Hackney Council — Main Website redesign and replatforming

I led interaction design for the redesign and replatforming of hackney.gov.uk, replacing a fragmented WordPress website with an accessible, task-focused platform built on LocalGov Drupal.

I joined during discovery and led interaction design through research, structural definition, prototyping, usability testing, design system development, and implementation.

Following launch, resident satisfaction, findability, and task completion improved, with measurable gains across key service journeys.

Focus

  • Designing a system that scales

  • Improving task findability and completion

  • Leading interaction design from discovery through build

project type

Public sector

Industry

Government (Local Authority)

Role

Interaction Designer

Date

June 2024 - July 2026

Top summary (TL;DR)

  • Role: Design owner for interaction and some structural decisions from discovery through build

  • Context: Council-wide replatforming of Hackney's primary digital channel, serving over one million residents each year, onto LocalGov Drupal.

  • Problem: Resident tasks were hard to find, the website structure reflected council organisation rather than user intent, and CMS constraints blocked updates and improvements

  • What changed: Redesigned the information architecture, defined reusable page models, and created a CMS-aligned design system

  • How: UX and design system audits, IA testing, responsive prototypes, usability testing, agile delivery, and close design-build collaboration

  • Outcome: A scalable, accessible platform designed around resident tasks and implemented through reusable patterns

  • Impact: Resident satisfaction, findability, and task completion improved after launch, alongside measurable gains across key waste and recycling journeys

Results

Post-launch data showed measurable improvements in resident journeys, satisfaction, and findability.

+13 percentage points
Bulky waste journey completion

+10 percentage points
Residents mostly or fully completing their task

+7 percentage points
Residents finding information easy to find

+7 percentage points
Resident satisfaction

100%
Automated accessibility score

Problem

hackney.gov.uk is the council's primary digital channel, used by over a million residents each year. Despite high usage, discovery work showed the site was failing both residents and internal teams.

Key issues included:

  • Navigation mirrored council structures rather than resident goals

  • No usable service landing pages

  • A partial design system that could not be applied consistently

  • CMS limitations blocking accessibility improvements

  • Hundreds of inconsistent pages and touchpoints

  • High contact volumes linked to failed self-service attempts

Most residents tried to self-serve online first. When they struggled to find or complete a task, they often gave up and contacted the council instead.

Major issue: A cycle of failed self-service increased frustration for residents and demand on contact centre staff.

Solution

Discovery concluded that incremental improvements would not address the underlying problems.

The website needed to be replatformed onto LocalGov Drupal, paired with a redesigned information architecture and a design system aligned with how the CMS actually worked.

This approach allowed us to:

  • Redesign journeys around resident tasks

  • Introduce service landing pages

  • Standardise components and patterns

  • Address accessibility issues at source

  • Create a platform that could be iterated without repeated structural rework

Process

Process

I led interaction design across the full lifecycle of the project, from discovery through to launch, working in agile sprints and closely collaborating with user research, content design, service design, product management, and engineering.

My process followed six stages:

01

Audit and diagnose

Understand why the existing website was failing and where improvements were structurally blocked.

Define structure and direction

Agree the structural changes needed before designing solutions.

02

03

Design the system

Create reusable patterns that work across breakpoints and can be implemented consistently.

Iterate through agile sprints

Design incrementally, responding to research, feedback, and delivery constraints.

04

05

Integrate with build

Keep design and development closely aligned through implementation.

Measure and iterate

Use post-launch data to evaluate whether the redesigned journeys improved resident outcomes.

06

01

Audit and diagnose

Understand why the existing website was failing and where fixes were blocked.

Define structure and direction

Agree the structural changes needed before designing solutions.

02

Iterate in agile sprints

Design incrementally, responding to feedback and constraints.

04

05

Integrate with build

Ensure designs translate accurately into production.

03

Design the system

Create reusable patterns that work across breakpoints and through build.

Prepare for scale

Set foundations for reuse, governance, and post-launch iteration.

