The Basement · E-Commerce · UX Research

Redesigning Schlage.com from the ground up

How I led end-to-end UX for a large-scale enterprise e-commerce platform — from research and empathy mapping through design system architecture, motion prototyping, and validated usability testing.

5+
User research artifacts including empathy maps, journey maps, and service blueprints
A/B
Mobile navigation patterns tested head-to-head before final implementation
Parallel workstreams — e-commerce UX and a unified atomic design system
My Role
UX Director
Timeline
2022
Platform
E-Commerce · Retail
Core Tools
Adobe XD · Maze · UXTweak
Client
Schlage via The Basement
01 — Context

A complex e-commerce platform built from scratch

Schlage is a leading manufacturer of locks and security hardware — a brand with a broad consumer base, a complex product catalog, and a website that wasn't keeping pace with how people shop. This was a large, enterprise-level e-commerce redesign currently in production, covering the full spectrum of UX activity: from initial discovery and stakeholder alignment, through strategy and tiered release planning, to final design system delivery.

My role as UX Director meant owning both the research-to-design process and the systems that would govern how that design scaled. No off-the-shelf templates — every pattern, component, and interaction model was defined, tested, and documented from the ground up.

"The heart of any project is the design system. Think of a style guide, pattern library, and component library all rolled into one — a single source of truth that evolves with the project."

02 — Research & Discovery

Understanding the customer before touching a frame

Every project starts with understanding people — both the users and the business stakeholders behind them. I conducted heuristic evaluations of the existing site alongside stakeholder interviews to calibrate user empathy against business objectives. That groundwork informed a deeper research phase: end-user interviews, usability testing on existing flows, site heuristics, and technology audits to understand platform constraints before making design decisions.

The research phase produced a suite of artifacts that gave the project team a shared model of who we were designing for and what their experience actually looked like — not just what the business assumed it to be.

2
Primary user personas built from interview research (Charles and Amy)
4
Research methods deployed: interviews, usability testing, heuristics, technology audit
1
Service blueprint mapping end-to-end process opportunities across the buying journey
Empathy Map — Charles
Empathy Map — Charles. Captures goals, frustrations, and mental models surfaced during user interviews.
Empathy Map — Amy
Empathy Map — Amy. A secondary persona with distinct motivations, particularly around home security purchasing decisions.
Entrepreneur Journey Map
Assumptive Journey Map — Entrepreneur path. Documents each stage of the purchase journey, emotional highs and lows, and friction points ripe for improvement.
Service Process Blueprint
Service Blueprint. Maps the full service process to surface industry-level process opportunities beyond the screen.
03 — Design System

Building the atomic foundation first

Before designing pages, I established the design system — the single source of truth that would govern every decision made downstream. I adopted the Atomic Design Methodology, organizing the system into hierarchical levels: Atoms (colors, typography), Molecules (buttons, icon pairs), Organisms (headers, footers, feature blocks), and Templates. Implemented using Adobe XD's component library, any change made at the atomic level cascaded automatically across every team artboard.

The result was a living document that saved measurable design and development time — changes at any organizational level kept all designs up-to-date without manual rework, and gave the development team a clear, unambiguous specification at every stage of implementation.

🎨
Color Atoms
A defined palette governing primary, secondary, neutral, and semantic states across all surfaces
Aa
Typography Atoms
Type scale, weight hierarchy, and line-height rules established at the atom level and enforced throughout
Button & UI Molecules
Interactive states (default, hover, active, disabled) documented with interaction rules for consistent behavior
Navigation Organisms
Header and footer organisms with responsive behavior rules and documented content variation patterns
Component Library
Reusable components enabling dynamic changes across all team artboards via XD's component override system
Feature Blocks & Organisms
Complex layout patterns — feature blocks, promotional modules — with documented interaction rules and content flexibility
Schlage Color System
Color atoms — primary, secondary, and neutral palettes with semantic usage guidance.
Schlage Typography System
Typography atoms — type scale, weight hierarchy, and line-height rules for all text styles.
Buttons, Tabs, and UI Patterns
Button molecules and UI pattern documentation — all interactive states defined and ready for dev handoff.
Component Library
Component library overview — reusable molecules and organisms powering the entire platform.
Header Organism
Header organism — responsive navigation with documented content rules and interaction states.
Footer Organism
Footer organism — structured for content flexibility while maintaining visual consistency across pages.
Feature Blocks
Feature blocks and promotional organisms — modular layout patterns with documented interaction and content variation rules.
Adobe XD Atomic Design Component Library Design Tokens
04 — Prototyping & Motion

Static artboards aren't enough

For a site with complex interactions — favoriting products, search, navigation, and dynamic inventory-driven layouts — static designs don't communicate the full intent. Motion prototypes were created for key interactions to facilitate both rigorous user testing and precise developer handoffs. The goal was to remove ambiguity at every decision point before engineering investment was made.

