Haiku Inc. UI/UX Internship

Designing components for a gamified cybersecurity learning experience

Examining and redesigning existing world of haiku flows


Product designer

Methods and Skills:

User research, brand systems, Figma, user flows, prototyping


6 months

How do we immerse users into the cyber punk world of World of Haiku?

Haiku Inc. creates products that gamify the cybersecurity learning experience. During my 6 months at Haiku, I worked with the Haiku design team, conducting user testing, recognizing pain points in the product, and using this research to improve the overall experience of the educational game. Additionally, using the implemented design system, I got to create my design original components that weren’t implemented in the game before. (very cool!)


General Design Process

Who were we (the design team) designing for?


Notification History

Created a filtration system to allow users to see most relevant notifications


Designed a leaderboard for players to play against their friends and other global players

Feedback Form

Added multiple touch points in game so users could give the product more feedback

more in detail case studies for each feature is coming soon...


What did I learn during my six months at Haiku?


... a whole lot about Figma
I’d say before my six months here at Haiku, I actually was very primitive in my knowledge of Figma. Yes, I knew how to design in Figma and do cool layered animations for website prototypes, but didn’t know a lot of the shortcuts that Figma has that makes the process of creating those things easier.  Command+shift+r is basically my best friend now. Also, actually learning how to use components and organizing a design library really impacted my design process afterwards.


team work makes the dream work (literally)
Before working at Haiku, I haven’t really worked with a team of designers. My experience beforehand with working with teams hasn’t been the most positive, but I found that with team mates that I have the same goal in mind it really speeds up the design process.


design for your target audience... but don’t forget your programmers
I found that when designing an actual product, unlike side projects, you have to keep in mind of what your devs are capable of developing. Interactions can be cool in theory, but developing them is a whole other story. Also, keeping consistent and clear communication between the development and design team is important. One miscommunication can potentially create a mess of a product.

Thank you for reading!

Also thanks to my project manager, Steffie Harner, and the design team at Haiku for the great six months ︎