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CASE STUDIES

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Please note...

  • Due to confidentiality agreements with past employers, I do not publicly share my previous interior design projects. Any designs featured here are fictional but inspired by my actual work. For a complete portfolio, please reach out directly.
  • All set design work shown was created as a contracted employee of the listed studio. Copyrights for this work are owned by the respective studios, not Vizabold or Amy Wright. It is displayed here solely to showcase my skills.
  • Feel free to contact me with any questions.

June 2025 - July 2025

MOBILE APP PROJECT

THE ART MUSEUM

Helping art museums reach and retain a wider audience.

As my first UX / UI project, I played a part in every step of this fictional scenario, from user research to prototyping.

image of a smart phone with the proposed art musuem app
Summary Users Ideation Wireframes Prototype 1 Prototype 2 Results

OVERVIEW

Currently, patrons of an art museum have significant difficulty planning their visits. The Art Museum app will allow users to view and schedule activities based on their preferences and purchase tickets in advance. Patrons also have the option of being notified when new events or exhibits are announced.

This flexibility will allow the museum to put a cap if necessary on the number of visitors during a time period so that patrons are not turned away upon arrival due to overcrowding. Because events are advertised easily on mobile devices, this will also give the museum the opportunity to reach a larger audience.

THE CHALLENGE

Create an app for an art museum that provides information to patrons and allows patrons to view events and exhibits and schedule visits.

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USER RESEARCH

MUSEUM SURVEY DATA

DEMOGRAPHICS

42% elderly

25% adults with children

15% young adults / students

10% adults w/o children

8% young adults / non-students

PAIN POINTS

  • Cannot view events or schedule visits using a mobile device
  • Events are too crowded / not able to schedule in advance
  • Late or no notification of events
  • Schedule conflicts / cannot filter events by preferences
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PERSONAS

FRANK WEST

picture of an elderly male in a wheelchair

“I am always seeking ways to gain art knowledge, even in retirement.”

  • Age: 67
  • Education: Master’s
  • Hometown: Suburbs
  • Family: Married
  • Occupation: Retired

FRUSTRATIONS

  • Museum events tend to be too crowded with kids and strollers.
  • Event details do not include handicap options or parking information.
  • Difficulty viewing events on tablet.

GOALS

  • Art events and exhibits that are mid-day.
  • Finding other people of their age group and with similar interests in art to socialize with.

SUMMARY

They are a retired, elderly and educated adult confined to a wheelchair. While museums have been handicap accessible, those details are often not communicated prior, or at least not via email, and they spend a significant amount of time upon arrival discovering these details on their own. Also, events, if they even know about them in advance, are too crowded with kids, making it further difficult to navigate with a wheelchair.

CYNTHIA CHO

picture of an adult woman with a child

“If my kids are both entertained and educated during the day, I am one happy parent!”

  • Age: 32
  • Education: Bachelor's
  • Hometown: Suburbs
  • Family: Married, 2 kids
  • Occupation: Stay-at-home-mom

FRUSTRATIONS

  • Many museum events are too crowded, making it difficult to navigate with a stroller and keep an eye on their kids.
  • They are notified late about events since the museum does not notify via text.

GOALS

  • Events that are family￾friendly affordable, and mid-day so that kids can be entertained.
  • Notification about new events on their phone since they do not have time to spend on a computer.

SUMMARY

They are a busy mom of two young kids, 2 and 3 years old. They are always looking for family-friendly activities during the day and find the additional educational component of museums attractive. However, most museums do not communicate events via phone notifications and many times the events are marketed to everyone. This results in events being overly crowded and difficult to navigate with a stroller. They have a harder time also managing the kids at these events since there are more distractions with the crowds.

KIMBERLY BURKE

Picture of a young-adult, female student

“Events that are both fun and relevant to the arts are what my friends and I looking for.”

  • Age: 22
  • Education: Degree in progress
  • Hometown: City
  • Family: Single
  • Occupation: Student

FRUSTRATIONS

  • Museum events are often during their classes.
  • They are a college student on a limited budget, and many events are too expensive.
  • They are often not aware of events.

GOALS

  • Evening and weekend museum events that are fun but also informative.
  • Events that allow them to network with other young adults.

SUMMARY

They are a young adult currently in college studying fine arts. They are looking for fun, social events in an educational setting. They find the option of museums as ideal, especially art museums, but events are often not communicated well in advance via phone, if at all, and the events that they are aware of are not in evenings or on weekends. Therefore, they typically do not go to the museum.

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JOURNEY MAPS

FRANK WEST

Find an activity.

Travel to museum.

Enter museum.

Attend museum event.

Return home.

TASK LIST

  • Look at the museum’s website on tablet.
  • Review each option.
  • Select an activity.
  • Get into car.
  • Drive to museum.
  • Find handicap parking.
  • Get to museum entrance.
  • Go to ticket counter.
  • Pay for ticket.
  • Review exhibits or attend event.
  • Leave museum.
  • Find car.
  • Travel home.
User One Journey Map Curve

FEELINGS

  • I am confused by this website and unsure if the activity is suitable.
  • I am excited and looking forward to the event but finding parking was stressful.
  • I am annoyed! It is not clear where to go. But, I was relieved once I got to the ticket counter.
  • I am frustrated. There are so many people. How am I supposed to navigate my wheelchair through this?
  • I am a bit lost in the museum when trying to leave. But relieved when I found my way to my car.

IMPROVEMENTS

  • Allow patrons to filter activities based on preferences.
  • Provide a parking map to patrons with handicap information.
  • Provide museum site map with clear directions on where to go upon arrival.
  • Give patrons an option to purchase tickets in advance.
  • Provide museum site map that clearly indicates where the front entrance and parking is.

CYNTHIA CHO

Find an activity.

Travel to museum.

Enter museum.

Attend museum event.

Return home.