"Static artboards simply aren't enough for thoroughly testing complex patterns such as favoriting an item or searching for help. Micro-interactions require comprehensive prototyping before developer handoff."

Find to Finish Motion Prototype
Find-to-Finish motion prototype — animating the full product discovery-to-checkout interaction model for user testing and dev handoff.
Mobile Navigation Approaches
Multiple mobile navigation approaches prototyped and tested before implementation — A/B comparison used to determine the strongest pattern.

Documentation played a critical role alongside prototyping. Element documentation gathered stakeholder feedback, secured development alignment, and ensured the design team understood how dynamic content — database and inventory changes — would impact layouts across states.

Default State Documentation
Element documentation — default layout states showing component specifications and responsive breakpoint behavior.
Product Card — Desktop and Mobile
Product card usage documentation — desktop and mobile variants with defined content rules for inventory-driven display variations.
05 — Testing & Validation

Quantitative data at every stage, not just the end

Opinions are easy to come by. What the project needed was quantitative evidence. Testing wasn't a single gate at the end of the design process — it was embedded throughout, with tools selected to answer specific questions at specific stages: tree testing to validate information architecture before building navigation, and prototype testing to validate interaction models before committing to implementation.

"It's easy to look at a design and give an opinion such as 'I like it' or 'I'm not sure this is going to work'. Without any quantitative stats, you really are missing the opportunity for insights, improvements, and confirmation."

🌳
UXTweak Tree Testing — Information Architecture
Before building navigation, I ran unmoderated tree tests using UXTweak to validate the proposed site taxonomy with real users. The resulting pie chart visualizations revealed where users expected to find products and content — and where the proposed IA created confusion — before a single navigation component was designed.
🧪
Maze Prototype Testing — Shopping Paths
High-fidelity Axure RP prototypes were deployed through Maze to run unmoderated usability tests uncovering how users actually navigated the shopping experience. Task completion rates, misclick analysis, and path data surfaced friction points that static reviews had missed — and confirmed which design decisions held up under real use conditions.
👥
User Interviews & Mural Synthesis
Moderated user interviews provided qualitative depth to complement the quantitative testing data. Interview findings were synthesized in Mural, allowing the team to collaboratively identify patterns, cluster insights, and prioritize which friction points had the highest impact on conversion and satisfaction.
Maze Usability Test Results
Maze usability test results — task path analysis and misclick heatmaps revealing friction in the shopping flow.
UXTweak Tree Test Results
UXTweak tree test output — pie chart visualization confirming IA structure before navigation components were built.
Maze UXTweak Axure RP User Interviews Mural
06 — Outcomes

Research-backed design, delivered at scale

The Schlage.com redesign delivered a full-stack UX engagement — from foundational user research through a production-ready atomic design system and validated interaction models. The dual workstreams of e-commerce UX and design system architecture were executed in parallel, ensuring the final designs were both user-tested and built to scale with the platform's evolving product catalog.

Key Deliverables
Full user research suite — empathy maps, assumptive journey maps, and a service blueprint establishing a shared understanding of user needs before any design work began
Atomic design system — a living component library governing color, typography, interactions, and layout organisms, enabling dynamic updates across all artboards and reducing design-to-development friction
Motion prototypes for critical interactions — find-to-finish flows, favoriting, search, and mobile navigation tested and documented before engineering investment was committed
Validated information architecture — UXTweak tree testing confirmed the site taxonomy with real users, eliminating IA assumptions before navigation was built
Quantitative usability evidence — Maze prototype testing and user interview synthesis provided a data-grounded foundation for every major interaction decision made during the project
07 — Reflection

What this project reinforced about end-to-end UX

Honest Retrospective

Running a design system and an e-commerce UX engagement in parallel is genuinely difficult — and genuinely worth it. The temptation on projects like this is to treat the design system as a cleanup task: something you build after the product designs stabilize. That approach creates rework. Building the atomic foundation first — even when it slows the early phases — means every component you design later is already governed, already reusable, and already documented for development. The system pays back its investment within the first major feature cycle.

What I'd do again: the embedded testing cadence. Tree testing before navigation, prototype testing before interaction commitment, interview synthesis alongside quantitative data. Each layer added something the others couldn't — and each one surfaced at least one finding that would have cost significantly more to fix post-launch than it did to address during design. The goal isn't to test everything; it's to test at the moments where being wrong is most expensive.

← Previous
Unifying a Rule Builder
OneTrust · 2026