Product Strategy · UX/UI Design · AI Tooling · K–12 EdTech · Illustration

Designing at the intersection of learning, technology, and creativity.


01 — A little about me

Based in Dublin, Ireland, I have over 5 years of experience working across product design and strategy, creating innovative learning experiences that support teachers and help students thrive. My background in teaching and my work as a published children’s book illustrator bring a unique perspective to how I approach learning, storytelling, and design— exploring how AI can become a creative partner while keeping people at the heart of the experience.

Selected UX work

02 — Case Studies

Designing Instructional Objects & Routines for Student Engagement

Teachers were spending excessive time stitching together lessons from overwhelming content libraries — opening 10+ tabs, screenshotting materials, creating their own slides, and losing instructional flow. As Senior Product Designer, I led the design of interactive, standards‑aligned instructional objects that made whole‑class instruction more engaging, predictable, and efficient across the HMH ecosystem.

Highlight
  • Interactive routines that boost participation and collaboration

  • Standards‑aligned activities embedded directly into each object

  • Consistent interaction models across grade bands and content areas

  • Cross‑device teacher + student views for real‑time instruction

  • Cross‑functional collaboration with learning design, UI, AV, product, and engineering

From → To
  • Overwhelming content → Ready‑to‑teach sessions

  • Disconnected resources → Program‑wide lesson plans

  • Teacher‑assembled lessons → Reusable instructional objects + real‑time insights

Several screens showing Classcraft activities

Creating Classroom Management Tools for Focus & Flow

Teachers often lose instructional momentum managing transitions, keeping students on task, and maintaining classroom flow. I designed connected classroom‑management tools across teacher and student screens — including the Timer, Stopwatch, Student Picker, Volume Meter, and Calculator — to reduce friction and support smoother live instruction.

At a glance 
  • Reduce friction — simple tools that minimize disruption

  • Support pacing — timers and stopwatches that keep lessons flowing

  • Boost participation — equitable engagement through student selection

  • Cross‑device consistency — unified experience across teacher + student screens

Two laptop screens showing a Timer tool

Extending Learning Beyond the Classroom

Classcraft sessions offered engaging instructional activities, but students had no centralized place to revisit their work, reflect, or track progress once a session ended. I led the end‑to‑end design of the Digital Activity Book, a new student‑centered space that extends learning beyond live instruction and supports reflection, review, and ownership.

Highlights
  • Student reflection space for reviewing answers and monitoring progress

  • Session‑based timeline that organizes learning artifacts clearly

  • Dual access points from live sessions and dashboard

  • Future‑proof structure designed for teacher feedback, reactions, and journaling

  • Cross‑functional collaboration with product, research, UI, and engineering

Core features
  • Continuous learning beyond the live session

  • Student ownership through self‑paced review and reflection

  • Clear instructional context with prompts, media, and answers in one place

  • Future enhancements including teacher comments, emoji reactions, and student journaling

Screenshot of the WIP of the Digital Activity Book. We see a student screen blurred with gray gradient.
03 — Children’s Publishing

My creative corner

Alongside my work in product design, I’m a freelance illustrator specializing in children’s publishing. I collaborate with publishers, editors, and art directors to create visual stories that bring ideas to life and connect with young readers.

Get in touch!

hello@emelinebarrea.com