TASK LIST

  • Look at the museum’s website on phone.
  • Review each option.
  • Select an activity.
  • Get kids ready and into car.
  • Drive to museum.
  • Find parking.
  • Walk to museum entrance.
  • Go to ticket counter.
  • Pay for ticket.
  • Review exhibits or attend event.
  • Leave museum.
  • Find car.
  • Travel home.
User Two Journey Map Curve

FEELINGS

  • I am stressed and annoyed about the time this is taking. I am unsure if the activity is suitable.
  • I am looking forward to the event. But, I am a bit unsure of where to park upon arrival.
  • Finally, we made it! But, I am unsure and annoyed - the entrance is so far away, and it looks crowded.
  • The event was interesting, but it was too crowded to truly enjoy. I am happy but also annoyed.
  • I am stressed and annoyed! I could not remember how to get to the parking area and so many people are leaving at the same time.

IMPROVEMENTS

  • Allow patrons to filter activities based on preferences.
  • Allow patrons to be notified of activities.
  • Provide a parking map to patrons with handicap information.
  • Provide museum site map with clear directions on where to go upon arrival.
  • Give patrons an option to purchase tickets in advance.
  • Provide museum site map that clearly indicates where the front entrance and parking is.

KIMBERLY BURKE

Find an activity.

Travel to museum.

Enter museum.

Attend museum event.

Return home.

TASK LIST

  • Look at the museum’s website on phone.
  • Review each option.
  • Select an activity.
  • Find bus route using phone.
  • Walk to bus stop.
  • Get on bus.
  • Get off bus.
  • Walk to museum entrance.
  • Go to ticket counter.
  • Pay for ticket.
  • Review exhibits or attend event.
  • Leave museum.
  • Walk to bus stop.
  • Wait for bus.
  • Travel home.
User Three Journey Map Curve

FEELINGS

  • I am annoyed – this is taking forever. I do not have time for this!
  • Annoyed again – this is time consuming. I have to find the route then wait for the bus.
  • I am relieved – finally made it! I am worried though about the cost of the ticket.
  • I am happy – I found some similar people to talk to but the exhibits were too crowded.
  • I am annoyed! I just missed the bus. Now I have to wait 30 minutes for the next one.

IMPROVEMENTS

  • Allow patrons to filter activities based on preferences.
  • Allow patrons to be notified of activities.
  • Provide a bus route map to patrons with route information.
  • Provide museum site map with clear directions on where to go upon arrival.
  • Give patrons an option to purchase tickets in advance.
  • Provide a bus route map to patrons with route information with pick-up location.
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IDEA GENERATION

COMPETITIVE AUDIT

NAME

CITY

MODERN

HISTORY

TYPE

direct

direct

indirect

LOCATION

city

city

city

AUDIENCE

families, elderly

families

families, elderly

APP

none

none

none

VISUAL DESIGN

good

good

good

NAVIGATION

good

poor

okay

EVENT FILTERS

patron type

none

none

ACCESSIBILITY

poor

okay

good

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RAPID SKETCHING

case study sketches 8 quick sketches for the future app: a frustrated parent in a crowd, a mobile screen showing options for filters, a mobile screen with an event notification, an art and wine event, a mobile screen showing information for handicapp patrons, a user looking at event notifications on their desktop screen, a mobile screen showing information for mass transit, and a gallery evenings event.
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WIREFRAMING

USE FLOW DIAGRAM

case study user flow diagram case study user flow diagram A diagram showing the expected sequence of steps a user takes to currently buy museum tickets: open homepage, go to events homepage, filter events, browse events, look at an event, select an event, review event details, decide whether to buy tickets or not (if not, return to events screen), confirmation page (if tickets were bought), decide whether to subscribe or not, and confirmation page if user decided to subscribe.
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STORYBOARD

case study storyboard Six sketches describing an app that gives users the option to be notified of events they are interested in and allows users to schedule and purchase tickets: Sketch 1, Cynthia needs a daytime activity that will both educate and interest her young children; Sketch 2, Cynthia receives a notification on her phone; Sketch 3, She had subscribed to family events at her local art museum, and there is a new daytime event; Sketch 4, Cynthia schedules a time for her family to attend the event and purchases tickets; Sketch 5, Cynthia and her children visit the art museum; and Sketch 6, Cynthia is happy that her children found the event at the museum fun.
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SITE MAP

case study site map case study site map A hierarchial diagram of the future app in the following order: Splash Screen, Login or Create an Account, then view Activities, Visit, or Account pages. Under the Activities page, there will be filter and tickets options. Under the Visit page, there will be options to purchase tickets, view a museum map, or view the bus schedule. Under the Account page, there will be options for My Profile, My Events, and Settings.
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PAPER WIREFRAMES

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LOW-FIDELITY WIREFRAMES

low-fidelity wireframes for the art app Shown here are low-fidelity wireframes for the future art museum app. There are 10 wireframes, all with a white background, black text, and gray fill for images and buttons. The wireframes were created from the ideas presented in the previous sketches. The 10 wireframes include a splash screen and a screen for each of the following: login, create account, forgot password, about (with contact us and history sections), exhibits and events (with a filters button), filters, visit, buy tickets, and my account.
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CREATING & TESTING LO-FI PROTOTYPES

LOW-FIDELITY PROTOTYPE

Image of a Low Fidelity prototype for the Art App on a smart phone
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USABILITY STUDY OUTLINE

GOALS

  • Determine if the basic prototype is easy navigate.
  • Determine if it has the features that patrons need and want.

KEY PERFORMANCE INDICATORS

  • Time on task / How long does it take a user to complete a task?
  • Drop off rates / How many users do not complete a task?
  • User error rates / How often do users encounter an obstacle?
  • System Usability Scale / Questionnaire to evaluate user feedback.

PARTICIPANTS

2 elderly, 1 using assistive technologies

1 adult with children

1 college student

1 young adult

PROMPTS

  • Starting from the Welcome screen, create an account.
  • Browse the Events & Exhibits screen.
  • Suppose you find an event you are interested in. How would you purchase tickets?
  • Suppose you have purchased tickets. Now, find a map of the museum.
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AFFINITY DIAGRAM

usability study affinity diagram This image shows an affinity diagram of the observations from the usability study for the Low Fidelity prototype of the future Art Museum app. Categories include easy, confused, likes, did not like, and wants. "Easy" category observations included creating an account, finding the exhibits and events page, the process to purchase tickets, and where to find the museum map. All users also liked the format for the events and exhibits screen and the filter options. However, all or most users felt that it was confusing seeing the About screen after logging in and that some screens had too much scrolling. All users said they wanted the ability to specify a day and time for their visit.
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ANALYSIS

KEY PERFORMANCE INDICATORS

  • Time on task / The average time for a task was 5s.
  • Drop off rates / 0! All participants were able to complete the activities.
  • User error rates / 25% - there is some initial confusion upon login and when leaving the tickets screen.
  • System Usability Scale / Overall, all participants found the app easy to use, and with some improvements, they would use the app in the future when scheduling visits.

