Werk.dance

The features were there. The path to them wasn't.

The Challenge

Werk.dance had everything a dance instructor needed to run their business — but no way to surface it. Teachers couldn't discover what the platform could do. I designed the first end-to-end onboarding to change that.

Role

Lead Product Designer

Timeline

May 2026 - June 2026

Platform

Mobile + Web (responsive)

Status

Launching June 2026

the problem

A feature-rich platform teachers didn't know how to use

But there was no onboarding. Teachers landed in an empty dashboard with no guidance, and most of the platform's capabilities were effectively invisible. The signal was impossible to ignore: teachers were texting and emailing Jessie — the founder — asking how to post a class. Teachers who should have been converting to Pro were stalling because the features they needed were the same ones they couldn't find. And nothing connected the product's surfaces to each other — profile, pop-ups, privates, students all lived in isolation, with no thread pulling them together.

The core product wasn't the problem. It was the path.

Before

No path. No guidance. Features going unnoticed.

  • Teachers landed in an empty dashboard with no direction

  • Pop-ups, privates, and programs were invisible — teachers didn't know they existed

  • Jessie fielded texts and emails asking how to do things the product already did

  • Pro conversion stalled — the features needed to upgrade were the ones nobody could find

  • Nothing connected the surfaces — profile, pop-ups, privates, and students all lived in isolation

After

A progressive 6-step path that activates teachers.

  • Teachers landed in an empty dashboard with no direction

  • Pop-ups, privates, and programs were invisible — teachers didn't know they existed

  • Jessie fielded texts and emails asking how to do things the product already did

  • Pro conversion stalled — the features needed to upgrade were the ones nobody could find

  • Nothing connected the surfaces — profile, pop-ups, privates, and students all lived in isolation

what is werk.dance

Werk.dance gives dance instructors everything they need to run and grow their business — all in one place.

Presence

  • Customize your profile

  • Share profile as link-in-bio

Offerings

  • Create pop-ups

  • Create private lessons

  • Sync classes from other studios

Management

  • Import students

  • QR code check-in at events

Community

  • Build an email list

  • Share QR code for check-ins

werk Pro

  • Additional tools for instructors ready to scale their business

  • Even more features

I mapped these capabilities to the moments teachers were most likely to miss value then designed mobile-first, with responsive tablet and desktop breakpoints.

Discovery

Proven onboarding patterns shaped the final flow

No existing onboarding to reference. I started with competitive research — Lemon Squeezy, Shopify, Deel, Miro, Intercom — then presented four pattern options to the founders before any design work began.

Additionally, I had to work with some constraints…

Ship Fast

Get something real in front of teachers fast — then learn from it. V1 needed to be good enough to generate feedback, not final enough to be the last word.

Simple to Build

Every decision was made with buildability in mind. One engineer, tight timeline — complexity in the design was complexity in the build, so it had to earn its place.

Designing for an AI engineer

The engineer built with Claude Code — Figma annotations don't register. I wrote a markdown behavioral spec instead: state transitions, edge cases, Figma node IDs so Claude could pull visuals directly. Doc beats Figma when they conflict.

No product lead

With no PM on the team, design decisions had to be legible and traceable. Structured review agendas, written recaps treated as contracts. The QR step almost got cut — I argued for it in writing, and it stayed.

From spec to prototype to final design

1

Research

Competitor patterns, 4-approach eval

2

PRD

Problem, users, tiers, analytics spec

3

AI Prototype

Interactive concept for founder review

4

Figma

Final specs, 3 breakpoints, design review

5

Handoff

Behavioral spec + founder sign-off

6

Ship

Launched June 8, 2026

The Solution

I improved the initial prototypes of the content moderation tool created by a previous designer. My redesign focused on making the experience both useful and intuitive for moderators while ensuring that the admin console was scalable for future internal tools. This new solution will help ensure safe user engagement and foster a trustworthy community.

Drag the center icon to toggle between the before and after versions!

Discovery

Setting the scene

Imagine being a high school student today. My goal was to dive into the challenges they face in their daily lives and understand the importance of mental health support in their home and school environments.

I conducted user interviews with high school students and I asked the following questions:

  1. What are the main challenges that teens are facing right now?

  2. What support do teens need to thrive at home, in school, and in other areas of their lives?

  3. What barriers prevent teens from seeking help for their mental health?

  4. How are institutions like state and local governments, schools, and non-profit organizations contributing to the improvement of teen mental health, and what gaps exist in their efforts?

