CAPTRS

Contract UX Designer for CAPTRS. Partnered with domestic and global team members for serious game projects. Responsibilities include researching, analyzing, and creating mocks for their various websites, applications, and game platforms.
Project
Web Design & Analog Games
role(s)
UX Designer
 / 
User Researcher
 / 
Graphic Designer
Client
CAPTRS
Timeline
May 2025 - Present
Play Now on itch.io
Project Overview

After graduating in May 2025, I joined CAPTRS as a contract UX Designer, supporting a mix of digital and analog projects. CAPTRS creates game-based simulations to help organizations navigate real-world challenges like crisis response and strategic planning.

I was brought on to help unify their design language and improve how their brand and user experience translated across mediums.

ROLE

I worked across web design, UI systems, board games, and marketing materials, ensuring a cohesive and scalable design approach.

• Designed in Figma, Photoshop, Illustrator

• Collaborated with a fully remote global team

• Maintained clear documentation, communication, and timelines

Problem statement

When I joined, design work was handled by a single designer, leading to:

• Repeated manual recreation of components

• Inconsistent layouts and styles

• No shared design system or reusable assets

This created inefficiencies and limited scalability as project demand increased.

GOAL

I introduced structure and scalability by:

• Building a Figma component library for reusable design elements

• Expanding a flexible brand style guide across digital and print

• Applying enterprise-level design practices learned from Caterpillar Inc.

This established a foundation for consistent, efficient, and future-ready design work.

Target Audience
DESIGN PROCESS

Working in a small, remote team meant owning end-to-end design:

1. Research first
    Understand goals, audience, and use cases before designing

2. System-driven design
    Use and expand the component library for consistency and speed

3. Iterate quickly
    Move from sketches → wireframes → high-fidelity mocks

4. Communicate constantly
    Share progress, decisions, and blockers across time zones

This approach ensured every design decision was intentional and scalable.

Early Design

Focused on balancing clarity and engagement:

• Quick sketches and wireframes

• Exploration of layout, hierarchy, and flow

• Translating CAPTRS’s analytical + game-based identity into visual design

Iteration

With a clear direction in place, I refined designs through focused feedback and rapid iteration:

• Shared work early to gather quick, actionable feedback from team members

• Adjusted layout, hierarchy, spacing, and navigation flows before high-fidelity

• Aligned designs with real use cases and stakeholder needs, not just visuals

• Leveraged the component library to iterate quickly while maintaining consistency

This stage ensured designs were validated, cohesive, and scalable before moving into final execution.

Concept vs final
High Fidelity Mockups

Using the component library, I created polished, scalable designs that:

• Modernized CAPTRS’s digital presence

• Improved navigation and usability

• Balanced credibility with creativity

The result was a cohesive visual system that works across both digital and analog experiences.

IMPACT

My work had both process and product impact:

• Built a 200+ component library, reducing repetitive work by ~10x

• Established a consistent, flexible design system

• Improved cross-team collaboration and efficiency

Most notably, this work contributed to the launch of the new CAPTRS website: captrs.org


Measured Results (monthly averages):

• +84% active users (536 → 984)

• +59% engagement time (49s → 1m 18s)

• 2x+ increase in events (4,328 → 9,124)


While not a perfect comparison, the data strongly indicates a more engaging and effective user experience.

Beyond deliverables, I helped position design as a strategic function within CAPTRS, supporting communication, organization, and storytelling.

key Takeaways

This role was my first opportunity to apply my skills in a real-world, post-graduation environment, and it pushed me to grow quickly.

• Learned to own projects end-to-end in a remote setting

• Strengthened systems thinking through design systems

• Balanced creativity with structure and scalability

Most importantly, I saw how thoughtful design can elevate an entire organization, not just individual projects.

CAPTRS

Contract UX Designer for CAPTRS. Partnered with domestic and global team members for serious game projects. Responsibilities include researching, analyzing, and creating mocks for their various websites, applications, and game platforms.
Project
Web Design & Analog Games
role(s)
UX Designer
 / 
User Researcher
 / 
Graphic Designer
Client
CAPTRS
Timeline
May 2025 - Present
Check Out My Figma
Project Overview

After graduating in May 2025, I joined CAPTRS as a contract UX Designer, supporting a mix of digital and analog projects. CAPTRS creates game-based simulations to help organizations navigate real-world challenges like crisis response and strategic planning.

I was brought on to help unify their design language and improve how their brand and user experience translated across mediums.

ROLE

I worked across web design, UI systems, board games, and marketing materials, ensuring a cohesive and scalable design approach.

