case study

case study

ux/ui design

ux/ui design

ALL-IN-ONE WEB PLATFORM
FOR TV & STREAMING

4-in-1: a new Nordic
Web Platform

The goal: To bring 4 individual web platforms into a single "all-in-one" platform for TV ans streaming. The overall goal was to cut down on time spent on maintenance, operational costs, in addition to make it responsive and more attractive and accessible for new customers.

Background: Prior to the project, each of the operating countries (Norway, Sweden, Denmark, and Finland) had its own separate web platform, selling TV services, streaming services and customer portals. All of them were running on decades-old infrastructure - fragile, lacking responsiveness and were heavily reliant on manual processes. Maintaining and developing each platform individually was time-consuming, inconsistent and inefficient.

What was done: Since the project involved four different countries, each with its own regional needs, my team and I started by doing an extensive amount of research to understand each contry's needs, business goals and technical challenges. From this we created a solid proof-of-concept. This also introduced a new shared branding, designed to bring all countries together under one unified identity.

During the project, in addtion to handling iterations of wireframing and prototyping, I acted as a voice for the users - making sure their needs were taken into account when designing new features and that all decisions were backed by data.

After launch, we continued to build on the platform with new features, such as improved customer care portal, SEO-optimised pages, new landing and campaign pages. Each new feature was carefully tested through analytics, A/B testing, or direct feedback from users to make sure we were always improving based on real insights and carefully monitoring conversions and revenue

An advocate for design: Given the scale of the project, with multiple teams across different countries, I also took on a coordinating role, leading the entire design and user experience of the project. I worked closely with other UX designers, graphic designers, marketing, and content creators to align our efforts to move the project forward in the same direction.

Since the UX design-role was still fairly new in the company at this time (2016-2018), I advocated for the design process and UX principles, helping other department understand its value and how it could support our business goals

Outcome and results: Instead of having four different teams doing similar work in parallel, we became one cross-functional and centralised team handling most of development and content. This made us more efficient, and allowed us to move faster while presenting a more unified, digital user experience across the Nordic region. The long-term operational and maintenance effort decreased significantly and implementing new features became faster. We also saw a clear improvement in the customer onboarding process, new users were converting faster, confidenly indicating a more intuitive and streamlined user experience.

Early ideation workshops

Early mockup concepts

case study

case study

ux/ui design

ux/ui design

mOLILE GAMING tools for Live-OPS

The goal: Create efficent, secure, and user-friendly tools that allow our live-operations team to safely create, set up and manage mobile games.

Background: Given the complexity of the games' infrastructure, there were no suitable out-of-the-box solutions that met their needs, the Live Operations team needed custom-developed tools to operate and manage the games, which is why we decided to build our own tools.

What was done: My responsibility was to design tools that ensure that our users could manage the games efficiently and securely, ultimately creating a better user experience. To truly understand our users, continous rounds of user research, including interviews, observations, and user shadowing were conducted. This helped me gain insights into their workflows, identify pain points, and understand their needs for an improved process. I then created personas, journey maps, and various, potential solutions, working closely with the backend and infratructure teams to craft ideas that aligned with both user needs, the infratructure and business goals. Throughout the process, we made sure to involve users regularly, gathering their feedback to refine and improve what we built.

Outcome and results: This project is still ongoing, but the solutions we’ve implemented so far focuses on creating simple, user-friendly forms, streamlining systems, and removing workflow obstacles to save users time. For example, we introduced automatic data imports between systems, eliminating the need for users to manually copy and paste 100+ IDs. Key features include a new segmentation and A/B testing tool, an improved UI design for all forms, and template-based tools.

As a result, users are spending significantly less time on tasks, giving them more time to focus on other priorities. This has led to reduced frustration, higher satisfaction, and a smoother overall experience. Thanks to better validation systems, human errors have been minimized, and the risk of in-game errors has been greatly reduced.