Taking a deep dive

To validate my initial hypothesis and explore their pain points, I distributed a survey to four high school students. In addition, I conducted secondary research on mental health in high schools students today post-COVID and a comparative analysis on current apps on the market.

What students say…

Based on user research surveys, this is what I found.

🙋🏻‍♀️

The top three things I believe high school students struggle with right now is…

"mental health, pressure to succeed, time management."

🙋🏽‍♀️

Honestly, to help me succeed in my life…

"sometimes I just need a long hug or just comforting words."


🙋🏼‍♂️

Something my school can do to improve is to…

"lower expectations. Be more understanding of outside issues that impact may our learning - household relationships, work, etc."


🙋🏻

If I'm struggling with something…

"I tend to listen to music and just vibe. I also enjoy baking as a coping mechanism, especially late at night when no one can bother me. I’ve found that writing/typing out my emotions help too"

🙋🏼

Schools can use technology to improve the wellness of students by…

"providing online resources available to calming spaces and text/call crisis centers. They should have links to websites explaining different topics like mental health, mental illness, coping strategies, etc."

🙋🏿‍♀️

Schools should take more responsibility for students’ mental health because…

"students spend a majority of their time at school. A lot of energy goes into their education and they should feel supported by an institution that contributes to a lot of their stress"

Current apps lack targeting

I went hunting for apps on the market that were recommended for high school students to help them deal with their mental health. Overall, these apps are all successful in their own function but I found that these apps don't tailor to the high school student experience. View the apps below…

⭐️

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The common challenges for students

After putting together all of my research, I grouped my insights together and identified patterns that are important to recognize.

  1. Students struggle to juggle college entry, academic endeavors, extracurricular activities, and social interactions.

  1. In-school mental health facilities and online resources still fall short of their demands.

  1. Students long for a guide to assist them anytime there's a problem.

  1. Students displayed keen interest in a standard health check-in on a mental wellness platform that they would use.

The deep-rooted insight is

schools should be actively involved in helping high school students manage their mental health because it is a primary cause of their emotional distress.

In order for me to visualize this statement more deeply and the following steps in my design thinking, I developed Lia Jane.

Identify & synthesize

The life of Lia Jane

Lia Jane is a 17-year-old high school student. She is feeling very overwhelmed with balancing college applications, getting involved in school, keeping up with her grades, and staying in touch with friends. She wants to reach out to a school counselor for some guidance.

"[I worry about] getting into college, filling out college applications on time… Grades and keeping up with classes keeps me stressed because I can't allow myself to get a B… I also worry about the state of some of my friendships… A lot of them battle things like anxiety and depression so there's a lot on their plates."

🧠 Worries

  • Having too much on their plate and not having enough time to do what they want

  • Feeling overwhelmed and confused with trying to balance their schoolwork, social life, and planning out their future

  • Feeling the pressure to succeed

  • Don't know how to manage their thoughts and emotions

  • Can't get in touch with my counselor easily with their busy schedule

✨ Needs

  • Wants to get accepted into a good college

  • Wants to keep up with grades in classes along with juggling sports, clubs and family affairs

  • Wants to be close to their group of friends

  • Wants to feel happy and fulfilled

  • Wants an easy way to contact their counselors

  • Want people to understand their experiences

how might we

provide schools with a platform to help high school students get mental health treatment easily and effectively?

Ideation

The opportunity

Based on research and synthesizing them as Lia Jane's pains and needs, I created a set of core experiences that will help guide the direction of features so that the product stays focused on the problems I need to solve. With my solutions, Lia Jane will…

Gain better control of emotions

Provide a scientifically proven method to regulating emotions

Contact counselors quickly and easily

Provide a robust messaging and scheduling platform

Find targeted and relatable resources

Provide a rich library of resources tailored for student experiences

Possible features

Based on the 3 core experiences, I compiled a list of features that will help bring it alive. I sorted them into a tier list to determine their importance for the MVP.

🟢 Must-have

  • Onboarding quiz

  • Daily check in

  • Mood tracker

  • Messenger/chat

  • Dashboard

  • Resource library

  • Video call with counselor

🟡 Nice to have

  • Journaling guide

  • Emergency services

  • Habit tracker

  • Access through desktop

  • Informal depression and anxiety assessment

🟠 Surprise, Delightful

  • Shareable worksheets

  • Meditation guide

  • Breathing exercise guide

  • Games and activities to stimulate brain

🟣 Can come later

  • Parent/guardian mental health materials

  • Parent/guardian view

  • Ability to chat with teachers

  • Integrated class calendar

Information Architecture

By this moment of my process, I had an idea of what features to build. It was time to organize the information by creating a sitemap. I referred to Telehealth and other mental health aid apps to map out the information.

