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Elevance · Senior UX Designer → Director of UX

Elevance Health: standing up UX in a 70-year-old insurance giant

Elevance is one of the largest for-profit managed healthcare companies in the U.S. Design work was mostly reactive: scoped requests handed to UX for execution. I joined to help build UX into a strategic function, grew the team from three to nine, introduced DesignOps and dual-agile, and worked with product leaders to add discovery to the roadmap.

Elevance interface mockups across multiple virtual healthcare products
Role
Senior UX Designer → Director of UX
Team
3 at hire → scaled to 9
Scope
5 products · 3 scrum teams
Approach
DesignOps · Dual-agile · Design Thinking

Project overview.

Overview

Elevance had already launched an innovation division to explore virtual healthcare that was both convenient and cost-effective. I joined after it stood up, hired as a senior UX designer to figure out how to deliver that vision through mobile and web experiences. I was promoted to lead the team soon after.

Goal

The innovation group started with virtual care for rural members. COVID accelerated demand for remote healthcare across the industry. Elevance wanted to reduce patient cost and expand access without lowering quality. That was the product context for our work.

Responsibilities

I led UX for Elevance’s remote innovation team: five products, three scrum teams. Starting from a team of three, I grew the function to nine (including contractors), stood up DesignOps, and introduced dual-agile so design could run a sprint ahead of development. I hired and led the team, owned process decisions, and introduced Design Thinking where discovery had been skipped.

When I joined as a senior UX designer, the UX team had two people: a junior researcher and a senior architect. I was there to help deliver the innovation division’s virtual care vision through mobile and web experiences. I was promoted to lead the team soon after. We were covering five consumer-facing initiatives and three scrum teams with UX treated as execution on already-scoped work. Typical weekly work included:

  • Partnering with product managers on requirements
  • Running discovery on top of production deadlines
  • Designing and testing product concepts
  • Working with information architects and developers on feasibility
  • Supporting releases for live applications

The process.

The work happened in sequence: culture, headcount, cadence, then operating discipline. Each step depended on the one before it. Changes required buy-in from product and engineering before the next phase could hold.

  1. 01

    Culture

    Embedding Design Thinking. Moving from scoped handoffs to discovery with product partners.

  2. 02

    Headcount

    Building the team. Staffing, leveling, and capacity planning.

  3. 03

    Cadence

    Introducing Agile. Sprints, reviews, and handoffs the design team could maintain.

  4. 04

    Operating discipline

    Introducing DesignOps. Documentation, tools, and ceremony standards.

01

Embedding Design Thinking.

Design sprint demo — proof of concept, not a polished deliverable

Getting product and operations leaders involved in user research took longer than training the design team. Most had backgrounds in insurance and operations, not product discovery. I tried bottom-up first: train the team and hope the practice spread. It gained traction when a senior product partner started requesting research on his own initiatives. Given how the org worked, we needed a product sponsor, not just design team training.

Executives responded more quickly to design sprints. They saw them as a fast, high-intensity way to validate concepts when they needed to move quickly. They also liked that the format kept them closely involved: a flat process with few layers between leadership and the work. Maya was the first major project where we used that approach end to end.

In parallel, the team committed to the core Design Thinking stages:

  • Empathize — Interviews, observation, and other methods to understand user needs
  • Define — Turn those insights into clear problems and personas
  • Explore — Sketch and pressure-test multiple directions before committing
  • Prototype — Test feasibility and viability with low-fidelity models
  • Test — Validate or invalidate decisions with real feedback
  • Repeat — Refine understanding and solutions as you learn

Before this, designers were often asked only to build frontend mockups for already-scoped, unvalidated products. That limited how much user-centered work we could ship. By moving discovery earlier, UX had a role in product decisions before mockups were due.

Maya was the clearest example. Elevance partnered with Lurie Children’s Hospital in Chicago to explore remote post-operative care for pediatric patients: discharge sooner, recover at home, and reduce the cost of extended hospital stays while giving parents and clinicians a way to monitor recovery.

The default path would have been top-down direction from a VP, a business analyst gathering requirements separately, a PM scoping from that handoff, and UX designing screens against the scope with a small budget for guerrilla usability testing at the end.

Instead we started with a design sprint. Senior executives and Lurie’s clinical leads worked in the room with us. We left with a basic direction and buy-in. From there we wrote a research plan, ran clinician interviews, and built the product from what we learned.

02

Managing & leading team members.