06

1 . Audit and diagnose

Process

I led interaction design across the full lifecycle of the project, from discovery through to build, working in agile sprints and in close collaboration with user researchers, content designers, service designers, product managers, and engineering.

My process followed these stages:

01

Audit and diagnose

Understand why the existing website was failing and where fixes were blocked.

Define structure and direction

Agree the structural changes needed before designing solutions.

02

Iterate in agile sprints

Design incrementally, responding to feedback and constraints.

04

03

Design the system

Create reusable patterns that work across breakpoints and through build.

05

Integrate with build

Ensure designs translate accurately into production.

Prepare for scale

Set foundations for reuse, governance, and post-launch iteration.

06

1.1

Purpose

Understand why the existing website was failing and where improvements were structurally blocked.

This phase focused on diagnosing system-level problems rather than proposing solutions too early.

1.2

Reviewing the live site against the design system

I audited the live website against Hackney's existing design system to understand how it was being applied in practice.

I found that:

  • Only 19% of the design system aligned with what was live

  • The design system could not be relied on as a source of truth for delivery

  • Many documented components were unused or could not be implemented

  • Common patterns existed as one-off solutions

  • Visual and interaction consistency varied widely between sections

The review was complicated by multiple sources of design guidance. The documented design system and Figma patterns did not consistently match what had been implemented on the live website.

This created uncertainty around which patterns teams should follow and contributed to inconsistency and rework.

Design system audit comparing documented styles and components against live implementation. The review highlighted inconsistencies between design system guidance, Figma patterns, and delivery, reinforcing the lack of a single source of truth.

1.3

UX audit and recommendations

Alongside the design system review, I carried out a UX audit of the existing website to assess usability, navigation, accessibility, and task completion.

The audit evaluated:

  • Landing pages

  • Navigation and information architecture

  • Search usability

  • Task completion and forms

  • Content clarity and visual hierarchy

  • Error handling

  • Performance and accessibility

The site scored 51.2% overall, showing significant room for improvement across core resident tasks.

UX audit findings illustrated through the previous homepage, highlighting a content-heavy layout with mixed priorities and limited support for common resident tasks. The audit scored the site at 51.2%.

1.4

Identifying structural constraints

I worked with the team to identify where problems were caused by content, design, or platform limitations.

Key constraints included:

  • CMS limitations preventing changes to navigation and page templates

  • Accessibility issues embedded within layouts and third-party content

  • Inconsistent component behaviour that could not be standardised

  • High effort and risk associated with small interface changes

Many known usability problems could not be addressed locally or incrementally.

1.5

Documenting gaps between intent and reality

I documented where:

  • Design patterns existed in theory but not in the CMS

  • Editors relied on workarounds to publish content

  • Accessibility problems could not be resolved at source

  • Design debt increased with each workaround

This helped separate delivery problems from platform problems.

It became clear that repeated fixes were compounding the problem rather than reducing it.

1.6

Outcome

The audit showed that many website problems resulted from structural and platform limitations rather than individual pages or isolated design decisions.

Incremental fixes would:

  • Add complexity

  • Increase maintenance costs

  • Leave core problems unresolved

This work contributed to the decision to replatform the website alongside redesigning its information architecture and interaction patterns.

2 . Define structure and direction

2.1

Aligning on goals and constraints

This phase translated discovery findings into structural decisions before detailed interface design began.

The focus was on agreeing what needed to change across information architecture, navigation, and page structure rather than designing screens too early.

I worked with product, content, research, and service design to align on what the new website needed to achieve and the constraints we had to work within.

This included:

  • Clarifying the website's role in resident self-service

  • Agreeing success measures beyond visual consistency

  • Acknowledging CMS and delivery constraints early

This reduced the risk of designing solutions that could not be implemented or maintained.

2.2

Redefining the information architecture

Using discovery and research findings, we restructured the information architecture around resident tasks and service outcomes rather than internal council structures.

I contributed to:

  • Defining a new top-level structure

  • Reducing depth and duplication

  • Creating a new sitemap to represent the proposed structure

The aim was to make it easier for residents to predict where information would live and move between related services.

