New Hire Onboarding

Bridging Training and UX

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User Persona

UX Research

Analysis

Case Study: — Empowering Sales Te1. Context & Challenge Framed the problem of inconsistent onboarding and performance among sales reps. Defined objectives using the Nesting Period Review Plan and aligned with business KPIs. 2. Research & Empathy Applied UX methods: user personas, journey mapping, and pain point analysis. Used Structured Problem Solving Guide and Toolkit to define and analyze root causes. 3. Designing the Training Experience Implemented phased learning: Nesting → Initial Performance → Mastery. Incorporated interactive elements and tools like Salesloft and LinkedIn Learning. 4. Metrics & Impact Demonstrated improvements in CSAT, QA scores, and tool proficiency. Aligned metrics with UX standards using UX Metrics Guidance and UX Metrics 2501. 5. Problem Solving & Iteration Used mixed methods experimentation and feedback loops to refine training. Validated assumptions through A/B testing and UX research. 6. Connecting to UX/Product Design Applied design thinking: Empathize → Define → Ideate → Prototype → Test. Demonstrated systems thinking and collaboration with product teams. 7. Visuals & Artifacts Include screenshots of training modules, journey maps, and feedback dashboards. Reference Book of Product Management to align with product strategy.

Challenges

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    • Our research audience don’t understand wine terminology, grapes, or pairings.

    • They want to learn, but feel overwhelmed or unsure.

    • Selections are often based on price or bottle design instead of fit for the moment.

    • They lack tools to pick the right wine confidently.

    • Our research audience enjoy meals with wine but don’t know how to harmonize flavors.

    • Often default to beer or other drinks in group settings.

    • Some drink wine mostly alone, or only on Sundays.

    • Others see it as a “sip” rather than an accessible, everyday drink.

    • The research audience tend to repeat the same grape (Carménère, Malbec, sweet wines).

    • They are curious about exploring but don’t know where to start.

    • Many avoid spending more than a certain amount on wine.

    • They fear making the “wrong” choice with a more expensive bottle.

I don’t really know much about wine, but I’d love to understand more. Most of the time, I just pick something cheaper or a bottle that looks nice.
— Larissa
When I’m with friends or family, I usually end up drinking beer instead of wine. It feels easier to choose.
— Raul

Research & Insights

While the course provided some base data, we mapped user behaviors around meal planning, casual wine consumption, and existing mobile app patterns. The key insight was that users don’t want to study wine, they want to enjoy it. That led to a UX principle: the app should feel more like a friend’s helpful suggestion than a textbook.

We shaped a persona representing a young adult living alone or
with a partner, with limited time to cook and low wine knowledge,
but high curiosity.

Designing the Experience

User flow was crafted to prioritize discovery through three main pathways:

  • Search by recipe: user inputs what they plan to cook

  • Search by mood or occasion: date night, self-care, picnic, etc.

  • Explore or save wines for later

Each path was designed to reduce decision fatigue and give just the right amount of guidance, with room to deepen the experience over time.

Outcome

This project gave me space to practice not only interface design, but also product thinking: designing for behavior, emotion, and real-world friction. While fictional, Wine.io became a meaningful exercise in aligning user delight with business value. It showed how even a culturally rich topic like wine can be made inclusive through thoughtful design.

Final reflection

Coming from a background in visual design and customer support, this project was where those two worlds connected for me: empathy and clarity. I focused less on fancy screens and more on making users feel guided, not judged. That’s something I now carry into all my product design work, especially in onboarding, education, and micro-interactions.