Only for illustration of concept. Due to confidentiality agreements, real screenshots cannot be disclosed. Credits: Balancy

case study

case study

design systems

design systems

building Atomic design systems

Background: Our teams lacked a tailored design system, and the out-of-the-box solutions they had tried before didn’t fully meet their needs, leading to a inconsistent design, no reusability and slower development process.

What was done: Together with the team, I designed and rebuilt a more scalable and flexible design system, based on the Atomic Design principles and with foundations and inspiration from Tailwind, Shadcn and Ant Design. This included for instance:

  • Designing new and improving existing UI components to be more flexible and accessible.

  • Consistent usage of iconography and typography

  • Implementing shared libraries, themes and naming conventions for variables (Figma). This allowed us to easily toggle between different modes, such as light and dark mode, with just a few clicks.

  • Storybook integration for better workflow between engineering and design (see illustration below).

  • Using variables and variants to create multi-dimensional, flexible components that allowed users to effortlessly customize size, layout, and styling.

  • Defined detailed behavior and interaction patterns for components, such as table cell and spreadsheet behaviour, mapping out keyboard interaction

  • With the Atomic design apporach, I created components that could be
    nested within other components, providing greater modularity.

Outcome and results: The new Design Systems has significantly improved collaboration between designers and engineers, reducing the time spent on design handoffs and making updates faster and more efficient. With flexible and reusable components, the user experience across our whole portfolio is more consistent, while allowing teams to easily adapt designs to different needs.

Background: Before this, our teams lacked a tailored design system. The out-of-the-box solutions they had tried didn’t fully meet their needs or fit the way we worked, leading to a inconsistent design and slower development process

What was done: Together with the team, I designed and rebuilt a more scalable and flexible design system (based on Tailwind), using atomic design principles.This included designing custom UI components, iconography, typography, and theming, while optimizing existing elements for greater flexibility and accessibility. We also streamlined workflows for implementing new components using Storybook and established structured naming conventions tailored to the needs of the team and projects. Som examples were:

  • With Figma, using variables and component variants to create multi-dimensional, flexible components that allowed users to customize size, layout, and themes based on variables.

  • Shared libraries and styles enabled dynamic prototypes, where users could easily toggle between different modes, such as light and dark mode, with just a few clicks.

  • With the Atomic design apporach, we created components that could be nested within other components, providing greater modularity. We also defined detailed behavior and interaction patterns for components, such as table cell behaviour, mapping out keyboard interaction

Outcome and results: This project is still ongoing, but the new design system has so far significantly improved collaboration between designers and engineers, reducing the time spent on design handoffs and making updates faster and more efficient. By using flexible and reusable components, we created a more consistent user experience across platforms while allowing teams to easily adapt designs to different needs. The detailed interaction patterns and component behaviors led to smoother, more intuitive user interfaces, and overall, the improved workflows boosted productivity, ensuring faster delivery of new features and updates.

Demonstration workflow between Design, Engineering, and our Tools

case study

case study

ux/ui design

ux/ui design

NEW TRAVEL PLATFORM

The goal: The goals was to redesign and rebuild most of the travel platform’s subdomains including flight search, various types of accommodation rental, car rental and package deals tying it all better together in order to create a better user experience and booking experience to further increase revenue.

Background: FINN Travel is a plaform which contains everything you need to travel - from flight, hotels, short term rental, car rental, package deals, last-minute deals, inspiration pages and currency calculator. The original travel platform were outdated and “looked like something from the early 2000s” - user from user interview. The combination of self-developed solutions and integrated whitelabels both looked and behaved very different and did not talk to each other at all. The platform were also not responsive and barely worked on mobile and tablet screens.

What was done: Initially led and redesigning the whole travel platform, updating (almost) all pages to up to date standards, ensuring seamless navigation across all services. Tasks also included SEO optimisation, heavily relying on continous AB testing and user testing.

New Map Search: During the project, I recognized the need for an improved accommodation search experience, especially being able to see where exactly each accomondation were located. This led to full integration of a user-friendly map into the platform which resulted in increased conversion rates and user satisfaction.

