HR 经常需要反复确认:
这个候选人现在算不算"推进中"?
是否已经进入下一轮?
这个状态是系统规则,还是人为判断?
INTERFACE · FLOWS · ATMOSPHERE
From medical recruitment tools to atmospheric travel apps, my interface work balances logic with tone-of-voice. 信息结构要清晰,视觉和动效则为体验加一层温度。
Created during Tencent Future PM Creation Camp 2025(10–20 days). I started from real planning friction found in feeds/comments and rebuilt it into a decision chain: Plan → Prove → Pack(规划→验证→打包). Deliverables include UX strategy, runnable prototype, and a lightweight system for commercialization without ad-noise.
I don't begin with personas. I begin with repeated hesitation in the wild: comment threads, saves, and "still-not-sure" questions. Then I compress them into three decision moments: Where to go, How to go, What to bring(去哪/怎么去/带什么).
I mapped mainstream travel products by how they support decisions. The goal isn't feature-copy, but extracting a usable structure: keep the clarity, refuse ad-first rhythm, and add a proof layer for trust.(借优点,拒绝广告节奏与伪内容)
| Product | Strengths | Weakness / Friction | Takeaway for YUNYE | |
|---|---|---|---|---|
Mafengwo
马蜂窝
|
Huge travel note base, mature “guide + note” structure, strong destination indexing | Commercialization heavy, feed noise, mixed incentives, decision scattered by “content gravity” | Borrow "content structure", refuse "ad-first rhythm"(内容结构强,但决策链被信息流冲散) | |
Round Trip
圆周旅行
|
Clear itinerary entry, readable planning flow, “day-by-day” structure feels actionable | Proof layer thin / date contrast missing(缺少"不同日期对比"的可信度机制) | Keep planning clarity, add “proof layer” + “date contrast” | |
Xiaohongshu
小红书(内容决策入口)
|
Fresh UGC, strong “real scene” perception, quick trend discovery, rich comments as friction source | Search results noisy, commercialization + “note economy”, information hard to converge into a plan | Real friction signals(收藏/评论/反复问)→ compress into Plan/Prove/Pack(把"信息"压成"动作") | |
Ctrip
携程(资源与交易)
|
Resource strong: tickets/hotels/transport, stable supply chain, one-stop booking | Often “booking-first”, decision support layer is secondary, content layer can feel template-like | Booking strong, decision weak(资源很强,但"怎么选"仍靠用户自己) | |
I don't "invent numbers". I build a traceable chain: source → sampling → coding → clustering → decision artifacts(来源→抽样→编码→聚类→产出物). This makes the UX decisions explainable and reusable.
I built a connected front-end prototype to test navigation depth, decision rhythm, and edge cases. AI is used only as an optional helper, never as the main experience. 先把流程跑通,再谈智能化






















Hover: slow lift + depth. Click: open viewer(进入关键流程的截图组)|把"美"压在"可用"之下。
EPILOGUE · 结语
I build concepts fast, then turn them into runnable structures.
我更在意“想法是否成立”,也有能力把它做成可以上线的东西。
If a product can’t help people decide, it becomes noise.
如果一个界面不能帮助人做决定,那它只是另一种噪音。
CASE 01 · JIAHUI HR OPS SaaS (Concept Redesign)
Built from real ops pain points, not assumptions.
在上海嘉会国际医院担任招聘运营期间,我高频使用 MOKA 等招聘 SaaS 平台推进岗位发布、筛选与流程流转。长期使用后我发现,问题往往不在"功能不够",而在"状态不清、信息不齐、协同成本高"。因此我以真实业务节奏为约束,构建一个虚拟的 HR 招聘 SaaS 概念方案,把可优化点系统化落到界面与流程结构中。
My Design Position
Research I Did
Key Insight
A recruitment SaaS is not a timeline.
It's a decision system that reduces uncertainty.
对 HR 来说,后台价值不是"看起来流程在走",而是让每个节点的状态可信、信息可用、下一步明确,从而降低协同与决策成本。
我用一个轻量级候选人侧 App 原型,快速验证"状态理解与反馈节奏"是否成立:候选人能否读懂当前进度、是否知道接下来会发生什么。该原型只作为验证工具,用来反向校验后台的状态设计是否真正"可被理解"。
Can candidates understand the status at a glance?
Is the feedback rhythm clear and predictable?
A focused set of screens covering the core ops loop: job management, pipeline, candidate profile, interview ops, and handoff states. (覆盖高频任务链路:岗位、人才库、候选人档案、面试推进、状态回收与协同提示)
在一开始,我并没有直接进入界面设计,而是先回到招聘工作的本质:
为什么这个节点需要存在
为什么 HR 会在这里犹豫
为什么信息在系统中是"看得见但不好用的"
在形成系统结构后,我并没有直接假设方案成立,而是通过对比与拆解进行验证。
我将状态设计视为一种内部沟通接口, 而不是单纯的视觉反馈。
I translated ops pain points into concrete UI rules: status taxonomy, field priority, batch actions, and collaboration cues.
把"难用"拆成可落地的规则:状态体系、字段优先级、批量操作、协同提示。
The design centers on a stable mental model: Pipeline → Candidate → Action → Feedback. Every screen supports faster decisions for HRBP & hiring managers.
以稳定心智模型串起页面:流程 → 候选人 → 操作 → 反馈,服务 HRBP 与用人经理的决策效率。
EPILOGUE · 结语
在这个医疗 UI 项目中,我关注的并不是界面是否"更丰富",
而是每一个结构、层级与反馈,是否真正减少了犹豫与误解。
医疗场景本身已经足够复杂,
设计的责任不是增加存在感,而是让关键信息自然浮现,
让人知道自己身在何处,接下来会发生什么。
这一章所呈现的,是我在 Interface 层面的核心立场:
让界面成为秩序,而不是干扰。
NAVIGATION