• Designed in Figma, Photoshop, Illustrator

• Collaborated with a fully remote global team

• Maintained clear documentation, communication, and timelines

Problem statement

When I joined, design work was handled by a single designer, leading to:

• Repeated manual recreation of components

• Inconsistent layouts and styles

• No shared design system or reusable assets

This created inefficiencies and limited scalability as project demand increased.

GOAL

I introduced structure and scalability by:

• Building a Figma component library for reusable design elements

• Expanding a flexible brand style guide across digital and print

• Applying enterprise-level design practices learned from Caterpillar Inc.

This established a foundation for consistent, efficient, and future-ready design work.

Target Audience
DESIGN PROCESS

Working in a small, remote team meant owning end-to-end design:

1. Research first
    Understand goals, audience, and use cases before designing

2. System-driven design
    Use and expand the component library for consistency and speed

3. Iterate quickly
    Move from sketches → wireframes → high-fidelity mocks

4. Communicate constantly
    Share progress, decisions, and blockers across time zones

This approach ensured every design decision was intentional and scalable.

User Research

For website projects, I led research from start to finish:

• Conducted site audits (structure, content, analytics)

• Identified drop-off points and usability issues

• Ran stakeholder interviews to gather real feedback

Insights were compiled into a centralized research document that directly informed design decisions, ensuring solutions were based on user needs, not assumptions.

Early Design

Focused on balancing clarity and engagement:

• Quick sketches and wireframes

• Exploration of layout, hierarchy, and flow

• Translating CAPTRS’s analytical + game-based identity into visual design

Iteration

With a clear direction in place, I refined designs through focused feedback and rapid iteration:

• Shared work early to gather quick, actionable feedback from team members

• Adjusted layout, hierarchy, spacing, and navigation flows before high-fidelity

• Aligned designs with real use cases and stakeholder needs, not just visuals

• Leveraged the component library to iterate quickly while maintaining consistency

This stage ensured designs were validated, cohesive, and scalable before moving into final execution.

Concept vs final
High Fidelity Mockups

Using the component library, I created polished, scalable designs that:

• Modernized CAPTRS’s digital presence

• Improved navigation and usability

• Balanced credibility with creativity

The result was a cohesive visual system that works across both digital and analog experiences.

IMPACT

My work had both process and product impact:

• Built a 200+ component library, reducing repetitive work by ~10x

• Established a consistent, flexible design system

• Improved cross-team collaboration and efficiency

Most notably, this work contributed to the launch of the new CAPTRS website: captrs.org


Measured Results (monthly averages):

• +84% active users (536 → 984)

• +59% engagement time (49s → 1m 18s)

• 2x+ increase in events (4,328 → 9,124)


While not a perfect comparison, the data strongly indicates a more engaging and effective user experience.

Beyond deliverables, I helped position design as a strategic function within CAPTRS, supporting communication, organization, and storytelling.

key Takeaways

This role was my first opportunity to apply my skills in a real-world, post-graduation environment, and it pushed me to grow quickly.

• Learned to own projects end-to-end in a remote setting

• Strengthened systems thinking through design systems

• Balanced creativity with structure and scalability

Most importantly, I saw how thoughtful design can elevate an entire organization, not just individual projects.

CAPTRS

Contract UX Designer for CAPTRS. Partnered with domestic and global team members for serious game projects. Responsibilities include researching, analyzing, and creating mocks for their various websites, applications, and game platforms.
Project
Web Design & Analog Games
role(s)
UX Designer
 / 
User Researcher
 / 
Graphic Designer
Client
CAPTRS
Timeline
May 2025 - Present
Play On Steam
Project Overview

After graduating in May 2025, I joined CAPTRS as a contract UX Designer, supporting a mix of digital and analog projects. CAPTRS creates game-based simulations to help organizations navigate real-world challenges like crisis response and strategic planning.

I was brought on to help unify their design language and improve how their brand and user experience translated across mediums.

ROLE

I worked across web design, UI systems, board games, and marketing materials, ensuring a cohesive and scalable design approach.

• Designed in Figma, Photoshop, Illustrator

• Collaborated with a fully remote global team

• Maintained clear documentation, communication, and timelines

Problem statement

When I joined, design work was handled by a single designer, leading to:

• Repeated manual recreation of components

• Inconsistent layouts and styles

• No shared design system or reusable assets

This created inefficiencies and limited scalability as project demand increased.

GOAL

I introduced structure and scalability by:

• Building a Figma component library for reusable design elements

• Expanding a flexible brand style guide across digital and print

• Applying enterprise-level design practices learned from Caterpillar Inc.

This established a foundation for consistent, efficient, and future-ready design work.