Test the map search

Streamining booking process for vacation homes, flights, and package deals: I led the redesign of the vacation home rental booking process, from identifying user needs and pain points to crafting personas, user journey maps, and information architecture. Conducted workshops, prototyped various solutions (including wireframes and implementations), and conducted testing to refine the user experience.

Outcome and results: This initiative resulted in heightened conversion rates and enhanced user satisfaction based on qualitative user tests after bigger releases.

Go to FINN Travel

Other projects

Other
projects

leadership

leadership

design

design

Event MANAGEMENT

I managed the production of numerious events - both as part of my work as well as on my free time. Handled everything from planning and promoting events to communicating with guests, running the show, and making sure our Instagram and Facebook stayed active and growing. Some examples inlcude

  • UX conferences "Finnspo" and "Finn-to-details" for FINN.no. Both being "sold-out" within the first day of publishing

  • Meetups and Workshops (beginners DJ-workshops, design workshops, workout groups).

  • Nightlife and club events, managing all aspects from concept development, planning, promoting and artist booking to guest experience and social media engagement. Responsible for increasing event attendance and growing brand visibility through targeted marketing strategies and effective communication.

research

research

Player Insights for mobile gaming

I conducted comprehensive player research to analyze player behaviour, especially focusing on first time user experience (FTUE) for new players. I submitted detailed reports, created player journey maps and flows which addressed pain points. These were further converted into impactful feature changes that addressed these pain points and improved the player experience, driving revenue growth and reducing churn.

Some of the key findings were

  • Imroving general UI and Button hierachy

  • Improving tutorials for a smoother onboarding to better undersand the core loop oof the game before introducitng additional features.

  • Improved dialogue systems and go through translations to help players better engage in the storytelling and characters

  • Removing certain obstacles that make the player feel stuck, annoyed, confused to avoid them feeling like a "bad player"

  • Improved timing of push notifications and in-game pop-ups.

Due to confidentiality agreements, further details cannot be disclosed

I conducted comprehensive player research to analyze player behaviour, especially focusing on first time user experience (FTUE) for new players. I submitted detailed reports, created player journey maps and flows which addressed pain points. These were further converted into impactful feature changes that addressed these pain points and improved the player experience, driving revenue growth and reducing churn.

Some of the key findings were

  • Imroving general UI and Button hierachy

  • Improving tutorials for a smoother onboarding to better undersand the core loop oof the game before introducitng additional features.

  • Improved dialogue systems and go through translations to help players better engage in the storytelling and characters

  • Removing certain obstacles that make the player feel stuck, annoyed, confused to avoid them feeling like a "bad player"

  • Improved timing of push notifications and in-game pop-ups.

Due to confidentiality agreements, further details cannot be disclosed

research

research

video game dialogue systems

Conducted a review and research of dialogue systems in mobile gaming, mapping out best practices and hypotheses on how to create more engaging dialogue in games. Some key findings:

  • Slow text loading and typewriter animation over instant loading

  • Making it harder to accidentally skip dialogue, which could lead to missing out on important text,

  • Using visual cues, highlights in dialogue, and generous padding

Due to confidentiality agreements, further details cannot be disclosed

leadership

leadership

ux/ui design

ux/ui design

DESIGNING admin toolS FOR B2B

I led a team of 3-4 designers in guaranteeing top-tier user experience for a new administrative tool tailored for professionals using our product. Responsibilities included steering collaborative efforts through regular meetings across multiple teams to ensure alignment towards common UX objectives. Contributed to user insights, crafted user journey maps and flowcharts, and facilitated workshops and user testing sessions as required.

ux/ui design

ux/ui design

SEO optimization

I initiated a project to boost domain traffic, collaborating closely with conversion rate experts and engineers to optimise web pages while preserving optimal user experience. Ensured all domain elements were crafted and designed for maximum traffic.

You can see an example of a live SEO-optimised page below

Go to SEO-optimised page

design

design

Visual portfolio

A few of my previous works in visual design, illustration and graphic design. Please see me Behance profile

Go to Behance

get in touch!

Please don't hesitate to reach out to me on

Please don't hesitate to
reach out to me on

Linkedin