I am a Senior Product Designer in San Francisco. 

I design end-to-end, but I am most passionate about working with stakeholders and customers to design products that empower people to do their best work while meeting business goals.

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As Senior Product Designer at Pantheon, I design tools to enable teams to build and launch websites, lead user research efforts to help define requirements and make recommendations, and standardize our design process and methods to improve efficiency.

plans page

Redesign of new plans presentation and purchasing experience

In 2018, Pantheon updated its pricing for the first time in the company's history. To support the launch of new site plans and pricing, our main goal was to proactively communicate the value of the platform and minimize the perception of commodity web hosting. We also updated the checkout experience to fall more in line with expected patterns when buying online

We conducted extensive user testing to ensure we sell the benefits the customer will receive (not features), highlight our main value prop, and call out differentiators we learned users care most about.

Improve the first time user experience in order to increase retention

In order to increase user retention, we improved the first time user experience (FTUE) starting with user research to discover the common roadblocks new users encounter.

Through prototyping and testing, we synthesized an approach to help new users more quickly realize the work and time they can save by using the platform, proactively highlight the benefits of Pantheon using interviewee's own reasons, introduce teachable moments, and guide new users to next actions.

welcome page – benefits
example usage screenshot

Improve CLI learnability and usability

I led the research and design work to improve the CLI experience and increase usage, which we know can lead to more active users on the platform. 

After learning our main problem is discoverability and lack of actionable information in one place, we created a manual to consolidate information and use as an official, single source of truth, including a set of examples scenarios users can apply immediately to their work. After release, the manual became (and still is) the top-ranked page of our entire documentation.

Help developers work more efficiently with a site starter kit

I led the design of a new capability that enables organizations to customize their site starter kit through a custom upstream. This reduces redundant setup and maintenance work by using a common starting codebase.

Through iterative development and user testing, we prioritized and released features that would bring customers the most value, and discarded ideas that were not valuable.

Case study coming soon

upstream model
DR slide ex

Recommend research-based product requirements 

I led the research in order to recommend a product direction for work encompassing disaster recovery, enabling customers to use their own SSL certificates (instead of our included, managed certificates), and to inform experiements with our first time user experience through multivariant testing. 

I collaborated with product managers and the engineers throughout the research planning and engagements, including competitor analysis, and interviews and surveys of current customers.


As BinWise's first designer, I led the design for a beverage management SaaS product for restaurants. To improve a  fragmented and inconsistent product, I was responsible for integrating user research and testing techniques to move to a human-centered development process, developed design principles and a style guide to reduce redundant work, and redesigned several areas of the platform.

persona set

Develop a better product through human-centered design

To shift to a human-centered design process, I interviewed and observed our customers to learn their workflow problems. We developed personas, design principles, new interactions, and updated visual designs based on this research.

This research and new design system informed the redesign of several areas of the product.

Case study coming soon

Redesign a more efficient inventory process

The Inventory system is a critical part of the platform customers use to count their inventory and track items over time. Through usability testing of the existing system and review of common support tickets, we learned the existing 7-step process was unecessarily long, complicated, and difficult for customers to understand.

I led the redesign into a 3-step process which provides more guidance and help, and proactively assists the user in catching errors earlier. The improvements reduced user frustration, the amount of time spent on this task, and the number of support tickets received.

Case study coming soon


Improve scansheet usability

When customers count inventory, they can choose to use BinWise's barcode scanner and a scansheet, which is a barcode sheet generated by the system the customer hangs near the rack or bin. The old scansheet interface was difficult to use and inefficient - for example, users were unable to save existing scansheets and instead had to remake them from scratch every month!

With the new interface, customers can save and edit as many scansheet files as they needed, use new functionality such as renaming, duplicating, and bulk actions, and utilize previously hard-to-discover controls, such as a drag and drop which is useful for organizing items according to their physical arrangement.

Case study coming soon

More explorations to improve the product

The team and I also concepted ideas to help with other problems we've observed in the product. For example, the tools users needed to manage their items are scattered across different areas of the product.

We envisioned a centralized interface to accomplish tasks related to item management that users would expect to be able to do. For example, bulk actions would enable users to take care of common tasks on multiple items in one place, instead of manipulating items one-by-one in different areas.

Case study coming soon

centralized area concept

At Schell Games I was the User Interface Designer for educational desktop, mobile, and location-based games, responsible for defining user flows, iteration through playtesting, creating and implementing art assets. I was the art lead on several projects, advised the UI other projects, and mentored junior artists and interns. 


S.E.C.R.E.T. (Project Codename: Sherlock) location-based game

I was the UI Lead on early stages for an immersive game based in the Children's Museum of Houston.

Kids enlist in the Special Elite Crime Resolution and Espionage Team (aka S.E.C.R.E.T.) to crack codes, uncover clues and outsmart villains. Agents are assigned missions, and travel throughout the museum to engage with several physical installation. A system tracks their mission progress throughout multiple visits, and they are rewarded by both physical and digital badges for completed missions.

Daniel Tiger's Neighborhood website and games

I led the UI design for the Daniel Tiger's Neighborhood companion PBS website design, games, and print-outs. As an extension of the animated series aimed at preschoolers, we created an experience to continue the mission for childen to learn key social skills necessary for school and for life. 

I worked with the game designer and PBS to map out flow of the website and games so that all of the interactions were fun for kids to play with, and the parent/guardian could intuitively navigate the site.

Case study coming soon

Card Creator Screenshot
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Inklings Underground tablet game

I was the UI and Art Lead on this minigame bundled with the main Lexica RPG.  Junior high students plays as a magical creature, Blott, who lives below ground and needs to repair his home by fixing wrong words and sentences. Through the game, players begin to recognize patterns and word parts to grow language art skills

Case study coming soon

World of Lexica tablet game

A language arts adventure game played on a tablet, students explore a world featuring classic literary characters. Lexica, and its bundled minigames, is intended to build skills related to reading behaviors, comprehension, writing, and critiquing.

As the UI Lead in the first phase of this project, I worked closely with the game designers to establish the user interface direction for the game.

Quest Log

© Kim Kiser Ramirez 2018