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Work history

Senior UX/UI Designer

Dycom in Palm Beach Gardens, FL

July 2018 - Present

Create short-term and long-term design road maps for products.

Conduct usability testing on current product experience and prepare reports for stakeholders and product teams.

Design screens for low and high fidelity testing and present solutions to product teams and stakeholders.

Find complementary efforts within the organization to connect ideas and products.

Improve design system adoption across departments within the organization by leading design thinking workshops.

Define product road-maps, balancing user/business/tech perspectives, prioritizing problems to tackle.

Prepare strategies for initiatives by uncovering opportunities, challenges, and gaps to improve user experiences across suites of solutions.

Collaborate with UX team to build upon the design system and frameworks to satisfy technology needs.

Lead workshops to facilitate co-creation, alignment, and understanding to maintain constant dialogue within Dycom.

Senior UX/UI Designer

Bisk (Remote)
Oct 2016 - July 2018

Collaborated with researchers, developers, and instructional designers to build interactive learning objects for higher education and corporate training courses.

Conducted usability research to understand students' motivational, navigational pain points and other issues to improve design processes.

Assisted in researching and writing ADA documentation to improve the company-wide accessibility practices.

UX/UI Designer

Design Interactive in Orlando, FL
Sep 2015 - Oct 2016

Worked closely with researchers and data scientists to understand the needs and desires of users and validate the designs.

Communicated ideas, concepts and user interface direction with the team and management.

Wrote task analysis sequences and learning objectives for training applications.

Designed game-based learning systems.

Produced vector graphics and other in-game art for serious games.

Used Axure RP 8 and Adobe Illustrator to develop high-level wireframes.

Developed interfaces using HTML5, CSS3 and jQuery.

UI Designer

AppBurst in Lake Worth, FL
Mar 2013 - Aug 2015

Worked closely with iOS and Android developers to build cross-platform apps from concept to release.

Interacted with clients and stakeholders to discuss concepts, branding, and timelines and for the product.

Created wireframes based on user research, and client’s business goals using Axure, Sketch and/or Adobe Illustrator.

Based on client feedback, created mockups using Adobe Photoshop to show user flows and specify user interactions.

Used the finalized mockups to create responsive mobile web templates using HTML, CSS, jQuery as well as RSS and JSON data feeds.

Built templates and themes for “off-the-shelf” apps as well as completely custom template styles.


Masters of Arts in Instructional Systems Design

University of Central Florida
Orlando, FL 

Bachelors of Multimedia Design & Development

DeVry University
Miramar, FL

Knowledgeable about:

Hi/low fidelity wireframing

I usually start designing with whatever I have on hand, pencil and paper or whiteboard. Then continue on Figma and using the design system to wireframe a feature or screen. 

Rapid prototyping

Over the years, I learned to use many different tools to create component libraries and prototype my designs with:
- Axure RP 8-9
- Figma
- Sketch 
- Adobe XD


I started my career building user interfaces with HTML/CSS and sending them over to a developer. I currently teach it as a volunteer to K-6 kids for Code Palm Beach non-profit.

Usability testing

I use a variety of research methods, though I prefer onsite and individualized user interviews, I am very comfortable with remote testing as well. Currently using GoToMeetings and Figma to test prototypes, record, observe, and take notes with Optimal Workshop. 

Personas and user stories

Collaborate with content strategists and business analysts to establish personas, align them with a business need, and write user stories for design and development teams.


My experience in higher education and learning experience design gave me lots of opportunity to build experiences within learning management systems like Canvas and D2L.

Design Process

It starts with a conversation...

Research the problem

Start with discovery to determine what is the issue the users are facing and make a list of needs and goals. Research the competition and market, what's currently out there and what are users saying about them? What is the user's current behavior? Will the changes to the current product be dramatic and unecessary? It's important to empathize with the users to make sure the product will not further disrupt their lives.

Measurable Goals

Now that we have empathized with the users and identified the issues we need to take into consideration resource limitations, business goals, and listen to stakeholders to establish a baseline. A product roadmap will visually explain the goals to get buy-in from the key stakeholders. This will show the bigger picture of the product and help determine the features that will be released in the MVP and the features will be released in the future stages. It's important to keep in mind that improving a complex system doesn't necessarily mean designing it to be simpler, but to remove the pain points and create a more elegant system.

Collect Data

Now that we have clearly defined goals and timelines we can choose the user research process that makes most sense. Every project is different and surveys, interviews, onsite observations, and usability testing can be conducted in various combinations if time and budget allows. Most importantly, get insight into the real users. Once the raw data is gathered, it needs to be compiled into usable data. I have worked with data teams, customer support teams, IT help desk teams, and more to get data and chatting with them to understand it.

Iterative Design

With usable data we can hypothesize possible solutions and take the user stories and turn them into user flows. Quick design cycles can help the team determine the most effective solution. There are already effective design patterns that can be implemented to keep the product familiar and accessible and avoid delivering a completely foreign product that will intimidate. New design patterns should be approached with caution and with options for the users to go back to the familiar or allow them to ease into it.

Rapid prototypes will turn into pixel perfect mockups, style guides, documentation and hand-off assets to developers.


The design should be validated quickly by having users interact with the prototyes early on. Involve different departments within the company to interact with it as well, such as customer support, human resources, sales, etc. 

Launch and Review

Once the product is ready for beta release, it is important to collect user feedback in the wild as opposed to in a controlled user testing session. Some metrics to consider for feedback are: user's satisfaction, engagement, adoption, retention and task success.

© Copyright 2018 Sylke Lopez - All Rights Reserved