Target Audience
DESIGN PROCESS

Working in a small, remote team meant owning end-to-end design:

1. Research first
    Understand goals, audience, and use cases before designing

2. System-driven design
    Use and expand the component library for consistency and speed

3. Iterate quickly
    Move from sketches → wireframes → high-fidelity mocks

4. Communicate constantly
    Share progress, decisions, and blockers across time zones

This approach ensured every design decision was intentional and scalable.

Early Design

Focused on balancing clarity and engagement:

• Quick sketches and wireframes

• Exploration of layout, hierarchy, and flow

• Translating CAPTRS’s analytical + game-based identity into visual design

Iteration

With a clear direction in place, I refined designs through focused feedback and rapid iteration:

• Shared work early to gather quick, actionable feedback from team members

• Adjusted layout, hierarchy, spacing, and navigation flows before high-fidelity

• Aligned designs with real use cases and stakeholder needs, not just visuals

• Leveraged the component library to iterate quickly while maintaining consistency

This stage ensured designs were validated, cohesive, and scalable before moving into final execution.

Concept vs final
High Fidelity Mockups

Using the component library, I created polished, scalable designs that:

• Modernized CAPTRS’s digital presence

• Improved navigation and usability

• Balanced credibility with creativity

The result was a cohesive visual system that works across both digital and analog experiences.

IMPACT

My work had both process and product impact:

• Built a 200+ component library, reducing repetitive work by ~10x

• Established a consistent, flexible design system

• Improved cross-team collaboration and efficiency

Most notably, this work contributed to the launch of the new CAPTRS website: captrs.org


Measured Results (monthly averages):

• +84% active users (536 → 984)

• +59% engagement time (49s → 1m 18s)

• 2x+ increase in events (4,328 → 9,124)


While not a perfect comparison, the data strongly indicates a more engaging and effective user experience.

Beyond deliverables, I helped position design as a strategic function within CAPTRS, supporting communication, organization, and storytelling.

key Takeaways

This role was my first opportunity to apply my skills in a real-world, post-graduation environment, and it pushed me to grow quickly.

• Learned to own projects end-to-end in a remote setting

• Strengthened systems thinking through design systems

• Balanced creativity with structure and scalability

Most importantly, I saw how thoughtful design can elevate an entire organization, not just individual projects.

CAPTRS

Contract UX Designer for CAPTRS. Partnered with domestic and global team members for serious game projects. Responsibilities include researching, analyzing, and creating mocks for their various websites, applications, and game platforms.
Project
Web Design & Analog Games
role(s)
UX Designer
 / 
User Researcher
 / 
Graphic Designer
Client
CAPTRS
Timeline
May 2025 - Present
Project Overview

After graduating in May 2025, I joined CAPTRS as a contract UX Designer, supporting a mix of digital and analog projects. CAPTRS creates game-based simulations to help organizations navigate real-world challenges like crisis response and strategic planning.

I was brought on to help unify their design language and improve how their brand and user experience translated across mediums.

ROLE

I worked across web design, UI systems, board games, and marketing materials, ensuring a cohesive and scalable design approach.

• Designed in Figma, Photoshop, Illustrator

• Collaborated with a fully remote global team

• Maintained clear documentation, communication, and timelines

Challenges

When I joined, design work was handled by a single designer, leading to:

• Repeated manual recreation of components

• Inconsistent layouts and styles

• No shared design system or reusable assets

This created inefficiencies and limited scalability as project demand increased.

Solutions

I introduced structure and scalability by:

• Building a Figma component library for reusable design elements

• Expanding a flexible brand style guide across digital and print

• Applying enterprise-level design practices learned from Caterpillar Inc.

This established a foundation for consistent, efficient, and future-ready design work.

DESIGN PROCESS

Working in a small, remote team meant owning end-to-end design:

1. Research first
    Understand goals, audience, and use cases before designing

2. System-driven design
    Use and expand the component library for consistency and speed

3. Iterate quickly
    Move from sketches → wireframes → high-fidelity mocks

4. Communicate constantly
    Share progress, decisions, and blockers across time zones

This approach ensured every design decision was intentional and scalable.

USER RESEARCH

For website projects, I led research from start to finish:

• Conducted site audits (structure, content, analytics)

• Identified drop-off points and usability issues

• Ran stakeholder interviews to gather real feedback

Insights were compiled into a centralized research document that directly informed design decisions, ensuring solutions were based on user needs, not assumptions.

