COMPANY

Google Education

ROLE

UX Designer

SERVICES

UX/UI Design / Interaction Design / User Research / Wireframing /
User Testing

I spent Summer 2022 leading & executing a design project on the Google Education team, exploring ways to creatively incorporate video experiences into the Google Classroom product. I’m not allowed to tell you exactly what I worked on, so I’m going to tell you about my design process instead. Please reach out to me if you want more ambiguous detailsabout this case study.

I collaborated with…

UX Researchers
UX Designers
Product Managers
Developers
& Students (users)

…to develop, prioritize & refine ideas.

Here’s what I did in 13 weeks:

BUILD UNDERSTANDING

I played around in the Classroom platform as an educator & a student, set up 1:1s with my extended team to understand their goals, and perused through infinite Google resources to better understand the product, project & resources I could leverage.

PROTOTYPE

Lots of Figma fun. Used Material Design patterns & components. Built new components. Tried out new Figma plugins for accessibility, layout, etc.

CONDUCT RESEARCH

Primary. Collaborated with UX Researchers to develop a research plan & ran a co-design session with middle and high school students to understand how they learn.

Secondary. Assessed the product landscape. Read reports on education, online & mobile learning, student behaviours, teaching challenges, etc.

SYNTHESIZE & IDEATE

Created journey maps & identified key opportunity areas. Brainstormed a lot of wacky, interesting, boring, and realistic ideas. Planned and ran a prioritization workshop with my team (UX researchers, designers, product manager, developers, etc.) to shortlist ideas to prototype.

TESTING

Design Crits. Got incredible feedback from designers on my team + adjacent teams across different offices.

User testing. Collaborated with researchers to develop a testing plan. Ran individual + group sessions to test concepts, variants of concepts, etc.

EvaluatE & ITERATE

Prioritized the most desirable concepts, identified and addressed usability issues, and developed concepts to a higher fidelity while considering microinteractions.

Final designs & insights were presented in a report to the team. (They got me cake, so I think they approved of it.)

IMPACT

The final report was used to inform the product’s 3-5 year vision & product roadmap.

SKILLS DEVELOPED

A-Zs of planning a research study

Bug bashing

Material 2 & 3

Thinking more about accessibility, responsive design & edge cases

INSIGHTS

Not everything needs to be replaced by technology (be user-driven, not purely technology-driven)

Presenting less information can be more informative

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Intellect