actually responsible for launching a rocket into space.
My role, along with two other design graduates, was to design the user interface (UI) for the various screens and control panels found within the mission control environment. I was also responsible for running the user testing sessions.
UX/UI Designer, Game designer
8 Months
Adobe Suite
Google Docs
Goal: Understand Apollo 13 narrative and systems.
I didn’t expect my first design job out of university to involve rocket science. However, I was suddenly learning how the Saturn V rocket used cryogenic propellants to adjust course. I had to “design a screen for team BOOSTER to monitor fuel consumption so team FIDO could simulate the possible adjustment to trajectory using only the Lunar module”... exactly as they did in Apollo 13. This was to be interacted with using a replica 1970s control panel (which was before mouses, keyboards, or touch screens were a thing).
Goal: Create a road-map for the project.
We designed one prototype interactive application and created time-line estimates based on it. We then designed how they fit into the Apollo 13 narrative. We wanted to emulate the original experience as much as possible, including making the audience use telephones to communicate important information.
Goal: Design and test interactive apps for the replica 1970's console monitors.
Each designer would come up with an experience, pitch it to the team and then design it. I had additional roles: game designer and user experience tester. I formed a user testing group and ran weekly testing sessions.
Goal: Create a consistent project document for engineers to build apps.
We used online collaborative docs to document everything for engineers to build and Github to manage the project.
Handover between roles was generally smooth as the team worked well together. As a game designer, I helped create a hierarchy of complexity so that users would learn what to do without getting lost. One of the visual designers helped me improve my layouts. The engineers helped us bring realism into our designs. For example, instead of using arrow controls to simulate how the landing module approaches Earth, users had to enter an equation. It was great seeing our designs working; we didn’t have many prototyping tools, but our engineers coded our designs using Javascript, which was used directly for the consoles in the show.
The theater show was shown live over 200 times in the USA and Oceana. Here's one of the most recent trailer videos for Asia.
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Our small art studio, bustling with creativity, lacked a cohesive system for managing lessons, student progress, resource access, and communication. This led to confusion for students, frustration for teachers, and ultimately, a less-than-optimal learning environment. Recognising this, I decided to leverage my understanding of UX principles to improve the overall experience for everyone involved.
This project was completed long before the term "UX" was popularised in the industry. I had learned a lot about user centric design from working on Game Design projects and applied what I had learned at the art studio I was teaching at.
At first, things were tough for new teachers like myself, there were no lesson plans to follow and young students got bored easily - many were attending because their parents wanted them to have drawing skills.
Improved the experience for everyone - students and teachers, by gathering feedback for each stage of the lessons. I improved the experience by forming a simple curriculum plan, and breaking up lessons with fun activities that kids enjoy.
Art teacher
2 Years part time
Adobe Suite
To gather valuable insights, I employed simple user centric methods:
These simple UX interventions resulted in a positive impact on the studio environment:
Students’ attitude towards class improved over time. My job got so much easier because all I had to do was turn up with my notebook and follow the plans; no more thinking about work when Friday approached. Making my own job easier was a great was to experience the effect that UX Design can have and inspired me to take a path in UX over Game Design.
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Before user experience (UX) design became mainstream, the world of game design was already a pioneer in user-centered methodologies. This project explores how my experience as a game designer equipped me with a robust skill-set that seamlessly translates into the realm of UX design.
Before I got passionate about designing web apps I was focused on the game design industry. I completed a few freelance projects and personal projects after graduating from University.
Sole UX/UI Designer
4 Years - mostly part time
Adobe Suite
Unity Engine
Autodesk Maya
Construct 2
Game design might seem like pure entertainment, but at its core, it revolves around understanding users and crafting experiences that are engaging, intuitive, and ultimately, satisfying. This focus on user experience translates directly into the principles of UX design:
Several game design frameworks translate directly into the UX design world:
Game design also instilled valuable skills beyond the core UX design process:
My experience in game design provided a solid foundation for my transition into UX design. The user-centered approach, focus on iterative design, and understanding of user psychology honed in game development have proven invaluable assets in my UX design career. This project showcases how seemingly disparate areas like game design can equip you with a powerful skill-set for success in other fields.
Games are designed by creating rules that combine to create the experience, which influences the players' feelings. It’s a way of designing experiences with a functionality-first approach. A functionality-first approach is also the most powerful way to design products like websites and apps.
Mechanics are the rules, components and limitations that form to create the experience, like chess pieces and how they can move.
Dynamics are the experiential play that mechanics combine to create and that we engage with in real time. Kind of like strategies in chess to get a checkmate.
