Project Showcase

The following projects will be represented at the ConveyUX Project Showcase. The Showcase takes place Thursday, February 11, from 12:00 to 1:45. This is an informal exhibition of project work that you visit at your leisure. The project representatives will be on hand to demonstrate their work and explain their design challenges and solutions. This is a great opportunity for face-to-face discussions about cutting-edge projects.



Transforming How Health Care is Delivered

Blink UX and Providence

Geoff Harrison

The healthcare industry is being transformed, specifically around how healthcare is delivered to meet the needs of patients (consumers) and clinicians. Blink UX partnered with Providence’s Consumer Innovation Team to Define, Design, and Build a new mobile product to serve expectant and new moms. The product has been designed to become a platform from which Providence can deliver healthcare products and services to their patients across a lifetime of care.

What attendees can expect to learn:

  • How to overcome the challenges of creating a product for a large healthcare system.
  • How to use a combination of short and long design iterations and research phases in product development.
  • How to ensure business and user needs are met.
  • How to incorporate third party healthcare systems with limited flexibility.
  • How technology can enable a better care experience.

Geoff is a Partner at Blink UX and Head of UX Services. He has been instrumental in building a full-service user-centered design practice at Blink, uniting the firm’s research expertise with innovative design, prototyping, and development. This work relies on Evidence-driven Design™ strategies to help Blink’s combined teams create more desirable and useful products for our clients. He created a workshop on Evidence-driven Design, recently delivered at UX Week and Convey UX, and has also been a guest lecturer at the University of Washington HCDE program.

Iterate, Validate, and Move Fast

Facebook for Business Website Redesign

Fell Swoop

Yefeng Miao

This project will show how we worked with Facebook to help them better understand their customers and communicate the value of Facebook advertising. We’ll discuss collaborative workshop techniques, our iterative design process and how we used low- and high-fidelity prototypes to gain reactions from our clients and users, all while moving fast.

What attendees can expect to learn:

  • How to use sketching and workshop methodologies to set direction quickly
  • New ways agencies can adjust their process to work iteratively with internal design teams
  • The role usability testing can play in setting a baseline and making adjustments during the design phase

Yefeng Miao is a User Experience designer at Fell Swoop. She provides design solutions that make users happy and help clients realize results. She strongly believes in the value of user-centered design and is passionate about creating enjoyable, usable, meaningful experiences to make people’s lives easier and more delightful. She has helped create digital experiences for both national and international brands including Facebook, T-Mobile, Microsoft, Kohler, PwC, MasterCard, Ritani, REI, Moving Comfort and more.

Prototyping Mobile App Concepts to Inspire Customers to Shop


Sarah Kepa

With acquisition becoming an expensive option via regular channels (i.e. Google), we were interested in finding ways to get customers interested in traveling earlier in the process. Seperately, we had conducted qualitative research that suggested users are thinking about travel more than we might think – people tend to always have their next trip in mind. currently doesn’t offer a way to help users unless they give us an idea of where they are thinking. Could we build something that could change that? My team went out in the wild and looked for existing product architectures around live data & personal relevance. We spent 4 monthstesting over 6 different prototypes in our in-house usability lab using electromyography software to track customer delight. Each set of lab results influenced our iterations and ultimately we were able to prove that there’s delight to be found in the travel planning process.

What attendees can learn:

  • How to take a blue sky ask and turn it into a working prototype that can be put in front of customers
  • How to iterate and test designs rapidly, including what designs decisions are important at early stages vs. later stages
  • Lessons learned from using electromyography (EMG) in a usability lab

Sarah is a user experience enthusiast with a passion for making people¹s lives better and learning as much as she can along the way. Outside of UX, she tries to be outside as much as possible: hiking, snowboarding, exercising, and finding as many dog-friendly spaces as possible for her two goldendoodles are her usual go-tos. She enjoy keeping life chaotic and she is always looking for her next big adventure.

Nordstrom TextStyle: The Influence of Enterprise UX


Michael Leccisi

In May 2015, Nordstrom launched TextStyle at all of its 116 U.S. Nordstrom stores. TextStyle is a seamless, secure way for customers to make curated purchases from their salesperson or personal stylist using text messaging. With the launch of TextStyle, Nordstrom became the only retail company in the U.S. that offers customers the ability to shop and buy with a text message. TextStyle leverages the Nordstrom NEXT texting service, which launched in 2014 as an opt-in, secure, one-to-one service that lets Nordstrom customers who prefer texting to communicate with their salesperson using their smartphone. During the course of this project showcase, we retrace the steps of how engagement with the UX team helped to shape the final product.

