AI-powered career discovery platform that translates real-world experience into careers students never knew existed.
Most college students can name fewer than eight careers. After years of education and tens of thousands of dollars in debt, they graduate without a clear sense of where they belong — not because they lack ability, but because no tool was ever built to help them see the full picture. LinkedIn rewards volume over fit. Career services offices point toward the same five roles they always have. Personality tests hand out four-letter labels with no path forward.
CraftRole was built to answer the question none of those tools actually address: "Given my skills, my experience, and my reality — where do I belong?" It's an AI-powered career discovery platform that translates real-world experience — including the jobs students are told to hide — into transferable skills, and maps them to careers they never knew existed.
I conceived, designed, and shipped this platform end-to-end — from brand strategy through production code — using AI-assisted development workflows to compress what would typically require a cross-functional team into a single authorship model.
"Your major doesn't define you. We ask this to understand your starting point, not to limit the unconventional paths we might suggest later."
— CraftRole assessment copy, Step 1Before designing a single screen, I mapped the complete information architecture across four major surfaces — marketing, assessment, core app, and feedback. This gave every design decision a structural home and prevented scope from expanding without intention.
Students aren't struggling because of effort or lack of resources. They're struggling because the infrastructure around career discovery was built for a different era. Each tool fails in a distinct way — but the result is the same: she still doesn't know where she belongs.
CraftRole fills this gap — by starting with what students already have and showing them what it's actually worth.
Mapping the emotional arc of a student navigating a broken system.
"6 months left. What do I do?"
"5,000 applicants. I don't stand a chance."
"You should try social work."
"You're an INFJ — now what?"
"867 jobs listed. Which one fits me?"
"I don't know where I belong."
Intervene at step 1 — before Jordan reaches the advisor. Give her a system that reframes her experience as an asset and surfaces careers she'd never consider otherwise.
Four themes emerged consistently across research, each driving a specific design decision.
Students can name 6–8 careers maximum. The problem isn't access to information — it's a systemic inability to imagine what's possible.
→ Design response: Career discovery grid with unexplored role recommendations
Students are actively coached to hide unconventional work. Bartending, retail, gaming — devalued by every system they've encountered.
→ Design response: Micro-translation pattern fires on first interaction
Students under financial pressure can't lead with passion. $40K debt makes salary, location, and schedule the first filter — not the last.
→ Design response: Needs assessment (Step 3) comes before personality (Step 5)
Universities already budget for career infrastructure that isn't working. They're the buyer — Jordan is the user. This solves distribution cleanly.
→ Design response: Institutional license model, namespaced routes per university
14 University students completed CraftRole during the Spring 2026 demo and provided structured feedback across usability, tone, clarity, and relevance. Their responses confirmed core design decisions — and surfaced clear signals for what to build next.
"It helps bridge the gaps between me and jobs I didn't know would be good for me, which opens up so many options."
"This program was quick, easy to navigate, and asked very important questions I had not been asked before!"
"It helps clear the fog regarding what jobs are actually out there and what career paths I could look into pursuing once I finish my degree."
"Including salary and work-life balance was a great addition to the usual job/personality tests. I also like that the recommended jobs aren't huge umbrella roles."
Multiple students noted the 4-archetype system felt constraining — "like being boxed into only 4 ways of thinking." This directly drove a roadmap priority to expand archetype granularity and add an explicit "what I don't want to do" exclusion filter in the next assessment revision. Real feedback. Real product decision.
CraftRole serves three possible audiences — high school students, college students, and mid-career adults. The first strategic decision I made was to design for exactly one. College students approaching graduation face the most urgent cliff. They've already made the investment, they're on a deadline, and the gap between what they know and what they need to know is widest right now.
The first design decision was a sequencing decision: build the design system before building any screens. With 82 components planned across five product surfaces, designing without a token foundation first would create compounding inconsistency that compounds with every new screen. The investment came first — and paid back within two weeks.
How Jordan moves through the full product, with decision points and system responses mapped.
Every interactive component was designed across all possible states before a single line of code was written.
Every step is designed with a specific intent that earns the next one.
The moment a student selects an experience, the platform immediately reframes it as professional competencies — before they can dismiss it themselves.
A psychology major who's been bartending is told to bury that experience. CraftRole surfaces the professional skills embedded in it — immediately, visibly, and specifically.
Built on a full token architecture before a single screen was designed. The system absorbed scope changes without rework — when industry tags were added mid-build, the color tokens already had the slots.