IMPROVEMENTS MADE IMMEDIATELY

  • Removed the About screen.
  • Made the first screen upon login be the Events / Exhibits screen.
  • Added a filter option for Young Adults.
  • Added a calendar and time options to the tickets screen.
  • Condensed the “Create Account” screen to avoid scrolling.
  • Added a confirmation screen after ticket purchase.
  • For clarity, replaced word “tickets” with “schedule.”

IMPROVEMENTS MADE IN FINAL DESIGN

  • Split up the ticket screen into multiple screens.
  • Added an option to save credit card information.
  • Added a day pass option.
  • Reduced the size of the filters button.
  • Larger buttons on the Welcome Screen.
  • Bus route map.
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UPDATED WIREFRAMES

revised low-fidelity wireframes for the art app Shown here are the revised low-fidelity wireframes in response to the usability study results. There are now 13 wireframes, all with a white background, black text, and gray fill for images and buttons. However, this time, though the buttons are still in gray, they have been designed with icons and text. The other significant update visually are the additions of the day and time selections, including a calendar, for when users are purchasing tickets. In addition, there are now confirmation screens for when a user makes a purchase, cancels a purchase, or adds an activity.
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CREATING & TESTING HI-FI PROTOTYPES

DESIGN SYSTEM

The design system for the Art Museum app The design system for the Art Museum app The design system for the Art Museum app includes Caveat font family for headings, Lato font family for general text, specific font sizes for different elements (i.e. headings, buttons, paragraphs, and forms), color specifications (neutral background colors, purple primary color, and green accent color), and styling for buttons, header, footer, forms, and activity cards.
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MOCK-UP: PHONE

The mock-up for the smart phone version of the Art Museum app The mockup is both based on the previous Low-Fidelity prototype but also is the foundation for the high-fidelity prototype. It uses the design system shown in the previous image. The primary color used throughout is the medium purple along with a fun neon green accent for the branding and CTA buttons. All text has been added at this point, including for activity placeholders. The tickets screen has also been split up into separate screens for each step in order to reduce scrolling.
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HIGH-FIDELITY PROTOTYPE - PHONE

Image of a High Fidelity prototype for the Art App on a smart phone

HIGH-FIDELITY PROTOTYPE - TABLET

Image of a High Fidelity prototype for the Art App on a tablet
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CONCLUSION

REFLECTION

This project, though fictional, proposes a way to make art more accessible to everyone. By allowing museum patrons to easily find and schedule activities that align with their interests and needs, everyone has the capability to enjoy art at their local museum. Consequently, the museum’s reach is expanded as well.

LESSONS LEARNED

This project was my first UX design using Figma. It was fun, but also challenging as I navigated a new tool. I also learned more about the UX Design process.

In addition, had this not been a fictional project, I would have altered the following:

  • Investigated the museum’s survey results further with patron interviews. This could reveal additional pain points unique to specific demographic groups.
  • Tried a moderated usability study, perhaps for the high-fidelity prototype.
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May 2025 - August 2025

RESPONSIVE WEBSITE PROJECT

THE GREEN TAPE MEASURE

Interior design data available in one place on any device.

In addition to the UX / UI component (detailed below), I also created all the content for the website and coded and launched the final product.

image of the proposed Green Tape Measure website on a laptop
Summary Users Ideation Wireframes Prototype 1 Prototype 2 Results

OVERVIEW

In the U.S., interior decorating and interior design are two separate roles, but most consumers are not aware of this distinction. Also, most interior design legislation is politically-driven, and designers often receive confusing information scattered across various organizations and websites.

The Green Tape Measure’s website aims to provide accurate, current, concise, and unbiased industry information to consumers and designers. The hope is that the research presented will drive better legislative decisions and advance the industry.

THE CHALLENGE

Create a responsive website for The Green Tape Measure that provides interior design information in a graphically interesting way to designers and consumers.

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USER RESEARCH

USER INTERVIEWS

PARTICIPANTS

2 consumers

1 senior designer

1 junior designer

1 interior design student

GOALS

  • Determine how users currently access industry information.
  • Identify user pain points when searching for this information.

PAIN POINTS

  • Information scattered in multiple places and is time-consuming to find.
  • Not sure if the findings are accurate.
  • Not always easy to view information on a smart phone.
  • Online sources are often text heavy and difficult to read.
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PERSONAS

CHELSEA RICHARDS

an female interior design student

“What design regulations should I be aware of?”

  • Age: 20
  • Education: In School
  • Hometown: City
  • Family: Single
  • Occupation: College Student

FRUSTRATIONS

  • Information is not always validated.
  • Too time consuming to find what they need.
  • Websites are not always easy to view on a smart phone.

GOALS

  • Quickly find dependable and honest information about interior design regulation.

SUMMARY

They are a busy interior design student in a competitive and intensive four-year interior design degree program. They are aware that there are regulatory challenges facing the interior design profession but they are not clear on what these challenges are or how they are being overcome. It is also not clear why the profession should be regulated due to multiple perspectives but lack of evidence. This leads them to question why they should be an interior designer and what they should expect after they graduate.

STACY SMITH

a female interior designer

“I just want clear and concise answers in one place.”

  • Age: 35
  • Education: Bachelor's
  • Hometown: Suburbs
  • Family: Married
  • Occupation: Interior Designer

FRUSTRATIONS

  • Public misconception about interior design.
  • Time consuming to find information.
  • Data is scattered across multiple sites.

GOALS

  • Easily access, review, and understand current interior design regulations.
  • Gain a clearer understanding of the health of the profession.