Hierarchical sitemap organised by user intent and content depth, showing relationships from the homepage through primary sections and subpages. This view supported information architecture validation and tree testing.

Structural sitemap organised by interface zones, grouping pages by where they appear in the interface. This helped align information architecture with navigation patterns and layout constraints.

2.3

Validating the structure through tree testing

We used tree testing to evaluate whether residents could find content within the proposed structure before applying visual design.

This allowed us to:

  • Measure findability without interface bias

  • Identify confusing labels and groupings

  • Refine the structure based on evidence

I used the findings to iterate the sitemap before moving into detailed interaction design.

Similarity matrix capturing how users grouped related content, used to validate and refine the proposed information structure before detailed design.

2.4

Setting design direction

Alongside the information architecture work, we agreed principles to guide later design decisions.

These included:

  • Prioritising clarity over flexibility

  • Designing patterns for consistency at scale

  • Reducing reliance on bespoke layouts

  • Supporting accessibility by default

These principles informed page models, component design, and later build decisions.

2.5

Outcome

By the end of this phase, we had:

  • A validated information architecture

  • A clear sitemap to design against

  • Shared agreement on direction and constraints

Detailed interaction design could now focus on solving resident problems rather than repeatedly revisiting structural decisions.

3 . Design the system

3.1

Purpose

The next phase focused on designing reusable page types and components that supported the new information architecture and could be implemented reliably through LocalGov Drupal.

The focus was on systems rather than individual screens.

3.2

Designing page types

Rather than designing one-off layouts, I defined a small set of page types to structure content consistently across the website.

These included:

  • Homepage

  • Service landing pages

  • Sub-landing pages

  • Service content pages

  • Search results

Each page type had:

  • A clear purpose

  • Defined content areas

  • A restricted set of supported components

This reduced variation and gave content teams clearer structures to work within.

Page type structures defining consistent layouts, content areas, and component usage rules. These wireframes focused on structure and behaviour rather than visual styling.

3.3

Building a new design system

I led the creation of a website design system in Figma aligned with the components and patterns that could be implemented through the new CMS.

The system:

  • Reflected what could realistically be built

  • Prioritised reuse over unrestricted flexibility

  • Aligned components with real content needs

  • Defined consistent behaviour across the website

It included global components such as navigation, footer, and search alongside patterns used within specific page types.

CMS-aligned design system built in Figma to support reuse, consistency, and build feasibility.

3.4

Designing across breakpoints

I designed desktop, tablet, and mobile experiences in parallel rather than treating responsive behaviour as a later adaptation.

I:

  • Designed layouts to respond across viewports from the start

  • Defined component behaviour at different sizes

  • Created wireframes and interactive prototypes for each breakpoint

This reduced late design changes and helped prevent desktop-first assumptions from reaching build.

Breakpoint reference showing how layouts and components adapt across desktop, tablet, and mobile. Responsive behaviour was defined in parallel rather than added after desktop design.

3.5

Prototyping and interaction behaviour

I created interactive prototypes to:

  • Validate navigation and page flow

  • Test component behaviour

  • Support design reviews and sign-off

  • Communicate interaction intent to developers

The prototypes explored complete resident journeys rather than isolated screens.

Work-in-progress prototype exploring end-to-end resident journeys, including paying a parking fine and council tax, before implementation.

3.6

Outcome

By the end of this phase, we had:

  • Page models aligned with the new information architecture

  • A reusable design system ready for delivery

  • Responsive behaviour defined across breakpoints

  • Interactive designs ready for testing and build

This system became the foundation for service-level design work.

4 . Applying the system: Waste and recycling

4.1

Choosing a real service to test the system

Waste and recycling was selected as an early service area because it was:

  • One of the most visited sections of the website

  • A frequent source of resident confusion and contact demand

  • A strong test of service landing pages and task-focused journeys

This gave us an opportunity to apply the emerging design system to real resident tasks before wider implementation.

