2 case studies · full process

UX research & design work

I run the messy front half of the design process — the part where you don't yet know what the problem is. Generative research, synthesis, and framing, then carrying insights forward into concepts a team can actually build.

01 / TABLE — Volunteer experience 02 / EchoCare — Digital health concept
// CASE STUDY 01

A Seat at TABLE

A semester-long human-centered design engagement with TABLE, an Orange County nonprofit that feeds food-insecure kids. We were asked to grow family volunteering — and found that the real constraint wasn't willingness at all.

Case study conducted in partnership with TABLE, a 501(c)(3) nonprofit in Orange County, NC
ROLE
UX researcher & design team member (team of 5)
DURATION
One semester, full HCD cycle
METHODS
Listening sessions, card sorting, empathy mapping, brainstorming, mash-ups, 2×2 prioritization, storyboarding
PARTICIPANTS
17 across 4 sessions — parents, grandparents, a 4-year-old, and TABLE staff
OUTCOME
Three validated concepts presented to TABLE leadership with an assumption-testing plan
// THE BRIEF WE WERE GIVEN

"How might we create more opportunities for parents to volunteer alongside their children to advance TABLE's mission while fostering a culture of volunteerism and social justice?"

After discovery, we reframed it: How might we expand and reimagine parent-child volunteering at TABLE in ways that are flexible, engaging, and build community — given real constraints with scheduling and communication? The shift matters. The original brief assumed we needed to motivate people. Research showed motivation was never the bottleneck.

PHASE 01 — INSPIRATION

Listening before assuming

We ran two listening sessions with deliberately different participant profiles, because "parents who volunteer" is not one user group. Session one drew long-tenured families with teenagers who mostly do food delivery. Session two drew newer families with young children who mostly do kid shifts. Those two groups turned out to have almost inverse pain points.

Inspiration session summary showing methods used and participant profiles across two sessions
Inspiration phase: methods and participant segmentation. Sampling for variation across tenure and child age is what made the contrast between groups visible.
PHASE 02 — SYNTHESIS

Empathy mapping across extremes and mainstream

We mapped everything onto a Think & Feel / See / Hear / Say & Do / Pain / Gain grid, colour-coding by whether a data point came from an extreme user or the mainstream. Extremes are where the design opportunities hide — the person who's been volunteering for ten years and the person who just started see completely different systems.

Empathy map with sticky notes organized into Think and Feel, See, Hear, Say and Do, Pain, and Gain quadrants
Full empathy map. Dark green notes mark extreme-user data; light green marks mainstream. The Pain quadrant is almost entirely logistical — scheduling, communication, cancellations — while Gain is almost entirely relational.

That asymmetry was the finding. Parents weren't unmotivated; they were structurally blocked. Every stated desire ("teach my kids about privilege," "connect with other volunteers," "see local impact") collided with the same wall: shifts book months out, communication is one-way, and there's no way to reach the waitlist when someone cancels last-minute.

PHASE 03 — INSIGHT STATEMENTS

From data to tension to insight

We built each insight through a four-column chain — data → theme → tension/motivation → insight statement — so that every claim traced back to something a participant actually said. This is the part I carry over directly from qualitative research: an insight isn't a good line, it's a defensible one.

// LACK OF SHIFT AVAILABILITY

Parents of young children want to build volunteering into their routine, but limited shift availability and no real-time communication make opportunities feel scarce and hard to access.

// OPPORTUNITY FOR CHILD EDUCATION

Parents see TABLE as a way to teach kids about privilege and giving back without saviorism — but scheduling conflicts make consistency nearly impossible.

// DESIRE FOR LOCAL IMPACT

Families are motivated by seeing impact in their own community — "the children my children sit next to in class" — but limited participation cuts them off from feeling it.

// FOSTER COMMUNITY BUILDING

Parents want to connect with other volunteers, but weekly turnover in who shows up means those relationships never compound.

Insight statement tables showing data, theme, tension, and resulting insight statement
The audit trail behind two of the four insights. Every insight statement is reconstructable from the raw data column.
PHASE 04 — IDEATION

Generating wide, then cutting hard

We brought participants back for co-ideation rather than ideating at them. Warm-up divergent thinking first ("how many uses for a water bottle?"), then rapid sketching, then a mash-up exercise — TABLE kid's shift × Little League tournament — to force unfamiliar combinations. Bundling turned scattered ideas into coherent concepts.

Ideation methods summary with warm-up, brainstorming, mash-up, and bundling
Ideation methods and session composition.
2x2 value versus effort prioritization matrix covered in sticky notes
Value × effort matrix. Value = alignment with the HMW and our insights; effort = TABLE's real time, money, and space cost.

Prioritizing on TABLE's effort rather than ours was a deliberate constraint. A concept that requires a nonprofit to hire staff is not a concept, it's a wish.