SUMMARY

They are an interior designer with several years of experience. Over the years they have seen industry infighting with architects grow and public misconception regarding interior design worsen despite professional organizations advertising increased regulatory efforts and outreach. Also, regulations, if any, differ dramatically between states leading to confusion over what they can or cannot do. They end up spending a considerable amount of time accessing and understanding the regulations impacting their practice.

ERIC TRAVIS

A middle-aged, businessman

“Why hire an interior designer when I can just hire an architect?”

  • Age: 55
  • Education: Master's
  • Hometown: Suburbs
  • Family: Married
  • Occupation: Developer

FRUSTRATIONS

  • It is not clear what an interior designer is or why they should be hired over an architect.
  • It is time consuming and confusing to find the appropriate designer for a project.

GOALS

  • Understand who to hire for an interiors construction project.
  • Find the right designer and quickly.

SUMMARY

They are a busy real estate developer in a suburb. They are constantly hiring designers for various jobs but usually opt for an architect since they view interior designers as furniture specifiers, which an architect can do as well. They are not aware of who an interior designer really is or what they do. They have not always been happy with the work of an architect, but the job still gets done.

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JOURNEY MAPS

CHELSEA RICHARDS

Open browser on phone.

Search legislation.

Open website.

Review information.

Repeat previous 3 steps.

TASK LIST

  • Unlock phone.
  • Tap a browser app on phone.
  • Type a prompt into the search field.
  • Browse the search results.
  • Select a website.
  • Read the information on the website.
  • Decide if the website is legit and honest.
  • Close the website, and return to search results.
  • Repeat the previous two steps.
User One Journey Map Curve

FEELINGS

  • I am neutral - not happy or unhappy at this point.
  • Ugh! I am frustrated - what do I type here so that I can find straightforward information?
  • Focused - some of the search results look promising...
  • Unsure - where did this website get its information from? How do I know if it is accurate?
  • Frustrated - I have to spend so much time researching to make sure these are facts and not opinions.

IMPROVEMENTS

  • Make sure the website is responsive and can be easily viewed on a smart phone.
  • Keep the website simple. Make it easy to navigate (maybe a single page?)
  • Present information clearly and simply.
  • Provide a sources link for any facts.
  • Provide sources for any facts.

STACY SMITH

Open browser on tablet.

Open organization’s website.

Find information.

Review latest news bulletins.

Repeat previous 3 steps.

TASK LIST

  • Unlock tablet.
  • Tap a browser app.
  • Search for an organization.
  • Open the organization’s website.
  • Browse the organization’s website.
  • Find advocacy section.
  • Review latest legislation and advocacy efforts.
  • Close the website.
  • Repeat the previous three steps.
User Two Journey Map Curve

FEELINGS

  • I feel annoyed that I have to spend my time doing this.
  • Focused - which organization has the information I need?
  • I feel annoyed again - where is the information on legislation?
  • Relieved - I finally found it. Now I need to review it.
  • Frustrated. I am not sure this is accurate. I need to research this more.

IMPROVEMENTS

  • Make sure the website is responsive and can be easily viewed on a tablet.
  • Make sure the website can serve as a single source for users.
  • Make the website easy to navigate.
  • Be concise and provide links if users want more information.
  • Ensure enough information is provided so that users do not have to conduct more research.

ERIC TRAVIS

Open browser on laptop.

Search for designers.

Review websites.

Contact a designer.

Repeat previous 3 steps.

TASK LIST

  • Open a browser application on laptop.
  • Type a search prompt.
  • Review search results.
  • Select a website from the search results.
  • Review designer qualifications.
  • RSelect a designer.
  • Find their contact information.
  • Reach out to the designer.
  • Return to search results.
  • Open a website.
  • Contact designer.
User Three Journey Map Curve

FEELINGS

  • Neutral. This is pretty typical for me.
  • I am confident I can find a designer.
  • I am feeling overwhelmed and uncertain - there are too many designers.
  • I feel relieved having found a potential designer, but I am uncertain if they are appropriate.
  • I am frustrated. I have to look for another designer. This one did not have the experience I needed.

IMPROVEMENTS

  • Make sure the website is responsive and can be easily viewed on a laptop.
  • Provide a link to a designer database.
  • Use social media to showcase the work of designers.
  • Include a simple and concise hiring section.
  • Include simple steps to follow when hiring a designer.
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IDEA GENERATION

COMPETITIVE AUDIT

NAME

COMPANY #1

COMPANY #2

COMPANY #3

TYPE

direct

direct

direct

LOCATION

city

city

city

AUDIENCE

interior designers, students

designers, students, consumers

designers, students, consumers

TEXT HEAVY?

yes

yes

no

VISUAL DESIGN

good

poor

good

NAVIGATION

poor

good

great

SOURCES PROVIDED?

no

no

no

ACCESSIBILITY

poor

poor

good

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RAPID SKETCHING

case study sketches 8 quick sketches for the future website: a mobile screen showing options to choose a state and review sources for regulations, a graph with a sources button, a facts carousel with an image and a "find out more" button, a coffee mug with "Designer Coffee Break" above it and a "fact of the day" button, text crossed out with a suggestion for images, a drag and drop quiz, a magnifying glass with "FACT" and "GTM: Facts only", and multiple disorganized organization links with an arrow pointing to a screen titled "The Green Tape Measure" and three buttons (Regulations, Analysis, and Hiring a Designer).
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WIREFRAMING

USE FLOW DIAGRAM

case study user flow diagram case study user flow diagram A diagram showing the suggested sequence of steps a user takes to review interior design information: open website, go to hero page, review about section, go to learn section, take a quiz, interact with a timeline, review analysis, review hire section, review training section, review connect section, decide whether to contact the organizaion or not (if not, return to connect section; if so, receive confirmation feedback).
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STORYBOARD

case study storyboard Six sketches describing a website that provides users with information about interior design regulation and about hiring an interior designer: Dan's company is moving to a new office, and he will need a designer to provide renovation plans; Dan goes to his computer and begins searching for a designer; Dan is overwhelmed and not sure what type of designer to look for; Dan then finds a website that clarifies things and provides steps that can be followed when hiring; the website provides a link to a database of qualified designers to browse; and Dan finds a designer and schedules a meeting.
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SITE MAP

case study site map case study site map A hierarchial diagram of the future website in the following order: Homepage, then view Header, About, Learn or Connect sections. Under the header, there will be a sources button for each fact displayed. Under the About section, there will be a button called "everyone". In the Learn section, there will be a Quiz with definitions (and a balloons popup if all questions are answered correctly), a timeline with a sources button for each date, an analysis sub-section with a sources button for each analysis, a training sub-section, and a hiring sub-section. In the Connect section there will be links to the company's YouTube, Instagram, and X profiles.
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PAPER WIREFRAMES

