Key Competencies

Team Leadership & Mentorship

Cross-Functional Stakeholder Alignment

Process Building & Service Design

Building The Team

0 to 40% — Building UX at Orbis Operations
Orbis Operations · Building UX from Zero

From 0 to 40% of company revenue

Sixteen months from joining as the company's first UX hire to a redesigned product driving 40% of revenue — built by establishing UX infrastructure first, then using it to move faster.

0%
Aug 2024 · No UX Dept, No Design System
40%
Dec 2025 · Of Company Revenue
August 2024 — Joining Orbis Operations
Joined Orbis Operations as its first UX hire and began establishing the UX Department from the ground up. Partnered with engineering to productize bespoke code that had originally been built as a one-off client contract.
September – December 2024 — Foundational Research & a Turning Point
Conducted the foundational research needed to productize the code — personas, usability testing, and more — and collaborated with a web developer who transitioned into a UX Designer role to translate findings into design work. But a problem emerged: designs weren't making it into the shipped product as expected. This led to a key realization — the team needed real UX infrastructure, not just design recommendations, to make research actually stick.
January – March 2025 — Building the Infrastructure
Advocated for a design system to close the gap in development handoff and won approval to build one, bringing on a second UX Designer to support the effort. With the system in place, earlier research recommendations began showing up in the live product for the first time. Also partnered with Engineering to develop a bespoke product management system supporting the team's growing workflow.
◆ Sales began using product improvements as talking points
March – August 2025 — Redesigning the Core Product
Led a full redesign of the core product, training a second researcher to help scale the work. Research and Design collaborated closely to shape the new product around real user needs, using the new design system to move quickly from concept to high-fidelity mockups. Partnered with the core product team to establish formal design-to-dev handoff standards.
September – November 2025 — Delivery & Rollout
Delivered the redesign and a phased rollout plan; the redesigned product was built out and beta tested, with early previews shared with customers. Extended the design system and handoff standards to other product teams, creating consistency across the growing product portfolio.
◆ Sales team closed additional deals off the redesign
December 2025 — 40% of Revenue
The business reached 40% of its revenue coming from products — a direct result of the UX infrastructure, design system, and redesigned core product built over the previous sixteen months.

Day to Day

What does a high-functioning UX team actually look like day to day?

Overview

• Built and led a UX team offering end-to-end research, design, and strategy services

• Designed a repeatable team rhythm that balanced execution with exploration

• Served as the connective tissue between UX, leadership, and the broader organization

How We Were Structured

When I built this team, I wasn’t just hiring for skills — I was designing a function. Every role had a clear lane, and every person had a counterpart they could hand work to without losing momentum. I operated as the “point person” model: one owner per workstream, so nothing fell into the gap between Research and Design, or between Design and Engineering.

We ran on a Shape Up-influenced PM system, which gave us the structure to take on 2-3 projects per cycle (WCs 3-8) without overextending. Work was scoped into manageable chunks, and we built in cooldown periods — Weeks 1-2 of each cycle — to reflect, reset, and explore ideas before the next push.

Our team was comprised on 4 people, including myself:

  • 2 Product Designers

  • 1 User Researcher

  • 1 Researcher/Leader

Working Rhythm

The team ran on a weekly check in meeting and a design review that kept work visible and feedback consistent. Check in meeting was the opportunity for the point person for each project to discuss progress, ask for help or collaboration, and support each other through awareness of the tasks for the week. Design review wasn’t a status meeting — it was a working session where we pressure-tested ideas, caught misalignment early, and made sure design decisions were grounded in what we knew about users.

Planning: Weeks 1-2

Planning weeks were intentional. The first one or two weeks of each cycle were dedicated to intake and leadership alignment — making sure we understood priorities before we started executing, not after. During this time, the rest of the team focused on important work that often fell to the wayside, such as:

  • Updating the design system

  • Exploring a new design idea

  • Researching a topic

  • Testing a tool

  • Maintaining the research recruitment pool

  • Checking in with colleagues

  • QA evaluation

Work Sprint: Weeks 3-8

Planning ensured that we had achievable goals for the next phase: the work sprint. We set up this system because it aligned with goals shared by the Product Engineering and UX Teams: providing adequate time for 2-3 major projects, allowing individual contributors the flexibility to manage their time as they see fit, and allowing the adequate space for big ideas to be explored and executed. Delivery deadlines were mid and end of work cycle, always with communication with product managers and other stakeholders to update on progress and clarify expectations throughout the process.

This structure translated into a researcher running two major exploratory projects per cycle and supporting the designer’s usability testing projects. For designers, they executed on two features, but the design process included running their own usability testing. The designers on my team were building their research skills, so they often relied on the researchers to help them refine, sharpen, and analyze their research. Designers running usability testing had an unexpected benefit - designers knew their data so well, they often immediately had ideas for improvement and iteration, resulting in faster high fidelity design turnaround.

I strongly believe that creativity needs time, so giving space for flexibility is important for high quality design and research work. Often when stuck on a problem, putting the problem aside and allowing it to marinate is the fastest way to arrive at the right solution, as well as giving the team the chance to collaborate, brainstorm, and workshop solutions. This approach worked very well for our team, who had a 95% success rate at delivering designs and research results by agreed upon deadlines.

What We Offered

The team provided a full suite of UX services, which I scoped and staffed based on project needs:

Customer & Client Empathy Workshops — bringing stakeholders closer to user perspectives

Prototyping — site maps, user flows, and translating research into testable concepts

Product Planning — high fidelity mock ups of the next phases of a product

Design Research — grounding product decisions in user behavior, usually as unmoderated usability testing

Exploratory Research — getting ahead of the roadmap to understand emerging needs

Metric Development — defining how we’d know if something was working

Market Research — supporting the operations & business development teams in understanding markets, pricing, and client needs

This range meant we could support a project at any stage, from early discovery through post-launch evaluation.

Staying Connected to the Organization

UX doesn’t work if it operates in a silo. I built communication structures that extended beyond our immediate team — regular touchpoints with stakeholders, clear documentation of decisions and findings, and an AI tooling practice we tested and iterated on together to stay efficient and current. The “point person” model helped here too. Stakeholders always knew who to go to, and our team always knew who owned the relationship.