Nat Geo Learning K2 Site Overhaul

OVERVIEW

Nat Geo Learning dominated print but needed digital expertise to modernize its K–12 platform. I led the full redesign of the K–2 experience—researching with young learners, whose unique cognitive and ergonomic needs demanded a complete rethink—overhauling UI/UX, and creating a design system to improve consistency, reduce costs, and boost engagement.

ROLE

Senior Product Designer — UX/UI Design, Illustration, Copywriting, User Testing, UX Strategy, Design & Functional QA, Product Management, Design Ops

HIGHLIGHTS

- Delivered an age-appropriate interface that achieved up to 100% task success for students as young as five.
- Launched profit-generating features for the high school platform.
- Introduced UCD principles, design ops tools (Abstract, Airtable), and streamlined workflows across the organization.
- Produced all wireframes, prototypes, visual designs, copy, and mascot illustrations.
- Led workshops and QA to ensure high-quality, user-focused releases.

Student & Teacher Product Research, Data Analysis & Ideation

Researched, analyzed, ideated

Researched the digital landscape through competitor analysis, heuristic evaluations, and user interviews with students and teachers, gathering key qualitative and quantitative insights. Focused on the unique cognitive, accessibility, and ergonomic needs of children ages 6–10, I developed and iterated concepts, prototyped the strongest designs, and prepared them for multiple rounds of user testing.

User Feedback

We tested two prototypes with students and teachers to assess clarity, intuitiveness, tone, engagement, purpose, and overall preference—especially among K–2 students.

Testing with six-year-olds proved both unpredictable and rewarding, revealing honest reactions and genuine excitement for learning.

Design System

I designed a K–2 UI theme and universal design elements to improve consistency, save time, and reduce costs.

This included larger fonts, brighter colors, more literal icons for better comprehension for our younger user, clearer affordances, and simplified copy for early readers.

I then built a Sketch Design System and Storybook UI library, implemented version control in Abstract, and trained the organization on its use.

Simplifying, Personalizing, and Gamifying

Helping students focus on content and retention, not learning to use a poor experience

Our youngest users, ages 6–8, were using a college-level interface. I redesigned it to match their cognitive, comprehension, and ergonomic needs—brightening colors, simplifying workflows, making icons and affordances clearer, increasing font size, personalizing content, adding gamified elements, and introducing a friendly mascot, Hooty, to guide them.

Responsive Desktop & Tablet Design

According to our research, our users were primarily desktop and tablet users

In order to meet students where they are, we created a desktop-to-tablet responsive site. Responsive design was new to Nat Geo Learning, so this required a fully , which we backed up with quantitative and qualitative data to justify the cost to the company.

Internal Process Streamlining

I created and guided digital UCD and strategic thinking in an effort to promote management, prioritization, and optimized communication inside a primarily print-centered organization.

National Geographic rocked the print game, but needed some guidance on how to transition from a primarily print-first organization to a digital-first one. I collaborated with my Creative Director and our print team, as well as with other departments across the company (product, engineering, marketing, sales, etc), to create and integrate improved processes for implementation of digital solutions and streamlined design team workflow. This included creation of workflow documentation, design debt logs, design JIRA streamlining and management, testing optimization logs, retrospective platforms, and more.