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LOW-FIDELITY WIREFRAME: SMART PHONE

Scroll down the image to see the wireframe.

low-fidelity wireframes for the website on a phone Shown here is the low-fidelity wireframe for the future website on a smart phone. The wireframe has a white background, black text, and gray fill for images and buttons. The wireframe was created from the ideas presented in the previous sketches.
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LOW-FIDELITY WIREFRAME: LAPTOP

Scroll down the image to see the wireframe.

low-fidelity wireframes for the website on a laptop Shown here is the low-fidelity wireframe for the future website on a laptop. The wireframe has a white background, black text, and gray fill for images and buttons. The wireframe was created from the ideas presented in the previous sketches.
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CREATING & TESTING LO-FI PROTOTYPES

LOW-FIDELITY PROTOTYPE

Image of a Low Fidelity prototype for the Green Tape Measure website on a smart phone
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USABILITY STUDY OUTLINE

GOALS

  • Determine if the basic prototype is easy navigate.
  • Confirm that the format provides a concise way to present a large amount of data.

KEY PERFORMANCE INDICATORS

  • Time on task / How long does it take a user to complete a task?
  • Drop off rates / How many users do not complete a task?
  • User error rates / How often do users encounter an obstacle?
  • System Usability Scale / Questionnaire to evaluate user feedback.

PARTICIPANTS

2 consumers (1 using assistive technologies)

1 senior designer

1 junior designer / young adult

1 interior design student / young adult

PROMPTS

  • Use the navigation menu to go to the quiz. Describe the steps you take.
  • Review the quiz instructions and describe how you would approach answering the quiz questions.
  • Go to the timeline. Interact with the timeline as per the provided instructions.
  • In the analysis section, review one of the presentations. Describe the steps you take.
  • Subscribe to the monthly newsletter, again, describing your steps.
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AFFINITY DIAGRAM

usability study affinity diagram This image shows an affinity diagram of the observations from the usability study for the Low Fidelity prototype of the future Green Tape Measure website. Categories include easy, confused, likes, and wants. "Easy" category observations included clear timeline and quiz instructions. Most users also liked the conciseness of the information presented, especially in the Analysis and Timeline sections. However, all or most users felt that it was not clear where the quiz navigation or subscribe buttons were. Some buttons and form inputs also needed to be larger.
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ANALYSIS

KEY PERFORMANCE INDICATORS

  • Time on task / The average time for a task was about 9s.
  • Drop off rates / 0! All participants were able to complete the activities.
  • User error rates / 15% - the majority of confusion occurred when the user was asked to locate the Quiz section through the navigation menu.
  • System Usability Scale / Most participants felt that the instructions were clear, the website was easy to navigate, and the format offered a concise way to present data. However, additional testing is required to determine if the content is eye-catching and presented in an interesting way.

IMPROVEMENTS MADE IMMEDIATELY

  • Added full-screen mobile menu.
  • Matched arrow keys in timeline section for both the Quiz and Analysis sections.
  • Made all sources buttons taller.
  • Added a collapsible subscribe button that is available while scrolling through the web page. On larger screens, this is in the footer.
  • Made the hamburger button wider.
  • Updated the quiz instructions to be a tap and tap (in place of a drag-and-drop).
  • Made the subscribe button email entry form larger.

IMPROVEMENTS MADE IN FINAL DESIGN

  • Removed “definition” from role descriptions in Quiz section.
  • Updated Timeline sources button to be an “information” button.
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UPDATED WIREFRAME: SMART PHONE

Scroll down the image to see the wireframe.

upated low-fidelity wireframe for the website on a phone Shown here is the revised low-fidelity wireframe for mobile screens in response to the usability study results.
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UPDATED WIREFRAME: LAPTOP

Scroll down the image to see the wireframe.

updated low-fidelity wireframe for the website on a laptop Shown here is the revised low-fidelity wireframe for laptop screens in response to the usability study results.
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CREATING & TESTING HI-FI PROTOTYPES

DESIGN SYSTEM

The design system for the Green Tape Measure website The design system for the Green Tape Measure website The design system for the Green Tape Measure website includes Cabin Sketch font family for headings, Lato font family for general text, specific font sizes for different elements (i.e. headings, buttons, and paragraphs), color specifications (neutral background colors, green primary color, and orange accent color), styling for buttons, the header and footer formats, and the branding images (the company logo and mascot).
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MOCK-UP: SMART PHONE

Scroll down the image to see the mock-up.

mock-up for the Green Tape Measure website on a phone
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MOCK-UP: LAPTOP

Scroll down the image to see the mock-up.

Mock-up for the Green Tape Measure website on a laptop The mock-ups are based on the previous Low-Fidelity prototypes and are the foundation for the high-fidelity prototypes. Both mock-ups use the design system shown in the previous image. The primary color used throughout is the green along with an orange accent for the CTA buttons. All text has been added at this point.
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HIGH-FIDELITY PROTOTYPE - PHONE

Image of the High Fidelity prototype for the Green Tape Measure website on a smart phone

HIGH-FIDELITY PROTOTYPE - LAPTOP

Image of the High Fidelity prototype for the Green Tape Measure website on a laptop.
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CONCLUSION

REFLECTION

As I adapt my career to a more digital world, this project was a way for me to reflect on my interior design experiences and give back to my profession. I had personally experienced more aggression and employment obstacles from architects in the 2020s while my professional organizations advertised legislative victories with them. This made me increasingly frustrated, so I created The Green Tape Measure as a way to explore if how I was feeling was rooted in fact and to confirm that I was not alone.

