UX/UI Designer
Figma
PM, 3 Developers, UX/UI Designer
Duration
October 2024 - Current
Role
Product Designer - UX Research, Wireframes, Prototypes, Visuals, Illustration
Diagnosing & Staging
Clinicians needed to communicate complex diagnostic information to patients during high-stakes conversations. I designed an interface that made dense medical information visual and understandable, helping clinicians explain a diagnosis clearly at the point of care.
Information visualization, progressive disclosure, designing for clarity under emotional/high-stakes conditions.
Treatment Planning
Building a treatment plan was taking clinicians 8–10 minutes — a major friction point in their workflow. I redesigned the flow to reduce steps and cognitive load so plans could be built faster, in front of the patient.
Task-flow optimization, reducing friction in a multi-step expert workflow, streamlining a complex process.
Overall Approach
Across the product, I helped modernize a dated early-2000s interface into a cleaner, modern system. Working within the direction set by the product manager, I had room to explore solutions and propose ideas, iterating on each screen through ongoing feedback.
Takeaway
Coded prototypes would have changed how I communicated these designs
Both screens were highly interactive — the diagnostic model and the treatment-planning flow relied on interactions that were hard to convey in a static or simplified prototype. Figma struggled with the complexity, so we had to pare the prototype down and lose fidelity.
This was the project where I most clearly saw the value of coded prototypes: demonstrating real interaction behavior would have communicated design intent far better to stakeholders and engineering, and surfaced interaction issues earlier. It's a big part of why I've since been building a coded prototype on my own product work.
Learning when to push an idea and when to defer
I tend to explore widely and propose ideas beyond the original direction. Working closely with the product manager taught me to read which of those explorations were worth advocating for and which to let go — when an out-of-scope idea genuinely improved the experience versus when it pulled away from what the project needed. Getting that judgment right is something I've grown a lot on, and it's made my collaboration sharper.