As the Product Designer, I led the design of the Skills Discovery toolkit, built to help organisations drive meaningful employee career development. The product translates key concepts from positive psychology into a simple, intuitive experience that supports long-term employee engagement and delivers measurable client value.

Preview of the Skills Discovery Toolkit project

Overview

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

Key Outcome 01

72% of invited employees signed up to the platform across pilot clients

Key Outcome 02

Users returning for an average of 5 sessions over a four month period

Key Outcome 03

A streamlined, more efficient training process for internal teams.

01 THE CHALLENGE

How might we deliver a scalable product that reduces delivery effort and drives renewals?

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.

02 THE APPROACH

Designing for Now and Next

To meet deadlines and manage resource limitations, we had to design the Skills Discovery platform within our existing architecture. This meant working across:

  • Disconnected CMS platforms
  • Siloed databases
  • No shared user identity system

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.

03 RESEARCH

Research insights

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:

Internal teams needed a more structured and unified approach to content delivery
Users noticed the content duplication/irrelevance caused by internal inefficiencies in delivery
Users want to be able to revisit reflections
Some "power users" were screenshotting their entries to share with others
Existing platform was very content dense with minimal interactivity
Existing platform has poor feedback interactions on responses and user actions

Auditing a legacy learning product

How did I use the findings from the discovery phase in the rest of the design process?

04 SYNTHESIS

Translating insights into design direction

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

05

Building a modular, scalable toolkit

Here are examples of how all this work translated into early wireframes and design discussions:

  • Navigation:
    Started with best practices to reduce decision fatigue, then shifted to a more flexible model to support varying user motivations based on research
  • Missions:
    Designed multiple entry points to support both task-driven users and casual browsers at different stages of engagement.
  • Skills Snapshot Cards
    Originally envisioned as a richer feature, but scoped down into a simple card based using manual input to deliver immediate value within technical constraints.

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.

06

Validating designs with usability testing

Prototype testing: early directional validation

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

Findings
Actions
Users struggled to form a clear mental model of the toolkit
Homepage: clearer value messaging, consistent structure, modular layout.
Navigation was generally intuitive, but lacked reinforcement
Added breadcrumbs, persistent exit points, and improved hierachy
Missions were perceived as one of the highest value areas of the toolkit
Made missions more prominent with upfront value and added guidance
Uncertainty around positioning limited perceived value for non-managers
Update approach to content for certain areas of the toolkit to broaden relevance

Beta testing with live toolkit

Goal:

Validating improvements from previous phase and evaluate stability of components in live environment

Gathering feedback from live beta testing

Findings
Actions
Broken buttons, browser compatibility issues, unreliable interactions
Full interaction QA audit; rebuilt or simplified interactive components
Task instructions and video-based activities still felt unclear
Usage prompts before video content; repositioning task support information on screens
08

Design Showcase

What we delivered

A live MVP with 6 modular, reusable interactive tools

Documentation and recommendations for future integrations

A user experience designed to be revisited and part of the end users career development workflow

A style guide extracted from the learning branch of our design system, establishing a consistent foundation for future iterations

Interactive learning tools

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.

Responsive, Accessible Design

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.

Persistent, Revisitable Missions

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.

Flexible Theming

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.

09

Results

Key Outcome 01

72% of invited employees signed up to the platform across pilot clients

Key Outcome 02

Users returning for an average of 5 sessions over a four month period

Key Outcome 03

A streamlined, more efficient training process for internal teams.

Ongoing validation plan

To support continuous UX improvement, I established a structured validation strategy linked to the design principles outlined earlier and the related success metrics.

Reusable foundations for faster delivery

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.

06

Reflections

Key Learnings

  • Early alignment on both user needs and business goals is critical to designing scalable products.
  • Building modular, reusable systems up front unlocks massive efficiency later.
  • True cross-functional collaboration strengthens product quality and delivery speed.

What I'd Do Differently

  • Taking a component-first approach alongside wireframing would have allowed us to focus conversations on the logic and reuse value of individual components - the building blocks of the toolkit ecosystem
  • Push harder for lightweight external user validation earlier, even with limited resources. As we got closer to launch, we still had open questions around product positioning and commercial strategy

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