4.2

Applying the page model

I applied the new page model and component rules to the waste and recycling section.

This included:

  • A service landing page surfacing common tasks

  • Consistent structures across desktop, tablet, and mobile

  • Reusable components rather than bespoke layouts

  • Clear separation between task actions and supporting information

The aim was to help residents identify what they could do quickly while keeping secondary information accessible.

Waste and recycling service landing page and prototype map, applying the new page model to a high-traffic service. Key tasks and supporting content were mapped before build to test structure and flow.

4.3

Prototyping real tasks

I created an end-to-end interactive prototype in Figma covering the wider waste and recycling section.

Within this prototype, we focused usability testing on two common resident tasks:

  • Ordering replacement bins and bags

  • Booking a bulky waste collection

The prototype mapped complete journeys and supporting pages rather than testing individual screens in isolation.

Designs were produced across desktop, tablet, and mobile, with interaction behaviour defined consistently across each breakpoint.

End-to-end waste and recycling prototype used to test replacement bin and bag ordering and bulky waste booking journeys with residents.

4.4

Collaboration with content and research

I worked closely with Content Designers and User Researchers throughout the work.

Content Designers shaped page structures and language around resident needs and real service content.

User Researchers supported research planning, moderation, and analysis.

Interaction and content design were iterated together rather than sequentially, meaning prototypes used realistic content rather than placeholder layouts.

4.5

Usability testing and iteration

We tested the prototype through moderated usability sessions with Hackney residents representing a mix of ages, income levels, and digital confidence.

Testing focused on:

  • Whether residents could identify the correct task

  • Whether page structures matched expectations

  • How tiles, breadcrumbs, and callouts were understood

Key findings included:

  • Breadcrumbs helped residents orient themselves

  • Task shortcuts worked well but needed careful visual weighting

  • Descriptive tiles helped set expectations

  • Residents often skipped long explanatory content

  • Accordions and callouts were frequently overlooked

I used these findings to refine layouts, content hierarchy, and component behaviour before build.

Seven residents took part in usability testing, consistent with the Landauer–Nielsen model for identifying the majority of usability issues. Participants represented a mix of ages, income levels, and digital confidence.

4.6

Post-launch journey performance

Following launch, we compared performance on the new LocalGov Drupal pages with the previous WordPress experience.

Because key waste and recycling forms sit outside hackney.gov.uk, full end-to-end completion could not be measured. Outbound clicks to key forms were therefore used as a proxy for journey completion.

The redesigned journeys improved across all four tasks measured:

  • Book a bulky waste collection: completion increased from 44% to 57% (+13 percentage points), while abandonment fell from 56% to 43%

  • Report a missed collection: completion increased from 66% to 70%, with journey time reducing from 23.1 to 15.7 seconds

  • Order bin bags: completion increased from 86% to 89%, while abandonment reduced from 14% to 11%

  • Check collection day: completion increased from 90% to 92%, with journey time reducing from 9.3 to 7.2 seconds

The strongest improvement was the bulky waste journey — one of the two journeys I had specifically prototyped and tested with residents before build.

Post-launch behaviour supported the design direction established through research: clearer task entry points, stronger calls to action, and simpler journey structures.

Waste and recycling journey completion before and after launch. Completion improved across all four measured tasks, with the largest increase for bulky waste bookings, from 44% to 57%.

4.7

Resident outcomes

Post-launch resident feedback also showed improvements across the three experience measures we tracked.

Across 330 survey responses:

  • 58% of residents were satisfied, compared with 51% on the previous website

  • 62% found information easy to find, compared with 55%

  • 57% mostly or fully completed their task, compared with 47%

Average survey scores improved across satisfaction, findability, and task completion.

These results aligned with patterns identified during usability testing. Clearer task entry points, content hierarchy, and more visible routes to services were reflected in improved post-launch resident feedback.

This closed the loop between research, design decisions, and measurable resident outcomes.

Average resident survey scores before and after launch. Satisfaction, findability, and task completion improved across 330 responses.

