Case Studies

— 
Procare Solutions

From Paper to Playground: Daily Activity Logging for Teachers

overview

This case study highlights the journey of exploring and designing Procare's Daily Activity Log that gave teachers back the time they were losing to paperwork — and returned it to the children who needed them.

ROLE

Lead Product Designer

Product Lines

Communications, Activity Logging, Compliance

PLATFORM

iOS & Android

Tools

Figma, UserTesting, Pendo

KEY CHALLENGE

Less Logging, More Loving

The Problem

Teachers at childcare centers weren't just logging activities — they were being pulled away from the children they came to care for. Every manual entry meant eyes off the room. Every end-of-shift catch-up meant staying late instead of going home.

My Approach

This project set out to fix that: a mobile-first system fast enough to use between diaper changes, clear enough that no training is needed, and engaging enough that parents feel present in their child's day — without a single phone call.

RESEARCH

Every minute logging was a minute away from the kids

Childcare teachers chose their profession because they love working with children — not filling out forms. But existing tools made logging so cumbersome that teachers were either splitting their attention mid-classroom, or staying after hours to complete activity records. Either way, it was time they weren't spending on what they actually came to do.

Understanding what must be tracked

RESEARCH

Fun and purposeful — never corporate

The interface needed to feel at home in a classroom. Warm, approachable, and engaging — while remaining clear and fast for teachers who can't afford to fumble with technology while supervising children.

From Current to Proposed

We explored two proposed design directions against the current interface, testing different icon aesthetics and grid layouts to find the right balance of visual engagement and usability.

Icons that teachers recognize without thinking

Each icon went through multiple rounds of exploration — balancing recognizability, accessibility, and the warm, illustrated aesthetic that makes the app feel human, not clinical.

Added some interaction animations to each icons to add little more "fun" and the feeling of accomplishment.

Activity Log System

Every activity precisely defined

Before a single screen was designed, I mapped out the complete data model for every activity type — what fields are required, what defaults to, who sees what, and how it surfaces in the parent feed.

The Activity Feed

A New Mobile Design Library

Built from scratch — provided a consistent token system including color, typography, avatars, navigation patterns, and card components that scaled across the entire app.

Logging was easier.
But forgetting was still a problem.

Logging activities was faster — but teachers in infant and toddler classrooms had a new problem. With 6 to 8 babies each on their own feeding and nap schedule, it was nearly impossible to mentally track who was due for a bottle, a diaper change, or a crib check without losing count.

We ran a dedicated Reminders & Alerts research study with childcare directors and teachers to understand exactly what kind of reminders they actually needed — and what we found challenged our original assumptions entirely.

IMPACT

Teachers got their time back.

So did the kids.

The real measure of success wasn't a metric — it was a teacher who could put the tablet down and get back on the floor with their kids. That's what we designed for. Everything else followed.

A DESIGNER'S REFLECTIONS

What this project taught me

A few things I came away with — some expected, some that genuinely changed how I think about designing tools people use in high-stakes, high-distraction environments.

1. The real user isn't sitting at a desk

I came in thinking about the app. I left thinking about the room. Teachers aren't using this at a desk with full attention — they're logging a nap while watching six toddlers. That changed everything about how I approached tap targets, flow length, and what "fast enough" actually means. Designing for distraction is a completely different discipline than designing for focus.

2. When users revert to paper, the product has already failed

Seeing teachers go back to sticky notes and whiteboards was a hard signal. It wasn't about preference — it was about survival. Paper is fast, forgiving, and requires zero onboarding. That became the bar we had to clear: not "better than the old app," but genuinely easier than a sticky note. That's a humbling benchmark to design against.

3. Icons are a language — and languages have to be learned

I'd always thought of icons as decoration with function. This project unlearned that. Benchmarking across four competitors showed how wildly different the same concept could be represented — and how much familiarity matters when recognition needs to be instant. The goal shifted from designing icons that look good to designing icons that feel obvious. Those aren't the same thing.

4. Serving two audiences means resisting the urge to split the difference

Teachers need speed and clarity. Parents need warmth and connection. The temptation is to find a middle ground that half-serves both. The better answer was to design one experience with two distinct lenses — the same data, but surfaced differently depending on who's looking and why. That distinction guided almost every layout and copy decision.

5. Tone is a design decision, not a branding one

Making the app feel "fun and classroom-appropriate" could have easily been treated as a skin on top of a functional product. But the aesthetic — the playful icons, the warm palette, the social media–style feed — directly affected engagement and adoption. When teachers and parents actually enjoy opening the app, they use it more consistently. Delight isn't decoration. It's retention.