The full operation, finally in one place.

UX Case Study
My Role
Lead UX/UI Designer
Platform(s)
Web (desktop & mobile app)
Timeline
Jun 2022 – Dec 2023
Team
1 Designers, 2 Developers

TLDR
Responsibilities
Lead UX designer across all modules. Owned information architecture, interaction design, component system, and design-to-dev handoff for the full product.
Results
Shipped a complete business operating system that replaced an aging Microsoft Access setup, covering orders, accounts, billing, reps, products, piecework, reporting, and more across 12+ interconnected modules.
Highlights
Delivered a dual-sided Piecework app as the entry point to the project, which led to being trusted with the full system redesign. Built the design system from the ground up in parallel with the product, which paid off significantly in the back half of the project.

Problem & Constraints

I was initially brought on just for Piecework. After that shipped, they asked me to redesign everything. That meant starting with a fragmented legacy system and no existing design foundation, building something that could handle the full complexity of a custom souvenir operation, and doing it in a way that the team could actually use.

The scope was real: over a dozen interconnected modules, a two-sided piecework app, custom product creation with live preview, and a reporting system that sales reps and admin both depended on. Getting it wrong in one area had downstream effects everywhere.

Bucket Wonders had outgrown Microsoft Access.
I was initially brought on for Piecework. After that shipped, they asked me to redesign everything.

Process &  Key decisions

I treated this less like a series of features and more like an operating system for the business. The first job was understanding how work actually moved through the company, not just what buttons needed to exist.

Orders

Orders were the core of the business, so I started here. With 64 screens, two printable reports, and a notification email, this was the most complex section by a significant margin. The list view needed to surface what mattered fast: search, filter, date range, and a clear path to start a new order.

Various screens from the Bucket Wonders software
Screen from the Bucket Wonders software

In the main view, I organized information the way an order actually progresses, account info up front, then notes, then invoice details, then products and line items, then shipping. Every decision about hierarchy came from watching how the team worked through an order start to finish.



Piecework

This was the module that started everything.

Piecework is a two-sided operation: an admin coordinating jobs and pieceworkers completing them for pay. I designed two separate web apps to handle each side, because the needs were genuinely different. The admin side needed scheduling clarity, job creation, payment tracking, and more.

Screen from the Bucket Wonders software

The pieceworker side needed to be simple enough that someone picking up a job between other commitments could get in and out fast. Job acceptance, progress updates, payment history, and availability settings all needed to be there without making the app feel like a tool built for someone else.

Various screens from the Bucket Wonders software

Design System & Components

There was no system when I started. Components were inconsistent across screens, and with a project this size, that would have compounded fast without intervention.
Button component

I built the design system alongside the product rather than trying to front-load it. As patterns emerged across orders, reps, and piecework, I formalized them. By the time the later modules were being designed, most of the heavy lifting was done. Tables, forms, modals, status indicators, printable layouts — all documented and reusable. This kept the work consistent and made it significantly easier to move quickly through later sections without revisiting solved problems.

Date and time component

Impact & Findings

Replacing Access
Replacing Access meant every workflow had to be rebuilt from scratch, not just replicated. That forced honest conversations about what the old system actually did well versus what people had just adapted to. Several processes were redesigned in the process, not just the UI.
Designing for two audiences
The two-sided Piecework app was the sharpest design challenge. Designing for two audiences with completely different contexts and goals, within a single system, required decisions that neither group saw but both benefited from.
Mobile Optimization
A strong design system early reduces decision fatigue late. The modules built toward the end of the project moved faster and required fewer revisions because the foundational work was already done.

Let’s work together

I’m currently open to mid–senior UX/UI, product design, and UX engineering roles where I can own end‑to‑end experiences and work closely with engineering teams.