After five steps of assessment, the product delivers on its promise. Match scores, alignment reasoning, strength-first gap analysis, and a dashboard that grows with the user.
Strength-first framing — skills you have before skills to develop
Every screen started as a structural problem before it became a visual one. The progression below shows how four key surfaces evolved from lo-fi sketches through mid-fidelity layouts to the final UI — each stage driven by a specific design question that needed answering before moving forward.
Design Q: Does the 3-column value prop section communicate enough before the CTA?
Learning: "Find your path forward" was too generic. Tested two variants — students responded to specificity over inspiration.
Final decision: Lead with specificity — "fit into work" tests better than "path forward" because it names the actual student anxiety.
Design Q: How do we make selecting "Food Service" feel meaningful, not just a checkbox?
Learning: Plain text translation felt clinical. Needed to feel like a reveal — something earned, not just displayed.
Final decision: Translation styled as a reveal with blue accent box — feels earned, not administrative. Fires on chip selection, not on page load.
Design Q: Does a list or a grid better communicate that these are distinct career paths, not just job listings?
Learning: Cards tested better than list. But a number alone (98%) meant nothing without "why." Added alignment reasoning in next pass.
Final decision: Every match shows industry tag, archetype alignment, and a one-line reason. The number alone never ships without the "why."
Design Q: What should Jordan see first — her profile, her next action, or her recommendations?
Learning: Two-column grid for profile + goal worked. But career recs needed to lead — that's the primary reason Jordan returns to the dashboard.
Final decision: Dark profile card anchors identity. Career recs are the primary content above the fold. Goal card adds return motivation.
Every surface went through multiple rounds of iteration. The product evolved from functional scaffolding to a polished, emotionally resonant experience — driven by three core principles: reframe experience as an asset, lead with needs before passion, and make every interaction feel earned.
Why this changed: Users in V1 selected an experience and got no feedback. They had no idea what it meant to the system — and it confirmed their belief that bartending wasn't relevant. The micro-translation fires immediately on selection, before the user can dismiss their own experience.
Why this changed: "Minimum 3 required" names a rule. "Select 1 more" names an action — and pairs it with a progress counter that shows momentum. The amber tone signals guidance, not failure. One word change, meaningfully different experience.
Why this changed: V1 was a directory. V2 is a match system. Every card now answers: "Why this career for me?" The match percentage, archetype tag, and alignment reasoning are all calculated from the user's actual assessment data — not generic copy.
Why this changed: Copy is design. V1 headers described the action. V2 headers carry the emotional intent of each step — validating, grounding, empowering. The tone shifts with the user's state across the flow, and that shifting is as deliberate as the color choices.
Designing and engineering 82 components without a dedicated engineering team required rethinking the entire workflow. Used Claude AI as a development collaborator — compressing full-stack delivery from weeks to days using prompt-based coding.
Career tools fail in two directions: emotionally resonant but impractical (personality tests), or practically useful but emotionally cold (job boards). CraftRole needed to do both — resolved by treating copy as a first-class design surface.
The university deployment needed to demonstrate a vision the product hadn't fully realized. The assessment flow, archetype reveal, and dashboard carried enough personalization weight that the partially-complete matching layer felt plausible.
CraftRole launched as a live institutional demo for University's Spring 2026 UX curriculum — a functioning product used in active coursework, not a prototype.
Three things worked well and three things I'd change.
The token architecture paid back every hour invested within two weeks. When scope expanded — it always does — the system absorbed the change.
Using Claude to translate design intent into production code changed what's possible solo. The constraint became design judgment — exactly where a senior designer's time should go.
"Your major doesn't define you" is a design decision. Treating copy as a first-class material rather than fill-in-later made the product feel human.
The university survey (14 students, 4.6/5 usability) confirmed students found value — but a moderated session would have uncovered how they used it. The 4-archetype constraint only surfaced in open-ended text; task-based testing would have caught it earlier.
The matching algorithm is the product's core value. Building the dashboard before completing the engine meant the most impressive surface existed before the system behind it was real.
What does success look like for Jordan — completion rate, jobs applied to, return visits? Defining and instrumenting those metrics from day one would make the case study more defensible.
Dynamic Claude-powered skill extraction replaces static micro-translations for any experience input
6-dimension scoring algorithm weighted by user priority ranking replaces placeholder results
Supabase persistence, assessment data across sessions, career library expands to 100+ roles
Persistent platform tracking career progression, financial milestones, skill development over time
CraftRole was built by a small cross-disciplinary team combining systems engineering, UX design, art direction, and audio-visual production.