What attendees can expect to learn:

  • Learn how a full-fledged UX engagement with a development team has progressed from initial concept to customer-focused product development
  • How to approach a unique space that combines the convenience of online shopping with the customer orientation of a high-end retail experience
  • Lessons learned in gathering UX needs from both customers and retail employees
  • Identifying and overcoming usability obstacles as a team to guide product development

Michael Leccisi is a senior user experience researcher who joined the Nordstrom UX research team in 2015. He has experience with consumer software, telecommunications, medical devices, server software, and e-commerce. At Nordstrom he focuses on improving the user experience of mobile applications.

Virtual Reality Demo with HTC Vive


Ricardo Parker

Virtual Reality is the future. It’s the next computing platform to develop for. Virtual Reality is already revolutionizing several industries such as architecture, construction, and gaming. During this Showcase presentation, Ricardo Parker of Chronos will be demonstrating the latest prototype for the HTC Vive system for virtual reality. You’ll have a chance to try on the headgear and take a trip to the “Holodeck”.

The HTC Vive is the most sophisticated equipment for Virtual Reality that provides the ultimate VR experience. It is being developed by a partnership between HTC and Valve Corporation. The HTC Vive is scheduled to go on sale to consumers in April 2016. The HTC Vive is the only VR headset that provides for room-scale VR.

The setting for the HTC Vive requires a high-specs computer that can render the graphics that you see in the experience at a high-frame rate. The VR hardware consists of the Head-Mounted Display, the special VR controllers and 2 base stations that are used for tracking the headset and the controllers. A 15” x 15” space is recommended for an optimal experience, but not required.

Ricardo Parker is the founder of Chronos VR – a virtual reality company based in Seattle, WA. We develop content for Virtual Reality and have the first VR Development School in the world. We promote VR to the public by doing monthly VR events.

Arguing about Design

How UX professionals advocate for design decisions and users

U. of Washington Tacoma

Emma Rose

As UX practitioners, we make hundreds of decisions about design during the development of a product. Many design decisions are seamlessly incorporated into the design, while others are contested and negotiated by various stakeholders, including designers, developers, researchers and managers. In this research project, we are investigating how UX practitioners engage in negotiations about design, what strategies they use and how successful are these attempts. Based on a series of interviews with UX professionals working in a variety of organizations, we present the emerging results of this research as a taxonomy of persuasive strategies.

What attendees can expect to learn:

  • What strategies UX professionals use to persuade and advocate for design decisions
  • How persuasive strategies vary based on organizational context and UX maturity
  • How their own ways of advocating for design are similar or different from others in the field

Emma J. Rose is an Assistant Professor at the University of Washington Tacoma with a PhD in Human Centered Design and Engineering. She researches the practice of user experience and how people use expertise to overcome constraints. Emma worked in UX for over a decade helping organizations bring user-centered design into their development processes. Find her on Twitter @emmarosephd.

Rhapsody Content Strategy


Misty Weaver

This project shows how the content strategy process works from research to implementation in a real-world setting. Rhapsody Music commissioned a content strategy refresh to serve up more targeted content, engage new audiences, and gain search engine visibility. This strategy required bridging Marketing, UX, and Editorial teams by providing tools and guides to facilitate conversation and collaboration. Beyond refreshing the teams’ excitement about content, the strategy also needed to act as a repeatable model for future processes.

These goals were achieved through audience research, refreshed content-specific personas, and editorial guides. The real silo crossing came from visual aids like content maps, user journeys, and workflows adapted to model both audience needs and business context. This showcase will share how UX deliverables can be adapted for content strategy projects and show the bridges between disciplines.

Misty specializes in leading teams through research, creation, implementation and promotion of content marketing campaigns through strategy, process, and performance evaluation. Teaching Content Strategy at the University of Washington’s Information School as well as leading Seattle events in IA, UX, and Content Strategy, she is an avid community volunteer and educator.

Writing the User Interface

Salesforce Files in the new Lightning Experience


Lori Sanders

At Salesforce, the technical writers don’t just write the product documentation. We also write the
user interface. UI text is the first verbal point of contact with the user. The words we choose
have the power to optimize the user’s experience with Salesforce or to alienate the user.

Salesforce Files in the new Lightning Experience is an area that has benefited from strategic
collaboration between UX and writers. We faced challenges such as determining what
messaging and experience to provide in the new file previewer for special cases such as
previews that will take some time to process, or files that can’t be previewed. We used friendly,
informative messages with clear calls to action to put users at ease.

