Doko

Doko

Doko

Find your third place, explore fun events.

Find your third place, explore fun events.

Find your third place, explore fun events.

Product Designer &

UX Researcher

Product Designer &

UX Researcher

6 months (Feb ’24 - Aug ‘25)

6 months (Feb ’24 - Aug ‘25)

6 months (Feb ’24 - Aug ‘25)

Tools

Tools

Tools

Figma, Figjam, Google Forms, Adobe Illustrator, Bitbucket

Figma, Figjam, Google Forms, Adobe Illustrator, Bitbucket

Figma, Figjam, Google Forms, Adobe Illustrator, Bitbucket

Tasks

Tasks

Tasks

UX Research, UX Design, User Flows, Prototyping, User Testing

UX Research, UX Design, User Flows, Prototyping, User Testing

UX Research, UX Design, User Flows, Prototyping, User Testing

Team

Team

Team

2x Designers, 3x Engineers,
1 Business, 1 Marketing

3x Engineers,

1 Business,

1 Marketing

3x Engineers,

1 Business,

1 Marketing

SOCIAL MEDIA APP

LOCATION BASED

DESIGN SYSTEM

Summay

How I helped Mind Body Awareness Project bring a decade of trauma-informed curriculum off printed handouts and into a scalable, accessible digital platform, built for incarcerated youth, underserved adults & educators who serve them.

My Role
My main role was defining product experiences on curriculum and lesson pages though stakeholder meetings and design iterations. Collaborated with developers and project leads to meet design goals and stakeholder needs for such a meaningful project.

Stakeholder Outcomes


10K+

people in MBA's reach - now with a persistent digital home



0 → 1

from zero digital infrastructure to a, grant reportable platform



Easy Upload

staff can publish and manage content with out technical support


0 — AT A GLANCE

There are three core surfaces…

A curriculum library, 3 lesson formats, an admin panel, and a calm design system, each designed around a different user and different need.

Curriculum Library Page - Final Design, Admin Panel — Staff can publish without training

Lesson Pages & UI Components — video, audio, and reading, one consistant pattern

1 - THE OPENING

"Imagine you're a counselor at a Bay Area juvenile hall. You have 45 minutes with a group of teenagers who have never had a structured conversation about their mental health. You arrive with a stack of printed handouts, the same ones you printed last week, and the week before. When the session ends, the papers stay behind. Some get folded into pockets. Most get left on chairs. Next week, you start over."

The situation

This was the reality for Mind Body Awareness (MBA), educators spent time they didn't have organizing, distributing, and re-explaining content that could have been self-served. When a session ended, the learning largely ended with it.

MBA had reached…


10K+

people reached through MBA's programs to date



1,500

youth served annually in Bay Area facilities



0

digital touchpoints for users to continue learning

But he curriculum itself lived entirely in printed handouts, in-person sessions, and a scattered Google Drive folder of documents and shared links. There was no persistent home for it. No way for someone to revisit a lesson, go deeper at their own pace, or access support between sessions.

The cost of the status quo

For the organization's leadership, there was a second, existential problem: grant reporting. MBA's funding depended on demonstrating structured, measurable impact. Without a digital platform, there was no reliable way to show how often content was accessed, which lessons resonated, or how engagement changed over time. The organization was doing meaningful work — but couldn't prove it at the scale funders needed to see.

How might we design a digital platform that extends MBA's reach beyond in-person sessions — simple enough for users with limited tech experience, and structured enough to support the grant reporting MBA needs to sustain its mission?

2 - REASERCH

Designing for people, not users

MBA's audience spans incarcerated youth encountering mindfulness for the first time, adult professionals looking to deepen a practice, and non-technical administrators managing a content library with limited time and training.