Early Design

Focused on balancing clarity and engagement:

• Quick sketches and wireframes

• Exploration of layout, hierarchy, and flow

• Translating CAPTRS’s analytical + game-based identity into visual design

Iteration

With a clear direction in place, I refined designs through focused feedback and rapid iteration:

• Shared work early to gather quick, actionable feedback from team members

• Adjusted layout, hierarchy, spacing, and navigation flows before high-fidelity

• Aligned designs with real use cases and stakeholder needs, not just visuals

• Leveraged the component library to iterate quickly while maintaining consistency

This stage ensured designs were validated, cohesive, and scalable before moving into final execution.

High Fidelity Mockups

Using the component library, I created polished, scalable designs that:

• Modernized CAPTRS’s digital presence

• Improved navigation and usability

• Balanced credibility with creativity

The result was a cohesive visual system that works across both digital and analog experiences.

IMPACT

My work had both process and product impact:

• Built a 200+ component library, reducing repetitive work by ~10x

• Established a consistent, flexible design system

• Improved cross-team collaboration and efficiency

Most notably, this work contributed to the launch of the new CAPTRS website: captrs.org


Measured Results (monthly averages):

• +84% active users (536 → 984)

• +59% engagement time (49s → 1m 18s)

• 2x+ increase in events (4,328 → 9,124)


While not a perfect comparison, the data strongly indicates a more engaging and effective user experience.

Beyond deliverables, I helped position design as a strategic function within CAPTRS, supporting communication, organization, and storytelling.

key Takeaways

This role was my first opportunity to apply my skills in a real-world, post-graduation environment, and it pushed me to grow quickly.

• Learned to own projects end-to-end in a remote setting

• Strengthened systems thinking through design systems

• Balanced creativity with structure and scalability

Most importantly, I saw how thoughtful design can elevate an entire organization, not just individual projects.

CAPTRS

Contract UX Designer for CAPTRS. Partnered with domestic and global team members for serious game projects. Responsibilities include researching, analyzing, and creating mocks for their various websites, applications, and game platforms.
Project
Web Design & Analog Games
role(s)
UX Designer
 / 
User Researcher
 / 
Graphic Designer
Client
CAPTRS
Timeline
May 2025 - Present
Project Overview

After graduating in May 2025, I joined CAPTRS as a contract UX Designer, supporting a mix of digital and analog projects. CAPTRS creates game-based simulations to help organizations navigate real-world challenges like crisis response and strategic planning.

I was brought on to help unify their design language and improve how their brand and user experience translated across mediums.

ROLE

I worked across web design, UI systems, board games, and marketing materials, ensuring a cohesive and scalable design approach.

• Designed in Figma, Photoshop, Illustrator

• Collaborated with a fully remote global team

• Maintained clear documentation, communication, and timelines

Challenges

When I joined, design work was handled by a single designer, leading to:

• Repeated manual recreation of components

• Inconsistent layouts and styles

• No shared design system or reusable assets

This created inefficiencies and limited scalability as project demand increased.

Solutions

I introduced structure and scalability by:

• Building a Figma component library for reusable design elements

• Expanding a flexible brand style guide across digital and print

• Applying enterprise-level design practices learned from Caterpillar Inc.

This established a foundation for consistent, efficient, and future-ready design work.

DESIGN PROCESS

Working in a small, remote team meant owning end-to-end design:

1. Research first
    Understand goals, audience, and use cases before designing

2. System-driven design
    Use and expand the component library for consistency and speed

3. Iterate quickly
    Move from sketches → wireframes → high-fidelity mocks

4. Communicate constantly
    Share progress, decisions, and blockers across time zones

This approach ensured every design decision was intentional and scalable.

USER RESEARCH

For website projects, I led research from start to finish:

• Conducted site audits (structure, content, analytics)

• Identified drop-off points and usability issues

• Ran stakeholder interviews to gather real feedback

Insights were compiled into a centralized research document that directly informed design decisions, ensuring solutions were based on user needs, not assumptions.

Early Design

Focused on balancing clarity and engagement:

• Quick sketches and wireframes

• Exploration of layout, hierarchy, and flow

• Translating CAPTRS’s analytical + game-based identity into visual design

Iteration

With a clear direction in place, I refined designs through focused feedback and rapid iteration:

• Shared work early to gather quick, actionable feedback from team members

• Adjusted layout, hierarchy, spacing, and navigation flows before high-fidelity

• Aligned designs with real use cases and stakeholder needs, not just visuals

• Leveraged the component library to iterate quickly while maintaining consistency

This stage ensured designs were validated, cohesive, and scalable before moving into final execution.

High Fidelity Mockups

Using the component library, I created polished, scalable designs that:

• Modernized CAPTRS’s digital presence

• Improved navigation and usability

• Balanced credibility with creativity

The result was a cohesive visual system that works across both digital and analog experiences.