PHASE 05 — CONCEPTS

Three concepts, one recommendation

Home Shopping & Bagging

Families get a shopping list, assemble food or birthday kits at home on their own schedule, and donate them to TABLE. No fixed shift required.

High value · Low effort

Hot Food Prep at TABLE

Volunteer families cook nutritious meals on-site with food safety guidance, adding nutrition education for both volunteers and recipients.

High value · Very high effort

TABLE Birthday Parties ★

Birthday parties hosted at TABLE where guests pack food kits, families redirect gifts as donations, and teen volunteers run activities as staff.

Very high value · Moderate effort — RECOMMENDED

Each concept was written as a full value proposition across both user groups — for host families and for teen volunteers, separately — and stress-tested against ten desirability, feasibility, and viability assumptions. We then had participants dot-vote their top three riskiest assumptions, which is what a pilot should actually test first.

Six-panel storyboard showing a family finding TABLE, hosting a birthday party, and sharing it
Storyboard for the recommended concept, walking from the parent's original problem through discovery, the party itself, impact, and word-of-mouth adoption.

// WHAT I'D DO DIFFERENTLY

We never spoke to the people we were designing around — TABLE's recipient families. Two of three concepts touch them directly (hot meal prep, kit contents), and we built those on assumptions rather than evidence. In a longer engagement that's the first gap I'd close.

I'd also push harder on testing before recommending. We ended with a prioritized assumption list, which is honest, but a single low-cost prototype party would have converted our top-voted assumption from a guess into a finding.

// CASE STUDY 02

EchoCare

A one-week rapid prototyping exercise: identify a public health problem, propose an AI-powered solution, and build a functional prototype. The result is a harm reduction companion app for people who use drugs — and an honest case study about the limits of designing without your users.

ROLE
Sole designer & researcher
DURATION
One week — graduate hackathon, HBEH 690
METHODS
Secondary research, concept design, interface prototyping, equity & risk analysis
TOOLS
Canva, ChatGPT and DALL·E for early ideation
STATUS
Design concept — not user-tested
THE PROBLEM

Resources exist. Reaching them is the problem.

People who use drugs face stigma, criminalization, and fragmented access to the services that keep them alive — sterile syringes, naloxone, medication for opioid use disorder. The resources aren't uniformly absent; they're unevenly distributed, hard to navigate, and often gated behind institutions people have good reason to distrust. That's a discovery and access problem as much as a supply problem.

This is the domain I've spent years in — reentry health, harm reduction, rural opioid systems — so the problem framing draws on real subject expertise rather than a weekend of desk research.

THE CONCEPT

Four entry points, one low-barrier surface

EchoCare's home screen offers exactly four choices, because a person in crisis should not have to navigate an information architecture. Each maps to a distinct need surfaced in the literature.

EchoCare app home screen showing four options: Chat with Echo, Harm Reduction Tips, Find Resources, Safe-Use Mode
Home screen and value proposition. Four options, no account required, no sign-in wall.
INTERFACE DECISIONS

Designing the tone, not just the screens

The hardest design problem here wasn't layout — it was voice. In a stigmatized domain, the difference between a person engaging and closing the app is whether the first response reads as clinical judgment or as care. I scripted the chat flows explicitly, treating conversational copy as the primary interface.

Three EchoCare chat screens showing conversations about finding resources, planning to use safely, and feeling ashamed
Scripted conversation flows across three scenarios. Note the third: a shame disclosure is met with validation and an offer to connect to a human peer navigator — never a lecture, never a redirect to treatment.
Safe-Use Mode screen showing monitoring in progress with a stop button
Safe-Use Mode. A persistent, visible STOP control matters — a monitoring feature you can't turn off is surveillance, not safety.
Resource Finder screen with ZIP code entry and nearby service listings
Resource Finder. ZIP entry as an alternative to geolocation, because requiring location access is a trust barrier for this population.
EQUITY & RISK

Who this excludes, and what could go wrong

I wrote an explicit exclusion and risk analysis into the proposal rather than treating it as a footnote:

// THE HONEST LIMITATION

EchoCare is a design concept grounded in secondary research and domain expertise. It has not been user-tested. I've spent several years studying substance use disorders, opioid use disorder, and health equity in the context of incarceration and reentry — so the problem space is well known to me.

But the people most affected by it have not yet had a voice in this design. I'm including that here rather than quietly omitting it, because a harm reduction tool designed without people who use drugs in the room is exactly the failure mode my academic work documents.

View the live prototype ↗

// WHAT COMES NEXT

The proposal specifies a two-region pilot — one urban, one rural — to test usability, referral accuracy, and, most importantly, trust. Trust is the actual dependent variable here; an app that's technically accurate but reads as surveillance will not be used.

If I picked this up again, the first move wouldn't be more screens. It would be participatory sessions with people who use drugs and peer navigators, testing whether Echo's voice lands as care or as condescension.