Users (Leaderners)

  • Discover lessons easily (by type or topic)

  • Track learning progress across multiple sessions over time

  • Access content in video, audio, or text format

  • Feel calm — not overwhelmed — when opening the app

  • Upload and organize extensive content

  • Edit content cards quickly

  • Maintain consistency and structure across content types

  • Eventually export engagement data for grant reporting

Admins (MBA Saff):

Approach

MBA's staff had limited availability — a real constraint of working with a lean nonprofit. Rather than treating this as a blocker, I adapted. I used our monthly stakeholder meetings as structured research sessions:


  • presenting prototype iterations to surface expectations,

  • validate navigation logic, and

  • pressure-test assumptions about what "simple" meant for this audience.


Watching where stakeholders hesitated or asked questions revealed more than a survey would have.

"We need something our staff can update without calling IT" — MBA Stakeholder

"Our users may have never used an app like this before. It has to feel safe, not clinical." - MBA program lead

3 - DESIGN PROCESS

FALL QTR

Discover & Define


  • Stakeholder Interviews

  • Competitive Analysis

  • User Needs mapping

  • Low-fidelity wireframes


Key output: problem definition + initial concepts

Winter QTR

Develop & Test


  • Stakeholder Interviews

  • Competitive Analysis

  • User Needs mapping

  • Low-fidelity wireframes


Key output: validated direction, gamification decision

Spring QTR

Refine & Ship


  • Final Feedback rounds

  • Paired dev review sessions

  • Figma handoff & spec documentation


Key output: production-ready design + handoff doc

The project followed an agile/scrum workflow across three academic quarters. Each phase had a clear focus, a set of deliverables, and a key decision that carried into the next phase.

Initial Wireframe - Fall QTR

Mid-fi palette testing - Winter QTR

4 - DESIGN DECISIONS

What I chose, and why

Three decisions shaped the product most significantly. Each one involved a real tradeoff — between ambition and sustainability, between feature richness and clarity, between the client's initial instinct and what the evidence suggested.

Decision 1 — Dropping gamification for a durable design system

Considered: Early in the project, MBA's team came inspired by Duolingo's gamification model — streaks, badges, and progress rewards. It was a reasonable instinct: gamification drives engagement, and engagement is what their grant reporting needed to demonstrate.


Chosen Instead: Badges and streaks require constant updates to stay motivating. MBA didn't have the staff or budget to maintain that. A stale reward system erodes trust faster than no system at all — so we chose durability over novelty.


Result: This decision also unlocked our design language direction. Without gamification's bold visual grammar, we could lean into a calmer, more grounded aesthetic that better served a mental health context.

Old components for gamification ideas

Decision 2 — Color as an accessibility
tool, not brand decoration

Constraint: MBA's brand used deep, dark tones. For users navigating trauma or with limited digital experience, that palette risks feeling clinical or anxiety-inducing — the opposite of what a mental health product needs.


Chosen: We shifted to a softer, nature-grounded palette: muted greens, warm neutrals, generous whitespace. Color also does functional work — each content type (video, audio, reading) is color-coded so users build recognition passively, without having to remember a system.

New Color Palette (left) & Old Color Palette (right)

Decision 3 — Scoping filters out of v1 intentionally

The Ask: Filtering and tagging was the most-requested capability from both users and stakeholders. With a large eventual content library in mind, it made sense to want it.


Tradeoff: At launch, the content library will be small. Filter UI on a sparse library creates near-empty states that erode trust. We built the architecture to support tagging natively so it can be activated as content grows — no redesign needed. Search alone handles discovery at current volume.


Document: Filtering was documented as the highest-priority v2 addition, alongside analytics for grant reporting — which was similarly descoped due to engineering lift but designed as a natural v2 extension.

V2 idea - Filtering User Page (Left side) & Admin edit view (Right side)

5 - DESIGN SOLUTIONS

What was built

One design principle across every screen: the system should teach itself through consistent patterns, because the people using it may already be carrying a lot.

Curriculum page — building to scale

Search-forward layout that surfaces content without scrolling. Simple at current library size, architected to support filters and tagging as content grows.

