Designing an Analytics Platform at Voxxify
During my internship at Voxxify, I was the UI/UX designer working on a live B2B analytics platform.
I designed 5 product experiences and redesigned 6 core features, working from early requirements through to prototypes, developer handoff and implementation support.
A few details have been left out for confidentiality.
Duration
September 2024 - August 2025
Company
Voxxify
Role
UI/UX designer
#dashboard_ui
#b2b_saas
CONTEXT
More data does not always mean more clarity.
Voxxify is a startup helping organisations understand how employees experience the technology they use at work. The platform brings together large amounts of data and analytics, turning a lot of insights into something IT leaders can actually work with.
For me, the design difficulty was rarely a lack of information, and more-so the opposite! Across the internship, I kept returning to four questions:

What should I look at first?
When there’s a wall of data to look at, the interface needs to make the important things easier to spot.

What’s behind the result?
A number on its own rarely tells the whole story. Context helps people understand what it actually means.

Is anything actually changing?
Looking at change over time is about more than showing that something went up or down.
MY ROLE
One designer, plenty of perspectives.
I owned the design work as part of a small startup team, working closely with the founder, engineers and customer-facing team across a live B2B product.
The work was varied: some projects came from customer needs, others from gaps in the existing platform or ideas that needed shaping. My role was to make sense of those challenges, explore the right direction and carry the work through to handoff.
With priorities often changing, I also took on some product management responsibilities, helping keep the design backlog moving and making decisions as requirements evolved. This meant balancing customer needs, business priorities and technical constraints without losing sight of the overall experience.
Design
UI, interaction design, data visualisation, Figma prototypes, design systems.
Product
Backlog management, sprint planning, agile sprint retrospectives, developer collaboration.
Process
There wasn't a neat research phase.
The evidence came in throughout the work: the existing product, customer conversations, support feedback, survey data, internal reviews and questions raised during development.
For some features (such as the Action Plan), I used customer conversations to understand how teams currently recorded issues and followed up on them. For data visualisations, the most useful test was often putting real data into the design. Values that looked perfectly reasonable in a mock-up could behave very differently once long labels and uneven scores were introduced.

Formal usability testing and post-launch analytics were not part of my role at the time. Designs were reviewed throughout development and signed off by team leaders once they met the agreed completion criteria, but I don’t treat that as proof that every decision worked for users. Testing those assumptions would be the key next step.
01 / AI INSIGHTS TRENDING
When everything looks important, where do you look first?
What I found
The original view showed recurring topics from survey rounds, but everything had roughly the same visual weight. It was difficult to tell what needed attention first, and the AI summaries were separated from the employee feedback behind them.

02 / PERSONA HEATMAP
Making the data behind the data visible.
What I found
The challenge was making sentiment easy to compare without losing sight of how much feedback sat behind each result. Some early chart directions looked fine with neat sample data, but real data was (unsurprisingly) less cooperative.

03 / X-GRID
A change isn’t automatically a win or a loss.
What I found
Earlier versions used red and green indicators to show movement between survey rounds. This made the direction easy to spot, but also made every change feel like a simple success or failure. I identified that the meaning of a shift depended on where it started, where it ended and the context surrounding this movement.

04 / MOJIMAP
Giving emotion a little more substance.
What I found
There wasn't yet a simple way to see employee sentiment across the platform at a glance. MojiMap started from that gap, using emotion as a more approachable way into the feedback. The challenge was making those emotions meaningful without losing sight of the feedback behind them.
What I changed
I introduced scale to show how much feedback sat behind each emotion, then brought the underlying comments into the overview.

05 / ACTION PLAN
Making the next step part of the same journey.
What I found
The platform could show users where something needed attention, but the next step usually happened outside it. Teams had to switch between external tools and their survey insights, repeatedly referring back to the original context when planning an action. I saw an opportunity to bring those two parts of the workflow closer together.
What I changed
I designed an action-planning experience that connects an issue to the work being done about it, while leaving room for different ways of setting owners, priorities, status and targets. The product's AI can also recommend a suitable starting point for the user here, with all the context behind it.

developer handoff
The journey to pushing a live product.
Nearly every feature included an interactive prototype so the team could review the behaviour, not just a collection of static screens.
For development, I documented component measurements, states, interaction rules, conditional behaviour and edge cases. I then met directly with engineers to talk through constraints and reviewed the implemented work when questions came up.
The harsh reality was that the polished screen was only one part of the job. Redlining and documentation were gruelling, but working towards a more established design system streamlined the process massively. And, of course, special shoutout to the various Figma plugins that made the whole thing a little less painful.
reflection
Learning to design with the whole product in mind.
At the start of the placement, I was mostly thinking about whether a screen worked and looked finished. By the end, I was thinking about what was going into it, how it would behave with real data, and whether someone else could actually build it.
I also learned how much a good system can save you. Rebuilding a similar page in hours instead of weeks was deeply satisfying. Not quite as impressive now that vibe coding enables much quicker iterations, but very exciting at the time.
If I had continued the work, I'd have liked to test the main workflows with end users. I’d also have taken the accessibility work further with more structured testing.
More than anything, Voxxify showed me the kind of designer I want to be: someone who can dig into how people understand information, then turn that into a meaningful product. Also that ideally, if someone spends ten minutes looking at something I designed, I want it to be because there’s something worth noticing, not because they’re still trying to figure out what it means.