LESSONS LEARNED

I was already months into this project, including coding the website, when i realized the changes I was making were taking such a substantial amount of time that I may never launch the website. This is when I stepped back, studied UX Design, and created the artifacts for the design. Once I was satisfied with how the high-fidelity prototype looked, only then did I go back to coding.

I learned that designing in CSS is not always the best option, especially for more complex markets with interactive designs. Figma enabled me to be confident in my design before completing the code.

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September 2025

APP AND RESPONSIVE WEBSITE PROJECT

SNAPPY SNIFFERS

Treat-based scent-work for any dog, anywhere.

In addition to the UX / UI component (detailed below), I also created all the content and code for the website.

image of the proposed Snappy Sniffers app on a smart phone
Summary Users Ideation Wireframes Prototype 1 Prototype 2 Results

OVERVIEW

Scent work training is widely known to reduce anxiety in dogs. This is especially useful in animal shelter environments which can significantly add to the animal's stress. "Scents" can also be small treats, which both dog owners and animal shelters have readily available.

Snappy Sniffers was created to spread the word about this activity in hopes of dogs everywhere benefiting from it. However, shelters need a more structured approach in order to monitor its effectiveness. That is where the app comes in.

THE CHALLENGE

Design an app for the canine treat-based, scent-work programs at animal shelters and a responsive website for general information about the program.

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USER RESEARCH

SURVEY DATA

DEMOGRAPHICS

70% shelter volunteers

20% shelter staff

10% dog owners

PAIN POINTS

  • Handwritten notes are time-consuming and prone to error.
  • Current information online is not consistent as programs vary.
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PERSONAS

LESLIE SMITH

an elderly, female animal shelter volunteer with a dog

“Less adminstrative work means more dogs can have enrichment.”

  • Age: 75
  • Education: Bachelor's
  • Hometown: Rural
  • Family: Married
  • Occupation: Retired

FRUSTRATIONS

  • Time-consuming note-taking.
  • Transcribing notes can be time-consuming and prone to errors.
  • Administrative activities are limiting the number of dogs in each nosework session.

GOALS

  • Easy to use mobile app that allows seamless communication with shelter staff about dogs in the nosework program.
  • More time to work with the dogs.

SUMMARY

They are a dedicated volunteer who spends a large amount of time at their local animal shelter working directly with dogs, including those in the shelter’s nosework program. They feel more dogs could be included in the program if time in each session was freed up from handwriting notes and then later transcribing the for shelter staff. Also, since transcribing happens later, after the session, the shelter relies on a volunteer to read the handwritten notes and send them to a staff member. Though rare, if any errors when transcribing are overlooked, this could mislead staff members regarding the behavior of the dogs(s).

RACHEL MARTINEZ

an adult, female shelter employee with a dog

“More dogs in nosework means more dogs can be adopted.”

  • Age: 31
  • Education: Bachelor's
  • Hometown: Suburbs
  • Family: Single
  • Occupation: Shelter Employee

FRUSTRATIONS

  • Sometimes notes are not received up to two days after a nosework session.
  • Re-entering of notes from volunteers is time-consuming and increases the chance of errors.

GOALS

  • Prompt and clear communications about nosework sessions from volunteers.
  • Focus more time on reviewing notes and taking action as needed.

SUMMARY

They are a busy, shelter employee who mostly works with dogs in the facility’s behavior department. They think an app could prevent duplicate work and reduce the chance of errors in the notes. Also, less administrative work means more time with the animals which corresponds to improved behavior and increased adoptions.

GABRIEL EDWARDS

A middle-aged, male, office worker with two kids and a dog

“Nosework would be both fun for my family and also beneficial for our dog.”

  • Age: 35
  • Education: Master's
  • Hometown: Suburbs
  • Family: Married, two kids
  • Occupation: Office Worker

FRUSTRATIONS

  • Multiple websites with conflicting information.
  • Unsure what supplies and toys to use when at a pet store.

GOALS

  • Easy to use nosework program for dog owners.
  • Clear instructions and reliable resources for implementing and managing the program.

SUMMARY

They are a full-time office worker at a major corporation. They are married with two children. Their family has a dog who they would like to spend more quality time with. The dog also suffers from some anxiety and they feel that scent work may be both a fun and useful option. However, they are not clear on how to get started with the activity at home.

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JOURNEY MAPS

LESLIE SMITH

Prepare the space.

Choose a dog to work with.

Work with the dog.

Repeat the previous two steps for each dog.

Transcribe the notes.

TASK LIST

  • Set up barriers.
  • Post signage.
  • Get treats.
  • Get containers.
  • Get notes.
  • Review list of dogs.
  • Select a dog from the list.
  • Look at its notes.
  • Set up the hides, which another volunteer retrives the dog.
  • Volunteer returns with dog and changes its leash if needed.
  • Dog searches while notes are recorded.
  • Dog takes a break outside.
  • Reset search area.
  • Repeat step 2.
  • Choose a dog.
  • Setup hides.
  • Retrieve dog.
  • Dog searches while notes are recorded.
  • Dog returns to kennel.
  • Collect notes.
  • Type notes into an email.
  • Email notes to shelter staff.
  • If needed, correct notes and resend.
User One Journey Map Curve

FEELINGS

  • I am happy and looking forward to the activity, but there is a new volunteer who needs a quick review of how to set up a new session.
  • I am a bit annoyed since this list is outdated, and I cannot read the notes written by the previous volunteer.
  • I feel overwhelmed since a volunteer did not show up today so I had to both set up the hides and take notes.
  • I feel exhausted and disappointed. Some of the dogs required more time and we only had the space for an hour so we did not work with that many dogs.
  • I am feeling annoyed since my email to the volunteer did not go through and then additional time was spent helping the volunteer decipher the notes

IMPROVEMENTS

  • Training section with sign-up for new volunteers.
  • Session checklist.
  • Supplies inventory.
  • List of dogs available for the activity.
  • Notes history for each dog.
  • Sorting options for list of dogs.
  • Volunteers can provide notes with session dates.
  • Staff can update dog status.
  • Keywords and/or checkboxes for note-taking.
  • Room reservations.
  • Ability to send notes immediately after adding them.
  • Note adding can be done offline.