Lesson pages — three formats, one consistent pattern

Video, audio, and reading formats share a single layout with format-specific adaptations. Completion button sits beside the navigation arrow so progress tracking never interrupts the lesson flow. Related content surfaces on the side — encouraging depth without crowding the main experience.

Admin panel — low-friction content management

Built for non-technical staff who need to add, edit, and reorder lessons without support. Color-coded by resource type for fast scanning. Controls are minimal and labeled literally — a new staff member should be able to publish a lesson on day one.

Design system — calm by design

Muted sage greens, warm neutrals, generous whitespace. Typography unhurried, interactions unambiguous. The system is built to feel like a quiet room — not a dashboard.

6 - COLLABORATION

Working across the team

Building trust with a nonprofit client

Early on I asked MBA's team how they preferred to communicate. Direct, plain language — no jargon. That shifted how I ran every meeting after: "how the pages are organized" instead of "information architecture," "what felt confusing in testing" instead of "heuristic evaluation." Feedback came faster and more honestly — and it became a design principle: if the people commissioning this product struggled with technical language, so would their users.

Developer collaboration

Structured Figma handoffs with component-level specs, plus live paired review sessions where developers could ask questions in real time. Before final delivery we audited the live system together — comparing implementation against spec and documenting gaps.

7 - EDGE CASES AND WHAT'S NEXT

TheHhonest Roadmap

In MBA's final review session, their team noted that staff would be able to navigate the admin panel and upload content without dedicated training — a meaningful signal for an organization that can't afford onboarding overhead. The primary barrier to a full public launch wasn't the product; it was securing the ongoing funding to sustain it. The platform was ready. The mission continues.

What I'd measure

No end-user data exists yet, but here are the four metrics I'd track — each tied to MBA's real goals, not just standard UX KPIs.

01 — Lesson completion rate

Whether users finish, not just open. For a trauma-informed curriculum, completion signals the pacing and structure are working — and it's the core engagement metric MBA needs for grant reporting.

02 — Return visit rate within 30 days

MBA's model only works if users build a practice. A 30-day return rate shows whether the platform is becoming a habit or a one-time visit — and informs how content should be sequenced.

03 — Admin content publishing frequency

If the admin panel is too complex, publishing drops off and the library stagnates. Frequent publishing by non-technical staff is the clearest proof the admin design is working.

04 — Grant reporting export usage (v2)

When built in v2, report usage ties the product directly to MBA's sustainability — the metric that determines whether they can keep serving communities at all.

8 - REFLECTION

What I learned

1*

Constraints are a design material

Limited stakeholder availability, a small content library, no budget for gamification upkeep — every constraint on this project shaped a better decision. Learning to reframe constraints as inputs rather than blockers was the most transferable skill I built here.

3*

Communication style is UX too

Asking how stakeholders wanted to communicate early changed every conversation after. The same principle runs through the interface: meet people in the language they already speak.

2*

Durability over novelty

The gamification decision taught me to ask not just "will this work at launch?" but "will it still work in year two without intervention?" I'll bring that question to every project.


4*

What I'd do differently

I would have involved the engineering team earlier — during the mid-fidelity stage rather than at handoff. Some feasibility conversations we had in review sessions could have saved iteration time if they'd happened two sprints earlier.

DSC 0620
Blueprint Team 2024-25

Overview

Overview

Overview

What is Doko?

What is Doko?

What is Doko?

Doko is a student-focused location-sharing app designed at UCSC to help students discover and attend campus events.


Instead of juggling multiple platforms (Instagram, maps, group chats), Doko provides a centralized way to find events, coordinate with friends, and explore new communities.


While built for college students, the app has the potential to scale to broader audiences.

Doko is a student-focused location-sharing app designed at UCSC to help students discover and attend campus events.


Instead of juggling multiple platforms (Instagram, maps, group chats), Doko provides a centralized way to find events, coordinate with friends, and explore new communities.


While built for college students, the app has the potential to scale to broader audiences.

Doko is a student-focused location-sharing app designed at UCSC to help students discover and attend campus events.