A redesigned flow for uploading a new version of a file made it challenging to write button and
field labels that would convey what’s going on. Storyboarding and dialog between UX, writers,
and developers led to a better experience.

We also dealt with the need to balance minimalism with providing timely information. Space
limitations on mobile and in some column-­based layouts on desktop meant that every word
must count. Infobubbles and tooltips provided a way to convey more information for settings and
fields that were not so clear on their own.

This kind of synergy could not have happened without designers and writers working together.
Words affect design affects words. Here’s what attendees can learn in this showcase:

  • How UX designers and technical writers collaborated on features in Salesforce Files in
    Lightning Experience
  • How writing challenges can help uncover design issues, and how to work through them
  • What UI text can do to enhance a design and make it easier to use

Lori Sanders is a technical writer at Salesforce in San Francisco. She writes the user interface
text and documentation for Salesforce Files. Writing for tech seems to be her thing. Before
joining Salesforce in 2014, Lori wrote technically for Autodesk, ServiceSource, Fireman’s Fund,
and lots of startups. A native of the Bay Area, California, she lives in Marin County with her two
kids. She could rant about the importance of a well written interface all day long!

“A little goat builds the world”

An interactive children story for tablets

Jan Matejko, Academy of Fine Arts in Krakow, Poland

Kamil Kamysz

There are several projects dedicated for children which allow to practice important literacy skills, such as language development, story comprehension, sense of the structure, collaborating in storytelling by playing and experimenting. These activities are crucial to a child’s development.

During middle childhood, what seems to be the most important is a process of development involving increasingly creative use of playing to develop plots and episodes, the transition from individual to group play, the growing importance of language in plot development and strengthening of links between play and social life.

It’s important that a child interacts with a book, not just by passively following a story but by participating in its creation upon every encounter. Graphic design might facilitate linguistic and social development of a child, at the same time stimulating creativity and abstract thinking, as well as supporting the development of fine motor skills, which are all necessary to self-sufficiency.

The project involves the following aspects: educational, emotional and ergonomic as well as more detailed objectives:

  • using gestures to facilitate a child’s development (the development of brain hemi-spheres, eye-hand coordination, developing abstract thinking)
  • the opportunity of constructing a variety of stories – a child builds a story by himself or herself, deciding on the plot development,
  • the use of randomization and surprise element where the book becomes a new story, explored by the child at every encounter, but within the preprogrammed framework (beginning–development–ending).

The presentation will aim to explain how open structure designs, based on randomized elements allow to expand the genre with educational books aiming to help develop the young reader’s eye to hand coordination and make more engaging stories based on new content.

Kamil is a graphic designer and assistant professor at the Academy of Fine Arts in Krakow, Poland. He also studied in Kunsthochschule Berlin-Weissensee in Berlin. Scholarship holder of the Ministry of Culture and National Heritage in 2009. Main Awards of the Children University for the Lecturer of the Year 2010. The awarded workshop “Gramuzyka! Co w duszy gra?” was run as a joint project of the Children University and The Faculty of Industrial Design of the Academy of Fine Arts in Cracow. 1st award in the biennale of students’ graphic design AGRAFA 2007 in the “Publications” category for the design of a book based on a story by Daniil Charms. 

Student Poster Presentation – Seaker

U. of Washington

Rashmi Sharma

As part of the User Centered Design course offered at the University of Washington (HCDE Dept.), my team and I chose to design a mobile application that helps our users connect with known and unknown people who share similar interests as theirs. Our objective was to address an existing design problem and create a solution for it, going through the entire user centered design cycle – in 3 months. At the onset, we started with at least 40-50 ideas which we brainstormed about. We finally chose to create Seaker because we believed that such an application could be useful for people of multiple backgrounds. In fact, we as a team could relate to the standing design question as well. We’ve all heard people say something like “Oh, none of my friends do that” and they don’t get to do this activity very much, though it’s obvious that they’re interested. This drove us to conceptualize the idea of a mobile application.
The fact that it can be usable by anyone, posed the issue of scoping our audience. Eventually, we narrowed it down to designing an application just for iOS phone users in Seattle.

Each member contributed towards every aspect of the UCD process and at the same time took the responsibility of one specific phase too. Our product research process was three-fold, where we used competitive market analysis, surveys (~30) and personal interviews (~5) methods to gain a better understanding of our design problem and users at large. A triangulation of these results gave us some very useful insights, that determined some of the product’s key design features. After sketching multiple versions of the app screens, we created the low-fi and interactive high-fi prototypes using Adobe Illustrator and UXPin. To name a few, we used UCD techniques like affinity diagramming, interactive prototyping and storytelling through user flows and personas to fully encompass user needs with the final design. We also performed remote usability tests using UXPin.