IMPACT

My work had both process and product impact:

• Built a 200+ component library, reducing repetitive work by ~10x

• Established a consistent, flexible design system

• Improved cross-team collaboration and efficiency

Most notably, this work contributed to the launch of the new CAPTRS website: captrs.org


Measured Results (monthly averages):

• +84% active users (536 → 984)

• +59% engagement time (49s → 1m 18s)

• 2x+ increase in events (4,328 → 9,124)


While not a perfect comparison, the data strongly indicates a more engaging and effective user experience.

Beyond deliverables, I helped position design as a strategic function within CAPTRS, supporting communication, organization, and storytelling.

key Takeaways

This role was my first opportunity to apply my skills in a real-world, post-graduation environment, and it pushed me to grow quickly.

• Learned to own projects end-to-end in a remote setting

• Strengthened systems thinking through design systems

• Balanced creativity with structure and scalability

Most importantly, I saw how thoughtful design can elevate an entire organization, not just individual projects.

CAPTRS

Contract UX Designer for CAPTRS. Partnered with domestic and global team members for serious game projects. Responsibilities include researching, analyzing, and creating mocks for their various websites, applications, and game platforms.
Project
Web Design & Analog Games
role(s)
UX Designer
 / 
User Researcher
 / 
Graphic Designer
Client
CAPTRS
Timeline
May 2025 - Present
Play On Steam
Project Overview

After graduating in May 2025, I joined CAPTRS as a contract UX Designer, supporting a mix of digital and analog projects. CAPTRS creates game-based simulations to help organizations navigate real-world challenges like crisis response and strategic planning.

I was brought on to help unify their design language and improve how their brand and user experience translated across mediums.

ROLE

I worked across web design, UI systems, board games, and marketing materials, ensuring a cohesive and scalable design approach.

• Designed in Figma, Photoshop, Illustrator

• Collaborated with a fully remote global team

• Maintained clear documentation, communication, and timelines

Challenges

When I joined, design work was handled by a single designer, leading to:

• Repeated manual recreation of components

• Inconsistent layouts and styles

• No shared design system or reusable assets

This created inefficiencies and limited scalability as project demand increased.

Solutions

I introduced structure and scalability by:

• Building a Figma component library for reusable design elements

• Expanding a flexible brand style guide across digital and print

• Applying enterprise-level design practices learned from Caterpillar Inc.

This established a foundation for consistent, efficient, and future-ready design work.

Target Audience
DESIGN PROCESS

Working in a small, remote team meant owning end-to-end design:

1. Research first
    Understand goals, audience, and use cases before designing

2. System-driven design
    Use and expand the component library for consistency and speed

3. Iterate quickly
    Move from sketches → wireframes → high-fidelity mocks

4. Communicate constantly
    Share progress, decisions, and blockers across time zones

This approach ensured every design decision was intentional and scalable.

Early Design

Focused on balancing clarity and engagement:

• Quick sketches and wireframes

• Exploration of layout, hierarchy, and flow

• Translating CAPTRS’s analytical + game-based identity into visual design

Iteration

With a clear direction in place, I refined designs through focused feedback and rapid iteration:

• Shared work early to gather quick, actionable feedback from team members

• Adjusted layout, hierarchy, spacing, and navigation flows before high-fidelity

• Aligned designs with real use cases and stakeholder needs, not just visuals

• Leveraged the component library to iterate quickly while maintaining consistency

This stage ensured designs were validated, cohesive, and scalable before moving into final execution.

Implementation
High Fidelity Mockups

Using the component library, I created polished, scalable designs that:

• Modernized CAPTRS’s digital presence

• Improved navigation and usability

• Balanced credibility with creativity

The result was a cohesive visual system that works across both digital and analog experiences.

IMPACT

My work had both process and product impact:

• Built a 200+ component library, reducing repetitive work by ~10x

• Established a consistent, flexible design system

• Improved cross-team collaboration and efficiency

Most notably, this work contributed to the launch of the new CAPTRS website: captrs.org


Measured Results (monthly averages):

• +84% active users (536 → 984)

• +59% engagement time (49s → 1m 18s)

• 2x+ increase in events (4,328 → 9,124)


While not a perfect comparison, the data strongly indicates a more engaging and effective user experience.

Beyond deliverables, I helped position design as a strategic function within CAPTRS, supporting communication, organization, and storytelling.

key Takeaways

This role was my first opportunity to apply my skills in a real-world, post-graduation environment, and it pushed me to grow quickly.

• Learned to own projects end-to-end in a remote setting

• Strengthened systems thinking through design systems

• Balanced creativity with structure and scalability

Most importantly, I saw how thoughtful design can elevate an entire organization, not just individual projects.