This project was completed as part of my UI Design Certificate (CareerFoundry, 2023) — training The Conservation Fund invested in to sharpen my interface design and systems thinking as Creative Director. Designing for developer handoff here — precise specs, UI hierarchy, and design rationale — built the same discipline I later relied on for The Conservation Fund's brand guidelines and implementation standards.
Overview
Objective:
To design the UI for the mobile version of a productivity app and prepare for handover to developers.
Problem Statement:
The founders of a productivity app have asked you to come up with 2 to 3 key functionalities and design the UI for their mobile app.
The founders would like you to define the UI direction that will work for their branding and digital UI. The final UI design should meet the design requirements listed below and your deliverables will need to be ready to hand off to the developers who will implement the designs.
TYPE
Productivity App (iOS)
SKILLS APPLIED
UI, Branding
SOFTWARE
Adobe XD, Illustrator, Photoshop
ROLE
UI Designer
reflection
What I've Learned
Competitive heuristic analysis (Do vs. Todoist) made the UI decisions concrete rather than subjective — I could point to a specific pattern and explain why it worked or didn't.
Designing for developer handoff forced a level of precision — exact hierarchy, spacing, and rationale — that pure visual design doesn't require.
What Would I Do Differently
Define the "create task and share with others" requirements earlier, rather than leaving that scope ambiguous through the wireframe stage.
The task categories in these final screens — Website Redesign, Annual Report, Fall Appeal, Social Animation — aren't arbitrary examples. They're pulled directly from the real creative workload I manage at The Conservation Fund, since this project was completed while I was already leading that work. Designing a productivity tool around my own actual projects made the UI decisions concrete rather than theoretical: I was solving for how I genuinely needed to track and prioritize a high-volume creative program, not a hypothetical one.