UX Design

Designing for
people first.

I bridge the gap between people and technology — turning complex systems into intuitive, approachable experiences. These are the projects that shaped how I think about design.

Case studies

BLOC

Community + Learning platform — Lead web developer & UX researcher on a 5-person team

UX Research Web Dev Figma
1
Research
2
Define
3
Design
4
Evaluate
5
Deliver

The problem

Young adults who want to positively impact their communities lack a centralized way to find local resources or stay aware of issues — from food insecurity to policy changes. Over 50% of young people say they rarely connect with others in their community in person, directly reducing civic participation.

Key decisions

As lead web developer, I built the team site and drove UX research: user interviews, affinity diagramming, and two rounds of usability testing. We redesigned the “organize” feature after testing revealed it was too confusing — participants hesitated between action buttons, showing pathways weren’t immediately obvious. We focused subsequent iterations on clearer feedback and progressive disclosure.

What I learned

Heuristic evaluation and usability testing surfaced different but complementary issues — together they gave a fuller picture than either method alone. Designing for civic engagement also taught me that trust is a UX problem: users need to feel confident in information accuracy before they’ll take action.

Outcome: Delivered a high-fidelity clickable Figma prototype with improved navigation feedback, a redesigned organize feature, and a polished onboarding flow — validated across two rounds of user testing.

Integration System

UCI Rocket Project Liquids — Interactive onboarding system for engineering teams

Figma UX Research
1
Discover
2
Define
3
Design
4
Prototype
5
Deliver

The problem

New engineers on the Liquids team struggled to understand the rocket's architecture. Onboarding was slow, documentation was scattered, and institutional knowledge lived in people's heads.

Key decisions

I chose an interactive, visual-first approach over static docs. Each component links to context, specs, and related parts — so engineers can explore non-linearly the way they actually think.

What I learned

Designing for engineers meant respecting precision — every label, hierarchy choice, and flow had to be defensible. The best UX here was invisible: it just worked like the user expected.

Outcome: Reduced onboarding friction for new team members; prototype validated through peer review sessions with the Liquids engineering team.

Sleep Tracker

Cross-platform mobile app — Low-friction sleep & daytime sleepiness logging

Ionic Angular
1
Research
2
Wireframe
3
Build
4
Test
5
Iterate

The problem

Most sleep apps are bloated. Users abandon them because logging feels like a chore. The challenge: make the core loop (log → view → reflect) feel effortless enough to sustain daily use.

Key decisions

I prioritized clear information hierarchy and readable components over feature density. Local storage meant no login wall — users could start immediately and revisit data without friction.

What I learned

Accessibility isn't a bolt-on. Designing for legibility and contrast from the start made the app better for everyone — not just users with visual needs. Simplicity is the hardest constraint to honor.

Outcome: Shipped a functional cross-platform app with persistent local data, smooth logging flow, and a clean UI that scales from phone to tablet.

Kidz Docs

Redesigning Google Docs for ages 12 and under — UX lead on a team project

Figma User Research
1
User research
2
Define scope
3
Lo-fi mockups
4
Hi-fi Figma
5
Present

The problem

Google Docs was built for adults. For children ≤12, the interface is overwhelming — too many options, no visual affordances, and language that assumes prior knowledge of document editing.

Key decisions

As UX lead, I pushed for keeping core functionality intact but wrapping it in age-appropriate affordances — larger tap targets, iconography over text labels, and a progressive toolbar.

What I learned

Designing for children is humbling. They don't read instructions — they explore. That forced me to think about discoverability, forgiveness (easy undo), and delight as core UX pillars, not extras.

Outcome: Delivered a full lo-fi prototype in Figma; led collaborative critique sessions and iterated based on peer usability feedback.

NSBE @ UCI Vice President  ·  SOAR Center Website & Video Coordinator  ·  Basic Needs Center Marketing Assistant  ·  Undergraduate Research @ GLS Lab  ·  Previous UX Designer @ UCI Rocket Project Liquids  ·  MLT Career Prep Fellow