Lili Baranyai
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Professional work · Product discovery

Pattern Tools

A professional discovery project exploring how digital tools could better support pattern-based creative workflows.

Some details are intentionally simplified because the project is not public. This case study focuses on my research process and contribution rather than the confidential findings themselves.

Abstract editorial illustration representing pattern shapes and craft workflows
01 — Context

Understanding a fragmented creative workflow

Crafters often combine physical making with several digital tools, from general design software to craft-specific applications, spreadsheets, printing utilities, and social platforms.

The goal of the project was to understand these workflows before defining a product direction: where software already worked well, where complexity created friction, and what kinds of support users actually valued.

02 — My role

What I worked on

01Created the UX research plan
02Conducted desk research across craft categories and online communities
03Analysed general-purpose and craft-specific tools
04Created and analysed a user survey
05Created the interview questionnaire
06Conducted 4 user interviews
07Created 3 personas
08Created 2 journey maps
09Synthesised patterns, pain points, and behaviours
10Mapped internal product opportunity areas

1

UX research plan

1

Survey

4

User interviews

3

Personas

2

Journey maps

Alongside broad desk and competitive research. The project stopped after discovery, before wireframes or final interface design.

03 — Challenge

Understanding real workflows before defining a solution

  • How do people currently approach pattern-based creative work?
  • Which digital tools already fit naturally into their workflow?
  • Where does software introduce unnecessary complexity?
  • How do needs differ across experience levels and use cases?
  • What kind of digital support feels genuinely useful without disrupting the creative process?
04 — Process

How I ran the discovery

  1. 01

    Research plan

    Defined the research goals and the areas that needed validation.

  2. 02

    Desk and competitor research

    Explored tools, communities, discussions, and existing workflows across several craft categories.

  3. 03

    Survey

    Created and analysed a survey about current tools, workflows, and recurring frustrations.

  4. 04

    Interviews

    Created an interview guide and conducted 4 user interviews.

  5. 05

    Personas and journey maps

    Created 3 personas and 2 journey maps to compare different motivations, workflows, and contexts.

  6. 06

    Synthesis

    Grouped recurring behaviours and themes into a structured research foundation.

  7. 07

    Opportunity mapping

    Translated the research into internal opportunity areas for further exploration.

05 — Competitor research

Understanding the existing landscape

I reviewed both general-purpose design tools and craft-specific software to understand how different products support creation, editing, learning, and workflow management.

The goal was not to create a public list of competitor weaknesses, but to identify broader patterns in usability, complexity, and specialization that could inform internal product discussions.

  • 01General-purpose and specialist tools solve different parts of the workflow
  • 02Learning curve strongly influences adoption
  • 03Users often combine digital and physical methods
  • 04Existing workflows frequently span more than one tool
06 — Research synthesis

High-level patterns

  1. 01

    Creative workflows are highly individual

    People combine physical and digital methods differently depending on their craft, experience, and goals.

  2. 02

    Simplicity matters as much as capability

    Powerful tools lose value when learning them interrupts the creative process.

  3. 03

    Existing workflows often span several tools

    Participants frequently combined different applications and manual methods rather than relying on one complete solution.

  4. 04

    Hobby and business contexts create different needs

    People creating for themselves and those selling their work approached tools, planning, and organisation differently.

07 — Personas and journey maps

Comparing different ways of working

I created 3 personas and 2 journey maps to compare different motivations, behaviours, tools, frustrations, and decision points.

The detailed artefacts are intentionally not shown because they contain non-public research findings.

Hobbyist crafter

Creates for personal enjoyment, with limited patience for learning complex software.

Solo creative business owner

Balances making with the practical side of running a small creative business.

Journey stages

Need arisesSearching and discoveringSign-up and first useUsing the product
08 — From findings to opportunity areas

Turning research into direction

I translated recurring research themes into a set of internal product opportunity areas. Because the project is not public, the specific directions are not included here.

The output helped the team discuss which problems were worth exploring further before committing to a product direction.

  1. Research findings
  2. Themes
  3. User needs
  4. Opportunity areas
09 — Outcome

What this project shows

Pattern Tools shows how I approach an early professional discovery project before a product direction or interface has been defined.

The project resulted in a structured research foundation that helped clarify user groups, workflow patterns, and areas worth investigating further.

It stopped before interface design, so my contribution remained focused on discovery, synthesis, and early product thinking.

Detailed findings and product opportunities are intentionally omitted because the project is not public. No wireframes, prototype, visual identity, or final feature scope were created.

UX researchSurveyInterviewsPersonas & journey maps

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