Image to create · Hero
Three needs, one program
Connect innovation champions, intern teams, and designer mentors in a clean triangular model.
- Format
- 16:9
- Artifact
- Labeled reconstruction
- Purpose
- Introduce the program mechanism.
The Home Depot · Home Depot Design Leadership
Good practice needed a way to travel.
Interns needed projects. Designers wanted mentoring experience. Teams needed access to evidence and accessibility expertise. I helped connect those needs into practices other people could use.
- Role
- Staff Designer · co-founder, facilitator, and accessibility advocate
- Scope
- UX MEOW, seven UX Core Tenets, Accessibility Council, and Order Management field observation
- Delivery status
- Programs and practices operated during my Home Depot tenure; product recommendations informed team changes
- Outcome
- Six to 16 project teams; three participants accepted UX-team roles; evidence gates and cross-team accessibility support
I — Inspiration
Three unmet needs could become one program
OrangeWorks Engineering sometimes lacked real summer-intern projects. Innovation ideas waited for resources. UX designers wanted to develop mentoring skills. Each need could have been addressed separately. A fellow Staff Designer and I saw a way to connect them.
She approached me about creating mentor training. Together, we developed UX MEOW: designer-led teams in which interns could explore real innovation opportunities and designers could practice mentoring and small-group leadership. The program joined work that needed attention with people who needed experience.
That same question—how can useful expertise reach the people who need it?—also shaped my work on UX Core Tenets and the Accessibility Council. These were different initiatives with different partners. Across them, my role was to turn knowledge into something a team could practice, inspect, and carry forward.
Image to create · Context
An unpacking day
Arrange research, technical constraints, stakeholder input, and expert access around a team problem statement.
- Format
- 16:9
- Artifact
- Labeled reconstruction
- Purpose
- Show how teams acquired a shared starting point.
D — Design Process
Give people a structure they can work through
For UX MEOW, I developed mentor training materials, led training workshops, and sourced projects. My co-founder and I met innovation champions to clarify their ideas and translate them into practical starting points for design sprints.
We built a guided collaboration board using the GV design sprint process, including activity instructions and supporting resources. The first cohort paired 12 interns with 12 designer mentors in six teams. An unpacking day brought research, technical constraints, stakeholder interview transcripts, and experts into the same conversation.
Teams moved from problem statements through Crazy 8s, sketches, and low-fidelity prototypes. At the midpoint, they presented the opportunity, business goals, and design decisions to champions and stakeholders. After feedback, they revised prototypes, coded solutions, and tested with Home Depot customers and employees. Those were working explorations and field tests, not claims of production launches.
Image to create · Process
The mentor sprint board
Create a neutral board for unpacking, Crazy 8s, prototype, stakeholder review, coding, and field testing.
- Format
- 16:9
- Artifact
- Labeled reconstruction
- Purpose
- Explain the guided process Aaron helped create.
E — Engagement
A principle became useful when it changed a decision
UX leadership sponsored Design Excellence to strengthen training and practice. I volunteered to develop UX Core Tenets, drawing on company values, publicly available practices, and interviews with designers, managers, directors, and product partners.
I facilitated synthesis with volunteer Staff and Principal designers, then presented a proposal to design, engineering, and product leadership. Their feedback informed seven tenets. I supported rollout through workshops, an organization-wide talk, and posters.
One tenet called for decisions informed by evidence, ethics, and empathy. Teams I worked with translated its evidence component into decision gates: pivotal choices needed a traceable basis. Timelines and leadership requests sometimes created friction. The work was learning to distinguish perceived urgency from actual risk, so teams could make room for research. The demonstrated change was on those teams; it was not a measured organization-wide adoption result.
Image to create · Solution
Evidence and keyboard support
Two annotated panels: a conceptual evidence gate and a keyboard shortcut reference beside order navigation.
- Format
- 16:9
- Artifact
- Labeled reconstruction
- Purpose
- Show how principles turned into team practices and interface support.
A — Action
The mouse was an option. The keyboard was a workflow.
I founded and managed an Accessibility Council to connect practitioners, share field-tested work, train designers, and offer audits and recommendations. Its credibility came from evidence and examples, rather than enforcement authority.
A showcase by the paint-mixing app team supplied a memorable example. Their testing found that associates had built stations and habits around keyboards; some stores rarely used a mouse or no longer had one. The presenting team owned that research. The council gave its lesson a wider audience, and other teams requested help with keyboard controls and field evaluation.
I personally conducted field observation for store Order Management and delivered a report and recommendations. Its move toward mouse-first interaction had made it easier for employees to start using without memorizing hotkeys. But processing was reported to be slower, and screen-reader use was difficult.
The team changed navigation, added keyboard shortcuts, and introduced a dockable shortcut reference and contextual hints. My contribution was field research and recommendations; the response was team work. It addressed discoverability and keyboard use together, without establishing a measured speed gain or complete accessibility remediation.
Image to create · Outcome
Growth with the units intact
Show six → 16 project teams and three participants accepting UX-team roles. Keep the first cohort’s 12 interns and 12 mentors separately labeled.
- Format
- 16:9
- Artifact
- Labeled reconstruction
- Purpose
- Make program outcomes precise.
S — Success
Other people could carry the work forward
UX MEOW grew from six to 16 project teams and expanded across engineering, UX, and product management. It later opened to employees interested in technical roles. Three participants from non-technical backgrounds applied for and accepted full-time UX-team positions.
I co-founded and helped run the program from 2019 through my departure in 2022. We adapted it for remote work in 2020, while returning mentors helped train others and update materials. The team’s growth was shared work; I do not claim sole responsibility for expansion or hiring decisions.
The tenets supplied evidence gates on teams I worked with. The council prompted requests for expertise and supported a concrete Order Management response. These outcomes show different ways knowledge became usable: training, shared decision practices, and field-informed recommendations.
The lesson connects back to those three unmet needs. Leadership can create a structure in which other people do useful work and develop the ability to do it again. Its proof is in the practices and opportunities people used, with the contribution of each partner still visible.