Product Design

UX/UI

Mobile

Admit AI - Student

Admit is a college and career platform connecting students with the counselors and programs supporting them. I designed across both sides of the platform: the student mobile app and admin web dashboard. This case study focuses on the student experience.

CLIENT

Nile Studio

Role

Product Designer

TIMELINE

3 Months

OVERVIEW

College prep doesn’t always come with a clear plan.

As the sole product designer, I helped turn Admit’s early product vision into a fully connected mobile experience for students navigating college and career preparation within 3 months.

Product Design

Early concepts → development-ready mobile experiences.

Prototyping & Testing

Explored and tested concepts with students.

Design for Development

Balanced design intent with technical constraints.

STUDENT APP AT A GLANCE

Admit AI: A student experience built around progress, guidance, and discovery.

Guided goals and tasks

Clear steps, priorities, and progress.

Coach Admit

Guidance for figuring out what to do next.

Curated discovery

Resources and opportunities tailored to each student’s journey.

OUTCOMES

SHIPPED

August 2024

FIRST PARTNER

Camelback Ventures

TODAY

4 organizational partners

UNDERSTANDING THE STUDENT EXPERIENCE

Students and counselors were working from two different pictures of college prep.

Working with Robin Hood–funded programs across NYC, our team surveyed and interviewed 50+ students and 20 counselors and program leads to understand how they navigated college prep.

BUILDING A FOUNDATION

I built a visual system for a product that was still taking shape.

When I joined Admit, there was no established design system to inherit. I started by defining brand principles and studying products like Duolingo, LinkedIn, and Common App to establish a visual direction for the product.

With the visual direction established, I translated those principles into a lightweight system for color, type, and reusable components that could keep the product consistent as we moved toward development.

DESIGN SYSTEM PREVIEW

MAKING PROGRESS ACTIONABLE

If a student opens Admit between classes, what should they see first?

The "Goals" feature would become the main place students managed their college-prep work. As deadlines, recommendations, and personal tasks accumulated, the experience needed to make what mattered next easier to understand.

INHERITED GOALS DESIGN

FROM RESEARCH TO DESIGN

Three priorities shaped how I approached Goals.

Organize the work

Make growing goal lists easier to navigate.

Focus attention

Help students see what matters now.

Show progress

Make it clear where students stand.

EXPLORING THE DESIGN

I explored different ways to bring those priorities into the experience.

With a tight timeline, I moved into higher fidelity early so ideas could be tested quickly. I focused less on whether students liked a concept and more on why something felt clear, confusing, or difficult to act on.

Organizing around time

Grouping goals around upcoming deadlines.

Separating goals by category

Using cards to distinguish different types of work.

Bringing progress forward

Making overall progress visible alongside what needs attention.

TESTING THE DIRECTIONS

I brought these concepts back to students from our initial research pool in usability testing to see what actually made Goals easier to navigate. Testing surfaced a harder question:

How much information does a student need before organization becomes cognitive load?

KEY USER INSIGHTS

More structure could create more friction

50% of tested students struggled to track goals as their lists grew, reinforcing the need for a simpler, easier-to-scan structure.

What matters now should come first

35% of students wanted clearer real-time progress, reinforcing the need to surface what required attention and where they stood.

WHERE WE LANDED

The final direction simplified Goals around priority, progress, and access.

INHERITED -> REFINED AFTER TESTING

Decision 1: Make what matters now the default.

Prioritize what matters now

Priority goals appear first, while collapsible sections reduce how much students need to scan at once.

Keep everything else accessible

Students can still access and organize their full goal list without everything competing for attention.

Decision 2: Keep guidance visible without adding more noise.

Make progress visible

A persistent progress bar and goal counter gives students a quick read on where they stand.

Turn guidance into next steps

Suggested Goals turns Coach Admit’s guidance into actions students can add to their workload.

DESIGNING WHILE SHIPPING

Designing the product while it was moving toward development.

As the sole product designer, I was designing the student mobile app alongside the counselor web dashboard while working with a PM and three engineers. Within a three-month timeline, I had to move between two audiences, connected workflows, and implementation constraints without losing sight of how each decision affected the larger product.

REFLECTION

What I Learned

Design beyond the screen

Working across connected features taught me to think about how decisions in one experience affect the rest of the product, not just the screen in front of me.

Constraints sharpen decisions

Working alongside engineering taught me when to keep exploring, when to simplify, and when a strong-enough solution needed to move forward.