RACHEL MARTINEZ

Receive notes.

Review notes.

Transfer notes to the staff program.

Select dogs to work with.

Work with selected dogs.

TASK LIST

  • Wait for notes or contact volunteer for update.
  • Read notes.
  • Ask volunteer for any clarifications.
  • Copy notes.
  • Retype notes as needed.
  • Save notes to the staff program.
  • Review notes again.
  • Compare volunteer notes to staff notes.
  • Select dogs.
  • Go to kennels.
  • Find the dog.
  • Work with dog and take notes.
  • File notes.
User Two Journey Map Curve

FEELINGS

  • I am a bit annoyed as I waited two days for the notes.
  • I am confused as one of the dogs is indicated as having a special diet but I thought this was resolved last week.
  • I am annoyed because I am duplicating the work that volunteer did.
  • I am confused as I am not sure if this dog still has this injury or not - staff and volunteer notes are different.
  • I am annoyed as the dog I was going to work with is actually with a volunteer and I wasted time trying to find this dog.

IMPROVEMENTS

  • Allow volunteers to both take and send notes on the app.
  • Allow staff to update dog status in the app, including special diets, physical limitations, and location.
  • Make the notes on the app accessible to both staff and volunteers.
  • Only allow staff to update dog status in the app, including special diets, physical limitations, and location.
  • Allow volunteers to check a dog out and in on the app.

GABRIEL EDWARDS

Review websites.

Go to pet store.

Set up at home.

Run the activity at home.

Cleanup.

TASK LIST

  • Open browser on phone.
  • Search for websites.
  • Open a website.
  • Review the information.
  • Find another website if needed.
  • Get in car.
  • Travel to store.
  • Purchase supplies.
  • Repeat if needed.
  • Select a space.
  • Setup hides.
  • Setup barriers.
  • Retrieve the dog.
  • Let the dog explore.
  • Setup another round.
  • Collect and store supplies.
  • Cleanup any leftover treats.
  • Restore space.
User Three Journey Map Curve

FEELINGS

  • I am annoyed as this is time-consuming - I had to go to four different websites.
  • I am exhausted because I had to go to three different stores to find what was recommended.
  • I am tired from the shopping trip but looking forward to this activity with my dog.
  • This is so much fun! However, fido knocked over a plant while exploring, so this is another mess I will have to clean up.
  • I am happy but tired. I have to move furniture back in and some of the residue from one of the treats is not coming off.

IMPROVEMENTS

  • Provide a simple, mobile-friendly section for consumers on the website with concise information.
  • Provide a starter kit shopping list on the website.
  • Include on the website space recommendations.
  • In the space recommendations, remind dog owners to move certain items out of a space to minimize messes.
  • Provide some tips for cleanup on the website.
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IDEA GENERATION

COMPETITIVE AUDIT

NAME

ORGANIZATION #1

ORGANIZATION #2

ORGANIZATION #3

TYPE

indirect

indirect

direct

LOCATION

online

online

online

AUDIENCE

dog owners, shelters

dog owners

dog owners

APP?

no

no

no

VISUAL DESIGN

good

good

good

NAVIGATION

good

okay

okay

TEXT HEAVY?

yes

yes

yes

ACCESSIBILITY

good

poor

good

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RAPID SKETCHING

case study sketches 8 quick sketches for the future app and website: a volunteer taking notes on a mobile device while a dog searches for treats, handwritten notes crossed out and an arrow pointing to a phone, a phone screen showing a sort option and a list of dogs, a dog in a kennel with a hand holding a mobile phone and a screen indicating a picture, a maze diagram, a tree and a house with the word "or" between them, a phone screen showing options for note-taking, and a phone showing a create account screen with options to select a shelter and indicate whether the user is a volunteer or staff.
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WIREFRAMING

USE FLOW DIAGRAM

case study user flow diagram case study user flow diagram A diagram showing the suggested sequence of steps a user takes to add and send notes: login, view account home page, view dogs page, filter dogs, browse dogs, select dog, view dog details, decide whether to check out or not, view confirmation, view dog details, add notes, decide whether to send notes or not, and confirmation screen.
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STORYBOARD

case study storyboard Six sketches describing an app that allows Leslie and a new volunteer to prepare and conduct a new canine scent session at an animal shelter: Leslie is preparing a new session for today and needs to select the first dog; Leslie opens the app on their phone, logs-in, and filters the dogs by session date; Meanwhile, a new volunteer references the checklist on the same app to prep the space; Back to Leslie who selects and checks out a dog; The dog searches for hides while the second volunteer adds notes in the app; The session is done, notes are submitted, and the dog is checked back in, all on the app.
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SITE MAP - APP

case study site map case study site map A hierarchial diagram of the future app in the following order: Splash Screen; Login / Create Account; User Dashboard; then three branches for Dogs, Training, and Resources. Under the Dogs branch, there are Filter and View Details; within View Details, there are Dog Restrictions, Past Notes, Checkout/in, and add notes. In the Training branch there are sign-up and video options. In the Resources branch, there are session checklist, supplies inventory, and room reservations.
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SITE MAP - WEBSITE

case study site map case study site map A hierarchial diagram of the future website in the following order: Home Page, then three branches called: for Dog Owners, for Shelters, and Contact. Under the For Dog Owners branch, there are about/resources, starter kit/shopping list, find a space, set up hides, and clean-up. Under the For Shelters branch, there are signage templates, start a program, and get the app. Under the Contact branch, there are find your local shelter, contact information, and social media.
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PAPER WIREFRAMES - APP

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PAPER WIREFRAMES - WEB

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LOW-FIDELITY WIREFRAMES - APP

low-fidelity wireframes for the scent work app Shown here are low-fidelity wireframes for the future scent work app. There are 15 wireframes, all with a white background, black text, and dark fill for images and buttons. The wireframes were created from the ideas presented in the previous sketches. The 15 wireframes include a splash screen and a screen for each of the following: login, create account, forgot password, Dashboard, Edit Settings, Available Dogs, Dog Details, Previous Notes, Enter Notes, Training, Resources, Checklist, Request Items, and Inventory.
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LOW-FIDELITY WIREFRAMES - WEBSITE

low-fidelity wireframes for the scent work website Shown here are low-fidelity wireframes for the future scent work website. There are 6 wireframes, all with a white background, black text, and dark fill for images and buttons. The wireframes were created from the ideas presented in the previous sketches. The 6 wireframes include the following: Home page, Navigation Screen, About page, Owners page, Shelters page, and Contact page.
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CREATING & TESTING LO-FI PROTOTYPES

LOW-FIDELITY PROTOTYPE

Image of a Low Fidelity prototype for the Snappy Sniffers App on a smart phone
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USABILITY STUDY OUTLINE

GOALS

  • Determine if the basic prototype is easy to use.
  • Obtain feedback about the app's usefulness for shelter employees and volunteers.