User flows & interaction design

Streamlined review process

To understand the current system's shortcomings, I conducted user interviews with the lead engineer, and fellow designers. They highlighted that the current design was outdated, unintuitive, and missing key information that helps moderators do their job. Additionally, new community features required additional functionality in the moderation system.

Understanding the typical moderator

Collaborating closely with the development team was essential to ensure alignment and feasibility. I held bi-weekly meetings with our lead developer, Jeffrey Li, to stay aligned with our goals and understand the technical constraints across all functions of the design. I also proposed solutions to potential roadblocks.

How might we help moderators make informed decisions and improve their work efficiency when monitoring user submitted reports?

CONTENTS

Overview

Wireframes

Flows

Design

Impact

Learnings

execution

Mapping interactions

After clarifying my feature ideas and narrowing down to the must-have features for the MVP, I mapped out Lia Jane's paths and possible interactions for those features.

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Wireframing

Early designs

I started out my wireframes by looking at Telehealth and other mental health applications as inspiration. My main focus was to make sure each element was clean and clear like any other healthcare app for accessibility purposes. Overall, my first drafts helped me map out the paths without getting too much in detail. Scroll to the right to view the wireframes.

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UI Design

Bringing it to life

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Testing & Iteration

Completion & satisfaction = A+

Inserting the UI elements into my wireframes led to multiple iterations of my high fidelity prototypes after a few feedback sessions with peers. Once I finalized the screens to the best of my ability, I conducted a usability test through Maze and gathered insights from 4 students who had completed the initial research survey.

My goals were to test the ease of use in navigation, observe the clarity of user flow, gather feedback on the UI, and observe any area of confusion or hesitation.

As a result, all students completed the tasks!

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🤕 Pain points

  • Button states need more clarity

  • Overlay screens interactions were confusing

  • The meaning of icons was unclear

  • Continuing to capture the attention of users as this application deals with heavy topics

  • Accessibility in colors, the use of voice recording, etc.

✅ Successes

  • Color scheme is aesthetic, calming

  • Flow is straightforward, simple, and user-friendly

  • The organization is clean and neat

  • The interface is professional-looking

  • Users were enthusiastic about the possibility of the application being used in real life


👍 Changes

Overall, I was glad that the app was easy to use with a clear flow. Afterwards, I made only minor cosmetic changes such as clarifying button styles, updating the weight of the icons for consistency, clarifying the interactions of the overlays, and adding written text to the lower navigation icons for accessibility purposes.

Feedback highlight

I asked a participant from my preliminary user research questionnaire to participate in the usability test, and this was her response. It's an incredible affirmation that my efforts are indeed on the correct path and that they can genuinely bring about change. My little brother helped me gather users at his high school and this is a screenshot he sent me of his conversation with that student.

Interactive Prototype
reflections

Conclusion

I felt satisfied with the results from my journey of creating Together. I was very intentional with the research and I believed that getting direct input from the students were very important to making this app successful.

📐 Measuring Success

As I take a look back at my project goals, my hope for the app is to ultimately create a positive impact on the students and institutions by accomplishing the following:

  1. Increase awareness of mental health in schools

  2. Increase usage of the app by faculty and students

  3. Increase student and counselor appointment bookings

  4. Improvement in student performance through academics, athletics, and at home

  5. Students give feedback that they feel supported and see improvements in their everyday life

👩🏻‍🏫 What did I learn from Together?

1. Let the research lead the design. Speaking directly to current students allowed me to understand their real experiences which gave me context on how to create an app that wil be relevant and usable for the current generation. Throughout user research and usability testing, students were really excited to have this resource. They clearly understood what this app meant for them and how it can help their peers.

2. It’s easy to get caught up in creating an app only for the user themselves. Having a discussion about how the app will impact businesses and institutions is just as important because I can see how succeeding from a business perspective will help drive the development of the app even forward as there will be more hands involved.

3. Accessibility and ease of use reigned above aesthetics because healthcare apps are out there for everyone to use. In the future, I want to understand more about healthcare technology and what designers can do to make sure all kinds of users can benefit the product.

Say "Hello!"

joneiljescobar@gmail.com

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© 2026 Joneil Escobar