Instead of juggling multiple platforms (Instagram, maps, group chats), Doko provides a centralized way to find events, coordinate with friends, and explore new communities.


While built for college students, the app has the potential to scale to broader audiences.

My Role





My Role

My Role





  • Led user research, usability testing, and information architecture

  • Designed wireframes and prototypes in Figma

  • Collaborated with founder, 3 developers, and business/marketing leads

  • Balanced stakeholder needs with user research insights to shape product direction

  • Led user research, usability testing, and information architecture

  • Designed wireframes and prototypes in Figma

  • Collaborated with founder, 3 developers, and business/marketing leads

  • Balanced stakeholder needs with user research insights to shape product direction

  • Led user research, usability testing, and information architecture

  • Designed wireframes and prototypes in Figma

  • Collaborated with founder, 3 developers, and business/marketing leads

  • Balanced stakeholder needs with user research insights to shape product direction

User Research

User Research

User Research

2 Surveys - What I learned…

2 Surveys - What I learned…

2 Surveys - What I learned…

Freshmen often got lost on campus -> needed clearer navigation

Freshmen often got lost on campus -> needed clearer navigation

Freshmen often got lost on campus -> needed clearer navigation

Peer attendance was a key motivator -> students wanted to know who else was going

Peer attendance was a key motivator -> students wanted to know who else was going

Peer attendance was a key motivator -> students wanted to know who else was going

Students & leaders juggled multiple tabs (maps, Instagram, group chats) -> cognitive overload

Students & leaders juggled multiple tabs (maps, Instagram, group chats) -> cognitive overload

Students & leaders juggled multiple tabs (maps, Instagram, group chats) -> cognitive overload

Competitive Analysis

Competitive Analysis

Competitive Analysis

How do successful apps handle location sharing and event discovery?

How do successful apps handle location sharing and event discovery?

How do successful apps handle location sharing and event discovery?

I analyzed both direct competitors (location-based social apps) and indirect competitors (social media platforms) to understand effective engagement patterns and user interface standards.

I analyzed both direct competitors (location-based social apps) and indirect competitors (social media platforms) to understand effective engagement patterns and user interface standards.

I analyzed both direct competitors (location-based social apps) and indirect competitors (social media platforms) to understand effective engagement patterns and user interface standards.

Find my Friends
(Apple)

Find my Friends
(Apple)

Life 360

Life 360

X

X

Fizz

Fizz

Problem Statement

Problem Statement

Students struggled to discover events because information was fragmented across Instagram posts, flyers, and group chats.

Students struggled to discover events because information was fragmented across Instagram posts, flyers, and group chats.

Students struggled to discover events because information was fragmented across Instagram posts, flyers, and group chats.

Event hosts had no reliable way to promote gatherings or track attendance, while students had to screenshot details and share locations manually.

Event hosts had no reliable way to promote gatherings or track attendance, while students had to screenshot details and share locations manually.

Event hosts had no reliable way to promote gatherings or track attendance, while students had to screenshot details and share locations manually.

This created high friction, lower attendance, and a missed opportunity for building community on campus.

This created high friction, lower attendance, and a missed opportunity for building community on campus.

This created high friction, lower attendance, and a missed opportunity for building community on campus.

Sketches

Sketches

Brainstorming

Brainstorming

Initial sketching to understand how the pull up up bar would look like.


As well as other potential features

Initial sketching to understand how the pull up up bar would look like.


As well as other potential features

Initial sketching to understand how the pull up up bar would look like.


As well as other potential features

More specific sketch of the filtering system


Hot top and new

slider button for friends locations and pins

More specific sketch of the filtering system


Hot top and new

slider button for friends locations and pins

More specific sketch of the filtering system


Hot top and new

slider button for friends locations and pins

Here these sketches were conclusions based on the part sketches and user testing

Here these sketches were conclusions based on the part sketches and user testing

Here these sketches were conclusions based on the part sketches and user testing

Testing

Testing

Goals + Outcomes

Goals + Outcomes

I conducted 3 iterations of usability tests with 10 students at UCSC. Through this, I got information on what to iterate between each round.

