I was Revature's first in-house designer, and the only designer on the platform built to change that, from a blank Figma file to a shipped MVP.
Trainers and content developers could see schedules but could not touch them.
Moving a class or reshaping a week meant raising a request and waiting for a backend engineer.
Sales had no usable way to walk prospects through what Revature actually taught.
Removing an engineering dependency was the design problem. The interface was only where it showed up.
The real cost was never measured in days. It was that a trainer with a cohort in front of them had to stop teaching and become an administrator to get a single day moved.
The curriculum library. Search, filter by competency, open one. It runs.
Direct access to trainers and content developers, and a legacy system to interrogate.
A research practice, personas, prior studies, or a design system to inherit.
Findability was the unmet need. Not features, not visual polish. People could not locate what they already had.
Search and filtering drew the strongest reaction of anything I showed them. Not because it was clever. Because the old system had nothing like it.
The programme a cohort runs through, ending in a mandatory capstone.
The skill areas inside it, and the way a curriculum gets filtered and found.
The reusable teaching block. Built once, dropped into other programmes rather than rebuilt each time.
Open the curriculum, find the week, move the activity, done. No request, no engineer, no wait.
This is how the queue died. The hierarchy was the mechanism, not the screen.
One curriculum, opened. Units are reusable: pick one up and the row closes behind it.
A dense table with its metadata stranded in a legend underneath. You cross-referenced a key to read it, then filed a ticket to change it.
A ten week programme scannable in one pass. Descriptions moved onto the curriculum cards, so information sits on the object it describes.


The same five weeks, same frame, same scale. The new one is twice as deep.
A move changes the day it leaves and the day it lands on, and both have to stay coherent. Most of my time with engineering went on this: drag behaviour, what happens when a day is extended, how much freedom a trainer gets.
Stopping someone building an overloaded day means inventing rules for work we do not do. So we surfaced the cost instead: daily load, shown per day, changing as the trainer moves things.
The schedule, being changed. Move an activity and the load map answers for both days.
I could not stop someone creating a bad day. I could make sure they saw it happening.
Sales needs to know what exists. Content developers build the structure. Trainers live inside a single day. Same data, three depths.
My first pass was a module view, organised by competency. Trainers and content developers came back asking for a day-level view I had not built.
Curriculum, competency and unit. That hierarchy never changed, and everything hangs from it.
Topic, module and activity. Three depths of looking at the same thing. That is what the feedback added.
Find a curriculum, open it at the depth you need, build and reuse the pieces, schedule the work, export the detail.
Every screen that shipped: browse and search, the three depths, unit templates, scheduling and export.






Ten screens, one system. Browse, the three depths, unit templates, scheduling, export.
features designed across the core workflows
screens built for a 0 to 1 MVP that shipped to production
user groups of roughly 20 to 30 each: trainers, content developers, sales
Before, changing a curriculum required an engineer. After, it required nobody.
Editing a curriculum mid-cohort needed stakeholder alignment that would not fit the timeline, so it went to phase two rather than getting half-solved. Trialled with sales and presented to the heads of sales and content development, who backed the direction.
Giving a layered system a structure people can navigate without a manual is the skill I took from this. Getting there faster is the one I am still working on.
Trialled with sales, handed over as the baseline.
End to end, the only designer on the product.