Aesthetics of play are the emotional responses players get while interacting with a game. Every game has a core aesthetic which is often the reason we play it. Almost any game can fit into the 8 categories listed below:
Sensation: Game as sense-pleasure
Fantasy: Game as make-believe
Narrative: Game as drama
Challenge: Game as obstacle course
Fellowship: Game as social framework
Discovery: Game as uncharted territory
Expression: Game as self-discovery
Submission: Game as pastime
Mechanics, Dynamics and Aesthetics (MDA), is a framework developed by Mark Deblank.
Designing flow is about balancing user experiences so that users are not overwhelmed by too much information, or have too little and get bored. Flow theory is important in game design because it provides an optimum goal for balancing difficulty and controlling engagement. As the player’s skill increases, the difficulty needs to increase to keep the player engaged so that they don’t get bored. Likewise, if the difficulty spikes too high, the player may get stuck.
User flow is very important in UX design. If a user is given too much information at once or too many options, they can get lost and confused. However, if you break up the information too much, it could become tedious for long-time users to get things done. It’s crucial to find a good balance between on-boarding new users and making a system efficient for power users.
In games, visual language and hierarchy is used to guide players while still keeping them immersed. Rather than having an arrow flash up on screen, a door might be well-lit and of a certain colour, naturally drawing the player's attention.
You can use visuals to communicate information to users more efficiently because:
It’s faster to communicate than words
Complex systems can become simpler
Intuitively easier to remember
You can guide users with visual hierarchy
The experience can be more consistent
In web design, you can use visual hierarchy to make more important things stand out and keep the user engaged in the task they are trying to complete.
A good service design example of visual hierarchy is way-finding. One of the most impressive visual systems I’ve seen is the Shanghai metro system. I could find my way around without knowing a word of the local language.
An immersive meaningful game experience based on retrograde amnesia. The main mechanics were
A simple traditional platformer game. I mostly made this as an example to learn the software for making games.
A world wide competition that’s live streamed online. Teams are given a theme and have just 48 hours to create and submit a game. I did this during the summer holidays with a large group of students from Massey University.
I’ve got several game prototypes in the works that I work on for fun. From educational language games to silly game mechanic experiments. Someday I’d like to invest more time into creating meaningful games based on subjects I’m passionate about. I’m currently more driven to work on web & app UX/UI projects.
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This project explores how personalisation can influence the users experience and how data can be visualised in interactive and creative ways.
When people talk about User Experience Design they often think about user journey, visual blueprints, and pretty interfaces. Essentially when you move past that into how the user actually feels you can start to really enhance the user's experience. It’s not just about flow, but also natural human interactions, immersiveness and flow of engagement.
Maintaining a healthy lifestyle is difficult. Tracking steps, food intake and calories consumes time and leaves out other important factors for wellbeing. In my experience quantifying how much I exercise or eat didn't lead me into a sustainable healthy lifestyle.
Theory: Explore how a simple reflection at the end of every week can help me maintain a more balanced lifestyle.
Objective: Design a concept for a mobile app that helps people be mindful of personal wellbeing.
UX/UI Designer
2 Months
Figma
Paper prototyping
Google Sheets
Goal: Explore the problem that the application is attempting to solve.
I researched the most important things that contribute to personal wellbeing and landed on 3 categories, each with 7 subjects.
You can validate if an application would add value to your target audience long before you design anything. To do this I ran people through the questions that the app would be asking. I recorded responses and notes in a spreadsheet. There was enough interest to run with this idea, and a few problems to solve too. I believe that some of these problems can be solved with design.
Designing everything on paper is faster than going straight to a screen.
Before getting into the apps structure I worked on the basic visual style. This will still be polished later but it gives me a good set of colours and visual elements to work with. I quickly blocked out icons and chose workable fonts.
I started fitting content into a grid and working on the visual hierarchy. I made everything into components in Figma so I can easily change things later. Now if I need to change an icon it will change all of the design screens at once.
One of my objectives was to explore how I can visualise data in creative ways. The planets are a way of illustrating this. Each planet represents a year of data, reflecting how well users looked after themselves. The goal is for users to be able to glance at the planet and understand this instantly.
I also explored using layers of visual information to communicate more to people that look closer. For example a new resident will be added to the planet for each entry. After the 52 weeks a planet will have 52 residents, each with unique character traits that reflect that week.
Many of these ideas would need to be tested and validated. I'm curious as to whether it would encourage people to have more athletic residents than passed out drunks on their planet.
I explored many ways of how the same data could be displayed and communicate different information. I'll need to test users on which information they find more important to design the best experience.
This is project was not taken further than the low fidelity prototyping stage.
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