5 . Agile delivery and collaboration

5.1

Working in sprints with the UCD team

Interaction design was delivered through UCD sprints alongside service design, content design, user research, and product management.

I planned and prioritised interaction design work sprint by sprint, adapting to research findings, content needs, and delivery constraints.

Collaboration included:

  • Working with Service Designers to align page interactions with wider service journeys

  • Partnering with Content Designers to shape structures around real content

  • Working with User Researchers to test and iterate emerging patterns

  • Working with the Product Manager to agree scope, priorities, and decision points

I shared work in progress early rather than waiting for large handover moments.

Regular catch-ups and informal Slack discussions allowed feedback to be incorporated incrementally. As constraints emerged, we documented and discussed trade-offs before they became build problems.

5.2

Integrating design and build

When our external delivery partner joined the project, design and development moved into a shared delivery rhythm.

I:

  • Aligned design priorities with development sprints

  • Walked developers through designs before implementation

  • Clarified interaction behaviour, responsive patterns, and edge cases

  • Reviewed implementation against design intent

  • Worked through issues within the sprint

Design was not handed over at a single point. I stayed involved as components, templates, and page types moved into build.

5.3

Adapting our ways of working

Our process evolved as the project moved from design into implementation.

We used:

  • Interaction design catch-ups to review work in progress and agree priorities

  • Sprint planning to align design readiness with build timelines

  • Design reviews and sign-off sessions to confirm decisions

  • Slack for day-to-day clarifications and edge cases

Ceremonies and roles remained flexible. We combined or adjusted steps when the project required it rather than following process for its own sake.

5.4

Outcome

Working in a shared agile rhythm allowed interaction design to move from discovery through implementation without a hard design-to-development handover.

This kept design decisions grounded in research, content, and technical constraints throughout delivery.

6 . Design-build collaboration

6.1

Staying involved through implementation

My role continued after designs were approved.

I stayed closely involved as developers implemented components, templates, and page types, reviewing the build against the intended interaction behaviour.

This was particularly important because the design system needed to work through LocalGov Drupal rather than exist only in Figma.

6.2

Aligning design and development

Before development began on key patterns, I walked developers through:

  • Interaction behaviour

  • Component states

  • Edge cases

  • Responsive behaviour across desktop, tablet, and mobile

  • Relationships between components and page types

Where CMS or technical constraints affected a design, I worked with developers to understand the limitation and agree an alternative that remained consistent with the wider system.

6.3

Reviewing implementation

As components and templates moved into build, I:

  • Checked implementation against Figma

  • Flagged inconsistencies early

  • Reviewed responsive behaviour

  • Worked with developers to resolve issues within the sprint

  • Updated designs when agreed trade-offs changed the final pattern

This reduced design drift and helped keep patterns coherent as the system expanded.

6.4

Supporting delivery decisions

Not every design could be implemented exactly as first proposed.

When trade-offs were required, I:

  • Worked with developers to understand the constraint

  • Assessed the effect on resident tasks

  • Agreed pragmatic alternatives

  • Documented decisions and follow-up work

The goal was not pixel-perfect implementation at any cost. It was to preserve the purpose and behaviour of the design while working within delivery constraints.

6.5

Outcome

Close design-build collaboration helped maintain:

  • Consistent component behaviour

  • Defined responsive patterns

  • Alignment between Figma and implementation

  • A system that could be extended through the CMS

Staying involved through implementation meant interaction design remained part of delivery rather than ending at handover.

7 . Impact and outcomes

7.1

Measuring post-launch performance

After launch, the team benchmarked the LocalGov Drupal website against the previous WordPress experience.

Performance was evaluated using:

  • Resident feedback

  • Journey completion and abandonment

  • Search performance

  • Accessibility

  • Page performance and uptime

  • Content team feedback

This allowed us to evaluate the redesign against resident and operational outcomes rather than visual or stakeholder feedback alone.

7.2

Resident experience improved

Post-launch feedback showed improvements across the core resident experience measures.

Resident satisfaction increased from 51% to 58%.

