drawing of Janet

Hi, I'm Janet. I've enjoyed creating art since I was a small child with marker-stained hands.

Now, I'm an award-winning designer and developer living in North Carolina.

My philosophy is that design is visual communication:
good design comes from good understanding.

Follow my creation process below to learn more.

Every project must start with research. Determine what problem needs to be solved before deciding on a solution. Gather details on the requirements, challenges and goals. How will the project be determined a success?

Talk to the audience about their needs:

  • Where will your potential users be when using your product?
  • Will they use it differently on different devices?
  • Do different users have different needs?

Compare other competitors in the space:

  • What are they doing right?
  • What aren't they doing at all?


Before sitting down at the computer, I start with pencil and paper. I sketch all of my initial thoughts, then further develop promising concepts. Some ideas may work better in my head than on paper.

Information Architecture

I consider how information is labeled, grouped, connected and aligned with a strong content strategy to bring order and simplicity to complexity. Storyboards quickly show the key points in the user journey.

Interactive Wireframes

After I've refined my paper drawings, I move to Axure to rapidly get the sketched ideas and concepts onto the screen. Wireframes detail and document complex ideas and interactions without the distraction of colors and imagery.

Test early and test often. Because of the explosion in screen sizes, devices, and environments, I frequently use responsive, interactive prototypes using HTML, CSS and JavaScript.

User testing has become far less expensive than it used to be with products that allow you to watch videos of users interacting with your product. I recruit users through Voice of the Customer feedback like Usabilla and HotJar.

It's better to find out people are not interacting like we expected as early as possible in the process. We've learned on previous projects making changes late in the project lifecycle leads to far more work than if we had realized our solution didn't resonate with users earlier.

Enhance Understanding

I improve the clarity of the interface with visual design through the use of color, typography, layout, hierarchy, and imagery. I create interfaces with Sketch, interactivity with InVision, and icons with Illustrator.


Design is not just about making something look aesthetically pleasing. I consider the needs of visually impaired users by developing solutions that work with screen readers, ensuring enough contrast for readibility, and creating color schemes with color-blind users in mind.

Just because a project has gone "live" doesn't mean it's done. I break out my analytics tools to track how well the design solved the problem.

I set up reports in Google Analytics to view user pathways and track against the project goals. Seeing how users are behaving improves not just that project's design, but gives better insight for future projects.

I create site surveys to allow customers to give direct feedback on a project.

Heat Maps

Inexpensive software works similar to eye-tracking to show where users are spending time on your pages.

Multivariate Testing

Keep tests simple. If you test too much at once, it's difficult to determine what factor made one version more successful than the other.