Product Design

UX Research

Atutu MuddyWaters

Atutu MuddyWaters

Atutu MuddyWaters

Atutu MuddyWaters is a global design training program supporting students and community partners in underserved regions. In collaboration with Atutu, a nonprofit organization working across Myanmar and Southeast Asia, I redesigned their learning platform to make community-centered design more intuitive and accessible for first-time learners. Over 10 weeks, our team worked closely with the NGO founder, conducted stakeholder research, and transformed a dense, text-heavy curriculum into a clearer, more engaging, and interactive learning experience.

My Role

Product Designer

UX Strategist

Collaborators

9 Team Members:

Benjamin Lincoln, Jihwan Kwak, Kacie Takata, Kevin Lin, Samantha Sayson, Sandy Nguyenphuoc, Thomas Wang, Wendy Hong

Date

Apr 2023 - Jun 2023

Introduction

Atutu is a global nonprofit that partners with underserved communities in Myanmar and Southeast Asia to create long-term, community-driven solutions. Before students and collaborators begin working with communities, they complete an online training module called MuddyWaters, which was developed to prepare them for community-centered design.


When I joined the project, the team knew the training wasn’t working as intended. Learners described the module as “dense,” “overwhelming,” and “unclear.” Many learners didn’t finish it; others completed the readings without ever internalizing what community-centered design really meant.


What I found was not simply an UI problem, it was an experience design problem. The module was rich in theory, but lacked the structure, rhythm, and reflection needed to help learners develop the mindset required for ethical community engagement.


When our team was first assigned to “build a kiosk for a campus space,” I asked a simple question: Where on campus do students feel the most overwhelmed and why?


Every teammate gave the same answer: Geisel Library. Geisel Library is one of the busiest spaces at UC San Diego where hundreds of students visit Geisel Library looking for a quiet space to focus or a room to meet with their team.

Atutu's Energy Frontier Program Image


The Problem Behind the Problem

User Flow Map and Conversion Rate for Brazil, Germany, and UK

From early conversations with the NGO founder and student participants, the core issue became clear: The module was transmitting information, but not the mindsets. Most students entering the program had never worked with marginalized communities before. They didn’t yet understand concepts like positionality, power, trust-building, or community co-creation. These are not principles a wall of text can teach.


The biggest insight emerging from these conversations was that community-centered design requires self-reflection, not just instruction.


To redesign MuddyWaters, our group needed a space where learners could slow down, reflect, and consider the implications of their involvement.


Concept Development

The existing module had three major barriers:

  1. Cognitive overload: Long, uninterrupted paragraphs made foundational concepts inaccessible for international learners and design beginners.

  2. No sense of progression: The module lacked structure and users didn’t know where they were or what they’d accomplish.

  3. Missing opportunities for reflection and dialogue: Without discussion or personal processing, learners weren’t internalizing the principles of community-centered design.

The Existing Module of Atutu MuddyWaters

To resolve such problem, we explored three major directions:


  1. Visual & Auditory Incorporation (VAI) — enhance immersion through story-driven sensory cues

  2. Individual Training Opportunities (ITO) — enable self-paced reflection and learning

  3. Collaborative Virtual Learning (CVL) — support cross-region learning groups

We then evaluated each concept using our decision matrix and feedback from stakeholders. The winning approach was: ITO (self-paced learning) + VAI (visual storytelling). This combination created both accessibility and immersion, while keeping the system feasible.

To resolve such problem, we explored three major directions:


  1. Visual & Auditory Incorporation (VAI) — enhance immersion through story-driven sensory cues

  2. Individual Training Opportunities (ITO) — enable self-paced reflection and learning

  3. Collaborative Virtual Learning (CVL) — support cross-region learning groups


We then evaluated each concept using our decision matrix and feedback from stakeholders. The winning approach was: ITO (self-paced learning) + VAI (visual storytelling). This combination created both accessibility and immersion, while keeping the system feasible.

Decision Matrix


Our Design Solution

Based on the two Figma prototypes, we conducted A/B testing with 17 UCSD students. The result provided us some key findings:


  1. Visual storytelling significantly increased engagement

  2. Discussion forums increased collaboration and reflective depth

  3. Heavy text decreased completion rates

  4. Users wanted tools to record thoughts before discussion

These insights informed the final module structure as below.

New learning module page with progress bar, personal notebook, and options buttons for more interactivity

New module page with integrated discussion boards and an improved table of contents for easier navigation and higher learner engagement.

Decision Matrix

What this project taught me

New module page with integrated discussion boards and an improved table of contents for easier navigation and higher learner engagement.




What this project taught me

Working on Atutu MuddyWaters changed the way I view the world. Closely interacting with diverse stakeholders, including those from marginalized communities, reminded me that design is never neutral. The most challenging aspect of this project wasn’t restructuring content; it was unlearning my assumptions about what “effective learning” should look like.


I realized that community-centered design is something you invite learners to sit with, question, and internalize. Reducing cognitive load and visualizing complex ideas wasn’t about aesthetics; it was about equity. If a learning tool is only accessible to certain literacy levels, cultures, or bandwidth conditions, it reinforces the very inequities it aims to dismantle.


Through this project, I learned that impact in social design is measured in mindset shifts. The redesigned module cultivates a discipline of listening, observing, and co-creating with respect and open-mindness. Indeed, that internal shift is what ultimately leads to responsible, sustainable community engagement. This experience reaffirmed the kind of designer I aspire to become:


one who builds with communities not just for them,
one who treats design as a way to elevate dignity,
and one who believes that impact begins with the smallest shifts in how people learn, listen, and understand one another.


For more details, please email me at janetteylim@gmail.com.

© 2025 Janette Lim 🎨

© 2025 Janette Lim 🎨