Organizational chart showing the UX team structure with a Design Director at the top overseeing three pods: Architecture, UX Research, and Visual Design, plus a Design Producer
A diagram of my end-vision for the UX team’s structure

When I took over the team, we were three people covering five products across three scrum teams. We could not embed a designer on every product team. We did not have the headcount for a decentralized model, and the org was not asking for one. UX was expected to deliver screens on scoped work without slowing delivery. Structure was secondary as long as PMs got what they needed. I was not hired to reorganize anything. The question was how to keep a lean team productive. I kept designers on a central team that flexed across scrum teams and put these habits in place:

  • Brought in two vetted design agencies to add temporary capacity
  • Ran bi-weekly 1:1s to stay close to each person’s goals and blockers
  • Set strict prioritization rules: any new request had to outrank existing work
  • Improved work-in-progress tracking
  • Sketched a lean team structure that could cover multiple scrum teams plus ad hoc work
  • Started recruiting senior hires first

Within three months, the team was six full-time internal members, two full-time contractors, and two part-time contractors.

Each designer and researcher worked across one or more scrum teams, so knowledge spread and we covered more surface area than two embedded soloists could. We did not announce a major reorg. Most of the change was operational: prioritization rules, WIP tracking, agency support, and hiring.

03

Introducing Agile.

Diagram showing dual-agile methodology with design and development tracks running in parallel
An infographic I created to illustrate to Elevance stakeholders how dual-agile would work in practice

Designers at Elevance had been pulled into sprints when a production task came up, then released when it was done. Dual-track agile would keep design running a sprint ahead of development. Product owners used to the old model saw that as extra overhead. We had to get five product owners comfortable with the new cadence before the framework could hold.

To stand it up, I worked with a senior UX architect and an Agile coach on a semi-traditional Scrum setup for the UX group: two-week sprints, standups, planning, grooming, reviews, retros. With product owners we:

  • Ran design one sprint ahead of development
  • Scoped design and dev work against shared, user-centered stories
A presentation on how to improve design practices at Elevance

Running dual-agile, we tracked WIP more consistently, set clearer expectations with stakeholders, and handed dev finalized designs before each sprint started. Some teammates were skeptical at first. They supported it once the cadence held for a few sprints.

04

Introducing DesignOps.

Agile worked, but I was personally maintaining it: ceremonies, WIP tracking, stakeholder questions. That was not sustainable at director level. We could hire an external DesignOps producer (six-month timeline, full headcount approval) or convert a senior architect (immediate, but one fewer design seat on an already thin team). I converted Scott, the senior architect who had helped stand up agile and who was willing to take on process work, into our first design producer.

Scott operated like a scrum master for design: WIP, roadblocks, tools, ceremonies, stakeholder comms. Consolidating day-to-day ops under one person let the rest of the team focus on design work.

What that operating cadence looked like in practice:

  1. Daily · 15 min Standups Each designer surfaces blockers and progress against current sprint commitments. Scott triages and routes blockers to PMs or engineering before they cascade.
  2. Sprint open · 2-week cadence Sprint planning Design + dev align on the upcoming sprint, scoped against user-centered stories rather than ticket lists. Design’s sprint runs one cycle ahead of development’s.
  3. Mid-sprint Backlog grooming UX + PM review the next sprint’s discovery and design pipeline. Stories that haven’t been validated are flagged before they enter design.
  4. Sprint close Sprint review & hand-off Design demos completed work to engineering and hands off the next sprint’s design package — finalized, not in flight.
  5. Sprint close · team-only Retrospective What worked, what didn’t, and one process change to test next sprint. Scott owned the action items.
  6. Bi-weekly 1:1s Each team member with me. Career goals, capacity check, blockers we couldn’t surface in a group setting.

When I took over, UX was focused on one product. When I left, we were supporting four in parallel, with more requests and ongoing scope creep, still without a dedicated designer on every scrum team. We did not have metrics to show improved efficiency, but the team kept delivering.

Product scope, not measured outcomes

Reflections.

A few things I would handle differently if I did this again.

Lesson 01

We did not set up outcome measurement early enough. Dashboards were planned for later, partly owned by a partner team. The team did solid work, but I left without data to show impact. If I did it again, I would define a small set of metrics from the start, even simple ones like research coverage or design cycle time.

Lesson 02

A large share of director-level work was stakeholder education. I spent more time than I expected explaining UX to product owners, engineering leads, and executives who had not worked closely with design before. Alignment work took as much time as the design work itself.

Lesson 03

Design Thinking spread faster with a product sponsor than with design-led training alone. I spent the first several months on bottom-up training. User research became routine once a senior product partner started requesting it. Design sprints were especially useful with executives: a short, intensive format when they needed to move quickly and stay involved in the work. I would match the method to the audience earlier next time.