Product and UX Designer
UX Audit, User Research, Usability Testing, Prototyping, UI Design, Interaction Design
Team
2 Engineers, Product Owner, 2 Content Strategists
Date
April 2024 - February 2025
As Cappfinity expanded its talent development offering, internal tools and content had become fragmented, inconsistent, and difficult to maintain. We needed a scalable, unified solution that could improve delivery efficiency, strengthen brand perception across the talent lifecycle, and support long-term growth in this space.
Snapshot of existing disjointed user journey and touchpoints
The Skills Discovery Toolkit emerged as a strong proof of concept for the broader product suite. It was a natural extension of existing business initiatives.
While the business goal was clear, it wasn’t immediately obvious how users would engage with it, or what content would feel useful in practice.
To meet deadlines and manage resource limitations, we had to design the Skills Discovery platform within our existing architecture. This meant working across:
While these constraints allowed faster delivery and reduced technical risk, they created challenges for consistency and integration. As a designer, this shaped my approach:
I was going to have to build personalisation and adaptability into the experience itself rather than using system-driven logic.
It also led to a modular, component-based approach designed to minimise future rework and create patterns that could scale into Cappfinity’s future integrated architecture.
Through internal client team interviews, an audit of a sunsetted development product, and existing user feedback, I identified key themes that guided early design decisions:
Auditing a legacy learning product
How did I use the findings from the discovery phase in the rest of the design process?
Identifying opportunities
I mapped research findings onto risks and opportunities, highlighting where the toolkit could deliver the most value and what pitfalls to avoid.
From emerging patterns to behavioural modes
By clustering emerging user sentiments into behavioural modes, I created a way to align design decisions with real usage patterns without the capacity to build full personas.
Insights from stakeholders and qualitative data were brought together to define distinct modes of user engagement with the toolkit
These modes connected to Goal Orientation Theory, giving psychological grounding to the behaviours we observed.
Together, this process showed us what the toolkit needed to achieve and how it should support different modes of engagement in an MVP.
How I moved from research to the start of solution thinking through the lens of different modes of user enagement
The developed design principles that guided how the toolkit should feel and function. Each principle was mapped to measurable success metrics, ensuring design choices could be held accountable to both user outcomes (e.g. engagement, repeat sessions) and business outcomes (e.g. adoption, renewals).
To bridge between long-term vision and short-term delivery, we used value–effort mapping. This helped us identify opportunities that were high-value but achievable within existing technical constraints.
Using the tension between user value and technical feasibility to narrow focus, leaving us with a set of pilot features, defining our MVP
We now had a clear MVP scope backed by evidence.
Features prioritised for the MVP chosen for technical feasibility, to maximise immediate value and easily scale for the future
Here are examples of how all this work translated into early wireframes and design discussions:
An example of how I used the wireframing decision framework to make design decisions at the lo-mid fidelity wireframing stage for the Missions feature
I repeated this process across screens, seeking out feedback from engineers on feasibility and priorities from the PMs to refine these wireframes until they were in a good enough place to start applying styling.
Goal:
Validating foundational design logic, content and usability before build for efficiency.
Fully functional and interactive prototypes of the branch track scenario videos and the bucket sort component built in Figma
Goal:
Validating improvements from previous phase and evaluate stability of components in live environment
Gathering feedback from live beta testing
To move beyond passive learning experiences like static PDFs, I designed reusable interactive components that encourage active engagement. These tools were designed to support better knowledge retention in a self-directed learning environment.
I designed the toolkit to be fully responsive across devices, ensuring accessibility and ease of use whether users were engaging on desktop, tablet, or mobile. Greater flexibility with how users can interact with toolkit facilitates repeat use by reducing friction.
Rather than one-and-done tasks, Missions allow users to reflect, save, and evolve their inputs over time. This directly solved the problem of users feeling unsure about how to use and reflect on their learnings from previous offerings.
We introduced both light and dark mode options to adapt to user needs and environments. This addressed accessibility and usability concerns. Offering flexible theming also contributed to creating a premium-feeling product experience.
To support continuous UX improvement, I established a structured validation strategy linked to the design principles outlined earlier and the related success metrics.
The approach we took to building the Skills Discovery Toolkit has already started to pay off. We've been able to begin production on the next version of the toolkit significantly faster.
By investing early in reusability and scalability, the toolkit is making product development more efficient and commercially viable.