KEY PERFORMANCE INDICATORS

  • Time on task / How long does it take a user to complete a task?
  • Drop off rates / How many users do not complete a task?
  • User error rates / How often do users encounter an obstacle?
  • System Usability Scale / Questionnaire to evaluate user feedback.

PARTICIPANTS

3 shelter employees, 1 using assistive technologies

2 shelter volunteers

PROMPTS

  • Create an account. Describe the steps you take.
  • View the details of a dog, again, describing the steps you take.
  • Check-out the dog you are viewing and add notes for it.
  • Sign-up for a training day and time.
  • For volunteers, request more chicken treats and containers. For staff, increase the supplies of each treat to three and supplies to four.
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AFFINITY DIAGRAM

usability study affinity diagram This image shows an affinity diagram of the observations from the usability study for the Low Fidelity prototype of the future Snappy Sniffers app. Categories include easy, confused, likes, and wants. All users felt it was easy to create an account, view a dog's details, add notes, check-out a dog, and sign up for training. Most users felt it was also easy to add inventory or request supplies. Some users felt it was difficult to find the "add notes" and inventory buttons. Navigation out of the notes screen could also improve. All users reported liking the checkbox options for taking notes and most felt the overall format was good. Some wants reported include: the ability to customize options for the inventory and for the note-taking screens and to add color-coding for dog details, ability to track the effectiveness of the program, and requiring that users include additional details if "vet check" is checked.
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ANALYSIS

KEY PERFORMANCE INDICATORS

  • Time on task / The average time for a task was about 7s.
  • Drop off rates / 0! All participants were able to complete the activities.
  • User error rates / 7% - with the majority of the confusion being finding the "add notes" or inventory buttons.
  • System Usability Scale / Most participants felt that the format was comfortable, the app was easy to navigate, and that it could be useful for their shelter. However, it is clear that the ability to customize is vital.

IMPROVEMENTS MADE IMMEDIATELY

  • Stacked buttons on the "details" screen so that scrolling is not needed to see the "add notes" button.
  • Adding more spacing between sections on the Resources screen and made the section headers a larger size.
  • Added the dashboard button in all sub-screen headers so it is easier to navigate out.
  • Added a note for the "vet check" option for the user to add additional details.
  • Added Admin screens so that options in the app can be easily customized and that user permission (such as for inventory) can be managed.

IMPROVEMENTS TO BE MADE IN THE FINAL DESIGN

  • Color-coding options for dog details.
  • Tracking the effectiveness of the program.
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UPDATED LOW-FIDELITY WIREFRAMES - APP

updated low-fidelity wireframes for the scent work app Shown here are the revised low-fidelity wireframes for the app in response to the usability study results.
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CREATING & TESTING HI-FI PROTOTYPES

DESIGN SYSTEM

The design system for the Snapper Sniffers App and Website The design system for Snappy Sniffers includes Luckiest Guy font family for headings, Nunito Sans font family for general text, specific font sizes for different elements (i.e. headings, buttons, and paragraphs), color specifications (neutral background colors, teal primary color, and coral accent color), styling for buttons, the header and footer formats, and the branding images (i.e. the company logo).
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MOCK-UP: APP

The mock-up for the smart phone version of the Snappy Sniffers app The mockup is both based on the previous Low-Fidelity prototype but also is the foundation for the high-fidelity prototype. It uses the design system shown in the previous image. The primary color used throughout is a white background with a teal primary color and a coral accent for CTA's. All text and image placeholders have been added at this point.
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MOCK-UP: WEBSITE

The mock-up for the smart phone version of the Snappy Sniffers website
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HIGH-FIDELITY PROTOTYPE - APP

Image of the High Fidelity prototype for the Snappy Sniffers app on a smart phone

CONCLUSION

REFLECTION

This project is part of my ongoing volunteer work with animal shelters, specifically in the "nosework" programs. I have had to relocate a lot for work, and one of the challenges has been continuing to help shelter animals. This project grew out of a desire for me to stay connected to shelters I have volunteered with in the past and to be able to more easily reach out to new ones.

LESSONS LEARNED

As my third UX project and website, this one went a lot faster than previous ones since I had templates to work off of by this point. However, I am still learning when to leverage the power of a.i., especially when creating my own images versus letting a.i. do it.

There were multiple times I found myself thinking about what an image should look like and how I should create it, and then I remembered we are at a point in which I can give a.i. a prompt and it can generate it automatically. However, branding imagery, such as logos, I continue to do myself in Affinity Designer.

Lastly, as with my first two projects, had there been a budget, I would have done more thorough user testing and initial interviews or surveying. Instead, I am using the website to promote the app and determine if it is truly something shelters could find useful.

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November 2022 - March 2023

AMAZON STUDIOS | PLAN B ENTERTAINMENT | REUNION PACIFIC ENTERTAINMENT

OUTER RANGE SEASON 2

Mercy Hospital Set

I was one of several set designers on this show. While I also contributed to several other sets, my primary focus was this hospital set.

Summary Location Plans Renderings Elevations Details Conclusion

OVERVIEW

THE CHALLENGE

.

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SPOTTING PLAN

OTHER PLANS

RENDERINGS

ELEVATIONS

DETAILS

CONCLUSION

REFLECTION

LESSONS LEARNED

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