The proportion of residents finding information easy to find increased from 55% to 62%.

Residents reporting that they mostly or fully completed their task increased from 47% to 57%.

At the same time, residents reporting low or no task completion fell from 42% to 31%.

The early results suggested that the new structure and task-focused patterns were helping more residents identify and reach what they came to the website to do.

7.3

Search and accessibility performance

Performance improvements extended beyond individual service journeys.

Google Search clicks increased by 31%, from 246,000 to 322,000, when comparing May 2026 with May 2025.

Click-through rate increased from 3.5% to 5.8%, while average search position improved from 28.3 to 9.9.

Automated accessibility scores increased from 88% to 100% across the Lighthouse and Silktide measures used in our post-launch analysis.

Desktop Lighthouse performance also increased from 91 to 97, with Largest Contentful Paint reducing from 1.9 to 1.3 seconds.

Mobile page performance remained broadly unchanged and continues to be an area for optimisation.

Image 1: Google Search performance in May 2025 and May 2026. Clicks increased by 31%, while click-through rate and average ranking also improved.

Image 2: Accessibility performance before and after migration, based on Lighthouse and Silktide measures.

Image 3: Desktop Lighthouse performance after migration. The score increased from 91 to 97, with faster loading of the page’s main content.

7.4

A better system for content teams

The replatforming also changed how internal teams managed website content.

Before migration:

  • 75% of the content team were dissatisfied with WordPress

  • 75% found it difficult or very difficult to use

  • 100% rated it as inefficient

Following the move to LocalGov Drupal:

  • 4 in 4 content team members were satisfied

  • 4 in 4 found the CMS easy to use

  • 3 in 4 rated it efficient or very efficient

  • 4 in 4 rated technical performance as good

The survey covered all four members of the content team before and after migration.

While the sample was small, it represented the full team responsible for day-to-day content management.

This showed that the new platform supported two sides of the service: residents completing tasks and the teams responsible for maintaining the website.

8 . Reflection

8.1

What I learned

Hackney was the first project where I was able to stay from discovery through to post-launch evaluation, giving me a much broader perspective on what successful product delivery looks like. Beyond improving my interaction design practice, it became a period of significant professional growth.

Working on a long-running programme meant continuously adapting to new tools and ways of working. I adopted new Figma capabilities such as variables, explored AI-assisted design workflows to improve efficiency, and expanded my prototyping skills using both the GOV.UK Prototyping Kit and ProtoPie. I also developed my visual communication skills through Adobe After Effects and rebuilt my portfolio in Framer, expanding my capabilities beyond interface design into motion design and no-code website development.

I also began mentoring less experienced designers, organising Figma workshops and providing day-to-day guidance to help build confidence, improve design quality, and encourage more consistent ways of working across the team.

Perhaps most importantly, the project reinforced that great design is a continuous learning process. The tools, technologies, and expectations of designers evolve quickly, and I've learned the importance of staying curious, investing in new skills, and sharing that knowledge with others.

This case study reflects my personal work and experience. It has been independently prepared for portfolio purposes, with confidential and personally identifiable information removed, and does not represent an official publication by Hackney Council.

Let’s Collaborate

Commercial work has been anonymised where appropriate. Client-sensitive, confidential and personally identifiable information has been removed or recreated for portfolio purposes. AI has been used to critique and improve the writing and presentation of this portfolio. It has not been used to generate project experiences, design decisions or disclose confidential client information.

Let’s
Collaborate

Commercial work has been anonymised where appropriate. Client-sensitive, confidential and personally identifiable information has been removed or recreated for portfolio purposes. AI has been used to critique and improve the writing and presentation of this portfolio. It has not been used to generate project experiences, design decisions or disclose confidential client information.

Let’s
Collaborate

Commercial work has been anonymised where appropriate. Client-sensitive, confidential and personally identifiable information has been removed or recreated for portfolio purposes. AI has been used to critique and improve the writing and presentation of this portfolio. It has not been used to generate project experiences, design decisions or disclose confidential client information.