Role
Product Designer · End-to-end
Duration
2019 · 2020
Industry
Workplace · Enterprise Productivity
Deliverable
System · Product · Motion
RoomReady
A seamless meeting-space booking product designed end-to-end for Buzzjective. From empathy interviews and persona validation through prototyping, a minimal design system, and shipping across web, iOS, and Android.
Empathize. The everyday friction
Every corporate floor has the same 11 a.m. ritual: a small group circling the building, laptops in hand, looking for a room that isn't on a directory, on a schedule, or, most often, on anyone's radar. Meetings start late, smaller huddles leak into phone booths, and whiteboards get hijacked mid-discussion.
I started RoomReady by sitting inside that friction. Shadowing sessions with Buzzjective and two partner offices surfaced a pattern: the problem wasn't a lack of rooms. It was the lack of a real-time truth about which rooms were free, for how long, and for what kind of conversation.



The challenge brief
Buzzjective framed the opportunity in a single sentence that set the tone for the next twelve months of design work:
“Create the convenience of booking and viewing available meeting rooms, anywhere, on any device, in under a minute.”
The brief was deliberately tight: no internal tooling to extend, no prior design system, and three platforms to ship in parallel: web, iOS, and Android. I took it as an invitation to run the full Design Thinking loop end-to-end rather than jump to wireframes.

Research. Who actually books a room?
Before a single pixel, I ran a two-week discovery sprint: nine in-office interviews, a 140-respondent survey distributed through partner HR teams, and a diary study tracking 38 booking attempts across a week. The data collapsed into a surprisingly narrow demographic profile.
The median user was 35, worked inside corporations of 200+ employees, and switched between at least two devices daily. What they shared wasn't a role. It was an impatience tax: any flow longer than a minute was abandoned in favor of walking the floor.

Personas. Two worlds, one surface
Two validated personas drove every downstream decision. Alexander, a 32-year-old developer, optimizes for speed. He wants to tap twice and be in a room. Leonie, a 37-year-old graphic designer, optimizes for context. She needs to know if the room has a whiteboard, a TV, and whether her teammates can join from upstairs.
The product had to serve both without forcing a mode switch. That single tension, speed vs. context, became the design constraint I tested every screen against.

Define. The one-sentence insight
Synthesis took three days of affinity mapping. A single line emerged that we wrote at the top of every subsequent artifact:
“The best room is the one I can trust is free, right now, without asking anyone.”
That reframing shifted the product from a booking tool to a real-time availability surface where booking is a side-effect of the glance. Every feature afterwards had to defend itself against that insight.
Ideate. The Design Thinking pipeline
I ran the five-phase Design Thinking process transparently with Buzzjective's stakeholders, not as a framework to satisfy, but as a receipt for decisions. Each phase produced one artifact the team could review, push back on, and sign off.
Ideation itself was structured as divergent-then-convergent: crazy-eights for flows, dot-voting for feature prioritization, a single Kano analysis to separate must-have from delighter. We came out with six core features, the smallest set the insight could survive on.


User flow. One minute, start to finish
The end-to-end flow was designed around a hard constraint: any booking, on any device, had to complete in five taps or less. I stripped the canonical path to Open → See → Pick → Confirm → Done. Every branch off that spine had to earn its place.
Edge cases like recurring meetings, cross-floor bookings, and hand-offs between personas were pushed to contextual surfaces so they never slowed down the golden path.


Prototype. Testable in a week
I built the mobile prototype at fidelity high enough to test, low enough to throw away. Five unmoderated usability sessions later, the layout had gone through three rounds: the original date-first list lost to a time-first timeline, the confirm step lost its modal in favor of a sheet, and the room detail gained a “book next slot” shortcut that became the most-used action in testing.
The prototype wasn't a deliverable. It was a decision-making instrument. Each iteration retired a debate.

System. Minimal, type-led, scalable
The visual language is deliberately restrained: a calm yellow for surfaces, violet for primary action, peach and mint as semantic accents, and a single type scale anchored on a humanist grotesque. The product has to disappear in the three seconds before a meeting starts.
I built the button matrix as the system's smallest unit. Eight variants across three levels of hierarchy and three states. Once that unit held up under every screen, scaling to forms, modals, sheets, and navigation was a question of applying, not inventing.

Outcome. Six features, three platforms
RoomReady shipped as a three-platform product (web, iOS, and Android) with a shared design system and six core features that mapped one-to-one to validated user jobs. The booking flow lands inside the one-minute target across every device tested.
More importantly: the process was legible. Every design decision on the final surface traces back to a research artifact, a persona test, or a prototype round. That traceability is, to me, the difference between a pretty product and a defensible one.

Good process is the shortest path to a product that feels inevitable. I'd still choose to run the full Design Thinking loop. It's what made the six final features impossible to argue with.