I am a graduate student at the Information School of the University of Washington. I am majoring in Information Management and specializing in User Experience Design and Research. My passion to interact with people from different communities and backgrounds drew me towards the field of User Experience. I am always fascinated to observe and discover how diversity in culture, philosophy and language leaves a strong impact on a person’s method of communicating with technology. With my experience, skills and interests, I hope to create meaningful interactions that positively affect user experience. With this philosophy in mind, I am currently working on a project to create a fun game/ tutorial that educates children about the effects of climate change. In my spare time, I enjoy travelling and watching old movies. I invite you to take a look at my online portfolio and get in touch with me at

Student Poster Presentation – Going Home

U. of Washington

Emmerline Wu

The urbanization of China offers a unique opportunity for emotion-focused user experience and positive social intervention. In China, there are 168 million internal migrant workers who have left their rural hometown to work in the cities. More than 10 million children were left behind and do not have a chance to see their parents–not even once a year. The shift of this social pattern has created challenges and adverse effects on the traditional nuclear Chinese family since the 1990s. Being separated by distance can create major obstacles to building strong, resilient families because of the limitations on the amount of time the family spends together. Research from Sun Yat-Sen University showed that 58.5% of the migrant workers suffered from depression and 4.6% had considered the idea of suicide. Therefore, we aimed to design a solution that will help relieve the pain and pressure on these family members who live a distance away from each other.

A number of interviews were conducted with students from China who were separated from their families. We learned about the norms of emotional expression between Chinese children and their parents and that Chinese have difficulty expressing their emotions in front of people, even their close friends. This information is consistent with Hofstede’s cultural dimensions theory and our academic research. Using the information and insights we gathered from our interviews and research, we developed our own cultural model for approaching Chinese culture and Chinese forms of emotional expression respectfully and designed “回家 Going Home,” a video booth that allows parents in the city to record messages for their children or partners in the countryside.

Why not use video chat? We learned that privacy and space are key elements that allow our users to become more expressive of their feelings and emotions, without making them uncomfortable.
Chinese people are no strangers to smartphones. However not everyone can afford the pricy data subscription, especially for a newcomer who is just trying to make a living in a costly and competitive city. Besides, there is low smartphone penetration in rural areas. We therefore believe that our machine will be a better choice for these people, a choice that allows them to communicate with their loved one at a reasonable price with privacy and in a space that suits their needs.

I am a user experience researcher with a passion to understand users through empathy and across cultures. I come from a multicultural background with a degree in Psychology and Sociology. With my work experience in international trade and customer service, I am able to turn research questions into business deliverables. Currently a MS student at University of Washington’s HCDE Program, my research interest focuses on how culture affects user experience and collaboration. My most recent project is to research and design solutions for the hard of hearing students in hearing classrooms.

Student Poster Presentation – Foodpic

U. of Washington

Amy Wang

FoodPic was designed to be a low-burden food journaling app. I worked with a team of 4 on this project and my responsibilities consisted of being the project manager and user experience designer.

In this day and age in which there is more information about nutrition, more attention is being paid to how people’s diets affect their health and well-being. Because of this food journaling both on paper and in applications has become a popular tool for those who want to have more control over what they’re eating. However, many popular food journaling applications and methods these days focus too much on the exact numeric details, especially calories, which makes this a tedious process for people to track what they eat.

Through user research (three contextual inquiries with people who were familiar with food journaling), ideation (created paper sketches and storyboards), paper prototypes, design evaluation (heuristic evaluations and usability tests), and high-fidelity prototypes, we gathered insightful information to formulate a proposed solution.

With user feedback in mind, we designed a mobile application that focuses on helping people learn about their overall eating habits rather than emphasizing exact numbers. The application makes use of a photo-based input method via the phone camera which is simpler for the user. With each picture the application creates pre-selected tags based on food groups and ingredients, which the user can then add or delete. Through the accumulation of tags and other input details, users can see visualizations of their food habits and also obtain new information about nutrition information.

I am a graduating senior at the University of Washington studying Human Centered Design & Engineering (HCDE) with a concentration in HCI. I have UX design experience at UW’s Marketing and Communications, Cisco, and Liberty Mutual. This is my second year as President of the UW Society of Women Engineers, an organization focused around professional development, networking, and community outreach. I have increased our membership base by 1300% and currently lead over 420 active members. My hobbies include traveling, adventuring, and photography. Feel free to explore my UX portfolio at and connect with me at