First impressions: 80% of students understood app purpose within ~10s → confirmed clarity of value proposition.

First impressions: 80% of students understood app purpose within ~10s → confirmed clarity of value proposition.

First impressions: 80% of students understood app purpose within ~10s → confirmed clarity of value proposition.

Cognitive load: Students found initial layout crowded → reduced homepage clutter by prioritizing event cards.

Cognitive load: Students found initial layout crowded → reduced homepage clutter by prioritizing event cards.

Cognitive load: Students found initial layout crowded → reduced homepage clutter by prioritizing event cards.

Navigation: Simplified icon labels and reordered menu → improved task success rate.

Navigation: Simplified icon labels and reordered menu → improved task success rate.

Navigation: Simplified icon labels and reordered menu → improved task success rate.




Prototypes




Prototypes

Design Solutions

Design Solutions

First Impressions Matter

First Impressions Matter

Intro Page


Intro Page


  • Designed a clean, welcoming intro page that clearly communicated Doko’s purpose, brand voice, and value proposition within seconds.


  • Increased user clarity and trust, setting the stage for higher engagement and retention.

  • Designed a clean, welcoming intro page that clearly communicated Doko’s purpose, brand voice, and value proposition within seconds.


  • Increased user clarity and trust, setting the stage for higher engagement and retention.

Reducing Cognitive Load

Reducing Cognitive Load

Search Menu


Search Menu


  • Users wanted quick ways to find events or people, but too many options risked overwhelming them.


  • Streamlined search with intuitive filters (events, friends, interests) that balance breadth of choice with simplicity.

  • Users wanted quick ways to find events or people, but too many options risked overwhelming them.


  • Streamlined search with intuitive filters (events, friends, interests) that balance breadth of choice with simplicity.

Encouraging Personalization

Encouraging Personalization

Friends & Pins


Friends & Pins


  • Users struggled to feel connected if they couldn’t track or save what mattered to them.


  • Introduced “Friends” for social connection and “Pins” for bookmarking events/locations.

  • Users struggled to feel connected if they couldn’t track or save what mattered to them.


  • Introduced “Friends” for social connection and “Pins” for bookmarking events/locations.

Driving Community & Growth

Driving Community & Growth

Following & Events


Following & Events


  • Users wanted to go beyond one-time event discovery and build ongoing connections.


  • Designed “Follow” functionality for people, clubs, and organizations, plus an interactive event hub.

  • Users wanted to go beyond one-time event discovery and build ongoing connections.


  • Designed “Follow” functionality for people, clubs, and organizations, plus an interactive event hub.

Reflections

Reflections

What I learned along the way…

What I learned along the way…

Advocate for your design

Advocate for your design

While collaborating with the team and balancing their requests with user needs, I learned to defend design decisions with solid user research and customer needs.

While collaborating with the team and balancing their requests with user needs, I learned to defend design decisions with solid user research and customer needs.

Iterations!

Iterations!

Presenting multiple design iterations with stakeholders proved valuable, allowing me to openly discuss the strengths and limitations of each approach.

Presenting multiple design iterations with stakeholders proved valuable, allowing me to openly discuss the strengths and limitations of each approach.

Be flexible

Be flexible

In the industry, projects are almost never linear. Here at Doko, I had to adapt to client requests but also prioritize necessary features we had in store for the app.

In the industry, projects are almost never linear. Here at Doko, I had to adapt to client requests but also prioritize necessary features we had in store for the app.

Thanks for stopping by!

If you have any questions don't hesitate to reach out. Have a wonderful day!

© Veronica Vasquez. 2026

Thanks for stopping by!

If you have any questions don't hesitate to reach out.

Have a wonderful day!

© Veronica Vasquez. 2026

Thanks for stopping by!

If you have any questions don't hesitate to reach out. Have a wonderful day!

© Veronica Vasquez. 2026

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