Energy Feedback Platform

Designed and shipped in collaboration with the Davis Conservation Department to improve campus-wide comfort and energy awareness for 45,000+ Davis students, faculty, and staff.

role

UX Designer

Timeline

Sept - Dec 2024

Organization

Davis Conservation Department

Tools

Figma, AdobeXD

results at a glance

90%

Increase in energy usage knowledge.

85%

Increase in overall user satisfaction.

Contents

Alexandra Litinskiy


Energy Feedback Platform

Designed and shipped in collaboration with the Davis Conservation Department to improve campus-wide comfort and energy awareness for 45,000+ Davis students, faculty, and staff.

role

UX Designer

Timeline

Sept - Dec 2024

Organization

Davis Conservation Department

Tools

Figma, AdobeXD

results at a glance

90%

Increase in energy usage knowledge.

85%

Increase in overall user satisfaction.

Context

Feedback Into a Black Box

TherMOOstat collects temperature feedback from 45,000+ students, faculty, and staff at UC Davis. But users had no way of knowing if their input made any difference. I redesigned the site to close that loop, educating users on energy concepts and making the impact of their feedback visible.

my role

UX Design and content restructure.

Final site delivery.

goals

Educate users on energy concepts.

Show real impact of feedback.

The Problem

Users Had to Choose Before They Could Explore

Proposed map screen

I tested the prototype with five students to confirm the problem before redesigning anything.

When I joined the project, the team was finalizing a three-map user experience. Users select one of three maps to explore past data. I found this unnecessarily complicated and worried it would complicate things for those unfamiliar with the site.

initial testing

five students struggle to navigate

This quick test helped validate my initial assumptions. I created a task-based script and observed students as they walked through the experience, noting where the journey felt unclear. I synthesized my observations into these key pain points.

Pain Points

Concept Confusion · Redundancy · Flow Friction · Cognitive Overload

designs fell short on education and impact

Navigation was confusing, so the interface didn’t read as a coherent journey. As a result, users could not explore educational content or understand how their feedback led to change.

next rendition

I then presented my findings to my team and was asked to create a redesign that dealt with the issues found. I began with an information synthesis.

research

Cutting What Didn't Earn Its Place

I evaluated every content element against our two goals: educate users and prove their feedback drives change. Anything that didn't serve at least one of those goals was cut.

WHAT STAYED

Success Stories · Link to Comfort101 · Campus-Wide Data · Vote Breakdown Graph

WHAT was cut

Tip Map · Three Map System · Extended Onboarding

Each cut added steps without adding meaning.

MY REASONING

This was the most important decision in the project. It's easy to add features — it's harder to argue for removing them. I used the two-goal framework so every cut had a defensible reason. That made the team conversation straightforward: not "I think this is confusing" but "this doesn't educate or prove impact, so it goes."

To understand how different users would move through the redesign, I mapped two experience journeys.

I presented the framework to the team. Instead of defending opinions, we were evaluating content against shared goals — the cuts were straightforward.

Every decision traced back to the same two goals we started with: educate users, and prove their feedback drives change.

experience journeys for two users

As a student at the university, I was immersed enough to recognize and create journey experiences for two re-emerging personas: the doubtful and potential users.

Experience journey map for the doubtful user persona.

time to ideate

Now that our team had a solid understanding of the high-impact information and ideal user experience, we proceeded to the ideation stage.

early concept

a unified map

The three-map structure forced users to make a choice before they understood what they were looking at. I consolidated everything into a single map hub.

Early concept of the map screen.

Tested Again, Refined Further

I brought the original five testers back through the updated journey. Two changes came directly from what they flagged. The feedback submission CTA moved to the top because testers kept scrolling past it, and the story bubble was redesigned as a narrative card because the bubble format felt too lightweight to trust.

Success Stories

Feedback that led to real fixes, told as short narratives. The most direct way to prove to users that their input mattered.

BUILDING SIDE BAR

Key building info surfaced on click, modeled on Google Maps familiarity. Users already knew this pattern so it required no learning.

ONE COMFORT TIP

Moved into the sidebar. Tips are useful but secondary, keeping one visible without letting it dominate kept the hierarchy honest.

final design

The map prioritizes success stories and building data.

Success stories show how our team fix temperature issues.

Validation testing

We tested with 20 UC Davis students to validate our designs.

success stories

85%

Learned about heating and cooling

success stories

85%

Learned about heating and cooling

Map Markers

85%

Understood vote size and color

Vote Breakdown Graph

65%

Improved understanding of trends

map filters

75%

Found filtering intuitive and useful

looking back

Lessons Learned

COMMUNICATE EARLY

I was hesitant to push back at first. Once I paired my usability concerns with data from testing, the team moved quickly. Having evidence made the conversation about the work, not opinion.

LESS IS MORE

Not every feature earns its place. Using a two-goal framework to evaluate content made cuts defensible and kept the team aligned on what the site was actually for.

DESIGN FOR THE SKEPTIC

The users most likely to dismiss the site were exactly the ones we needed to convince. Designing for doubt, showing real data and real outcomes, made the experience stronger for everyone.

the solution

A quick Look for those skimming

A single unified map that teaches users about energy and shows the impact of their feedback.

up next…

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up next…

bringing a game to life

Designing and developing a tablet game for kids 5-8.

Read case study →

Let's build something together.

© 2026 Alexandra Litinskiy