The whole picture.

UX design, UX research for e-commerce and games, and UX management - the four ways I work, and the case studies behind them. Each area has its own home; this page brings them together.

— UX research for e-commerce

Solving hard research questions

research.kkania.com

Usability audit

Heuristic + targeted user testing on your live store. Prioritised fix list.

Remote testing

Moderated and unmoderated. Mobile, desktop, tablet - incl. real cart flows.

Journey mapping

Cross-channel maps grounded in interviews and analytics. Not a slide-ware exercise.

Information arch.

Card sorts, tree tests, navigation rework - for catalogues that have outgrown themselves.

Interviews & surveys

Qual + quant. Recruiting included.

Workshops

Facilitate teams to align on what to test, ship, drop.

— UX research for games

Understanding gamers

games.kkania.com

Playtesting

Moderated sessions on prototypes, vertical slices, builds. We test what's actually fun.

Focus groups

Genre work, motivation research, art-style reads. In-person Warsaw or remote.

Desk research

Comp landscape, genre conventions, competitor teardowns. Fast and opinionated.

FTUE / onboarding

Where players churn, why, and what to change. With a fix list, not a deck.

Player interviews

Long-form qual with target segments. Recruitment included.

Surveys

Quant studies with proper sample frames. No SurveyMonkey theatre.

— UX management

Managing the best UX

ux-management.kkania.com

Lead UX & Research

Hire, coach, defend the team. Goals, 1:1s, careers.

Product strategy

Translate research into bets. Roadmaps that survive contact with reality.

Design process

Lightweight rituals, useful artefacts. Less ceremony, more shipping.

Research ops

Recruitment, repository, repeatable methods. The unsexy plumbing.

Stakeholder work

Workshops, alignment, decisions made out loud.

Mentoring

Junior researchers, IC track, manager track. Office hours included.

— UX design

Designing the best UX

design.kkania.com

Product & UX design

End-to-end flows, from first wireframe to polished, build-ready UI.

Prototyping

Interactive prototypes in Figma and Axure. Code prototypes when they answer the question faster.

Design systems

Pattern libraries, style guides and tokens that keep teams consistent as they scale.

Interaction & IA

Flows, navigation and information architecture that match how people actually think.

Front-end handoff

HTML, CSS and JS specs engineering can build, Tailwind included. No throwing it over the wall.

Design facilitation

Workshops, design sprints and critique that move a team from arguing to deciding.

Case studies

Every published case study, across all four areas. The label shows which area each one belongs to.

UX ResearchQual · Confectionery · 2022

Online fills the pantry, the register sells the treat

Remote study (N=100) for a German agency's confectionery client. How US shoppers split candy buying between online and in store - and why gum is its own category.

Read case
UX ManagementLeadership · StepStone · 2015

Building a UX research practice from zero

As first Head of UX at StepStone Continental Europe, I built and led the research function across five markets - competency profiles and hiring, a qual-led continuous-monitoring framework, and embedded researcher–designer dyads running a closed UX loop.

Read case

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