Creative project management

The planning behind the design.

My project management work sits inside design. On StudyRoom, that meant setting the team's direction, planning sprints, organizing research, running design reviews, and getting us to a tested, presentable prototype. The FigJam board below is where that planning lives, from early Lean UX discovery through sprint execution.

StudyRoom FigJam project board overview

Featured leadership

StudyRoom Productivity Timer App

I led a three-person team as both creative project manager and lead UX/UI designer, taking a productivity timer app from first plan to final presentation.

Along the way we built proto-personas and Lean UX canvases, planned and ran interviews, mapped what we heard, tested MVP experiments, worked from sprint backlogs and stand-ups, held retrospectives, and revised the prototype across seven task flows.

"StudyRoom started with a simple question: why is it so hard for students to actually sit down and focus?"

The problem behind the project
StudyRoom Lean UX canvas with hypotheses, MVP experiments, and backlogs

Product planning evidence

The FigJam is the PM case study.

The board tracks how we moved from framing the problem to making product decisions: research, Lean UX assumptions, sprint maps, MVP measurements, backlog planning, and retrospectives, all sitting next to the prototype work.

So StudyRoom isn't just a finished interface. It's a record of the research, prioritization, and agile coordination that got us there.

Proto personas → user empathy Affinity maps → research synthesis MVP experiments → validation planning Sprint backlogs → feature prioritization Retrospectives → process improvement

FigJam evidence map

What each part of the board shows.

The StudyRoom board captures the project management work behind the interface: defining the problem, coordinating research, prioritizing the MVP, tracking sprints, measuring usability, and improving how the team worked.

StudyRoom FigJam calendar, interview, and planning sections
Planning

Roadmapping + research operations

Calendar, interview, and sprint areas show how the team organized deadlines, research touchpoints, and delivery checkpoints before jumping into screens.

Lean UX canvas with business problems, users, outcomes, hypotheses, and MVP experiments
Strategy

Problem framing + product strategy

The Lean UX canvas connects business problems, user outcomes, solutions, hypotheses, and experiments into a clear product direction.

StudyRoom MVP measurements, product backlog, sprint backlog, and stand-up notes
Prioritization

MVP scope + backlog management

Backlog and MVP sections show feature prioritization, what needed to be learned first, and how sprint work was broken into manageable pieces.

Affinity mapping sections from StudyRoom user interviews
Research

User synthesis + decision support

Interview affinity maps translate raw user feedback into patterns the team could use to make better interface and product decisions.

StudyRoom usability testing metrics and measurement notes
Metrics

Testing data + iteration

Measurement artifacts connect usability findings to concrete changes, including misclick reduction and clearer task completion paths.

StudyRoom retrospective section from the FigJam board
Retrospective

Agile reflection + process improvement

Retrospectives show the team closing the loop: reviewing what worked, identifying blockers, and improving how the next sprint moved.

Evidence

What testing actually changed.

We used usability testing to find where people got stuck, then revised the flows until they moved through the app without second-guessing.

3 person design team led
7 task flows planned
20→3→0 weekly-view misclick path
5→0 calendar start-session misclicks

Process

How I keep design moving.

1

Discover the product problem

Use personas, business problems, user outcomes, interviews, and affinity maps to define what the product needs to solve.

2

Prioritize the MVP

Turn assumptions into hypotheses, choose the most important things to learn, and organize features into backlogs.

3

Execute, measure, and revise

Use sprint maps, stand-ups, usability metrics, and retrospectives to keep the team moving and the product improving.

Resume context

One role, three overlapping skills.

My resume frames me as a creative project manager, product designer, and UX/UI designer, finishing a B.S. in Interactive Design at Kennesaw State University in December 2026.

The short version of what I work with: team leadership, project coordination, user testing, and client communication, plus Figma, FigJam, the Adobe tools, Canva, Procreate, Microsoft Office, and the basics of HTML and CSS.

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John Andre resume preview