Melissa Waller

Walmart Experience Quality · 2024–2026

Inclusive design before development

I designed and delivered an accessibility curriculum for designers: hands-on Figma practice, job aids, and a peer champion model to support accessibility decisions before handoff.

Snapshot

16
Designers in original team
2 grew to 5
Named peer champions
5
Recurring defect topics
8
Required 2024 training sessions
Role
Accessibility-focused Staff UX Designer, hired to implement accessibility in design and move quality decisions earlier in delivery.
Team
The original team included 16 designers and two named peer champions. The group later grew to five as the scope expanded. Accessibility was already an organizational initiative before I joined, and a contracted service did the manual testing.
I owned
The 2024 training series and its 2025 refresh, the champion role definition and coaching path, the escalation boundary, and the job aids, checklists and annotation references designers worked from before handoff.

Problem

Designers needed accessibility judgment before development started

The same accessibility issues surfaced repeatedly in design reviews: color contrast, labels and alt text, unique button labels, headings and hierarchy, and page titles. The opportunity was to move accessibility judgment upstream into everyday design practice.

Business

Late fixes cost more

Rework landed on design and engineering together, and delivery slowed while it was sorted out.

User

Missed decisions became barriers

Associates could meet them in the workflows they rely on to do their jobs.

Team

Judgment had to sit with the designer

They needed practical ways to recognize common risks before handoff, without waiting on a specialist review.

Success

I watched for less coming back in review and harder questions from champions

Those two I could only read over time. Annotation in the files was the third signal, and the one I could see directly.

Figma screen showing a low-contrast disabled Submit request button, with an arrow to the same button in its enabled, higher-contrast state.
The enabled button pattern, and the signal I wanted from it: designers raising it themselves, in their own files and in each other’s sessions.

Role

I built training, champions, and handoff support around recurring review patterns

I was the accessibility-focused Staff UX Designer, responsible for moving the team from specialist-dependent review toward shared first-pass judgment.

  • Led required design reviews and used recurring findings to define what training needed to cover.
  • Built and delivered the 2024 required training sequence for the original team.
  • Refreshed the material in 2025 with longer hands-on sessions and a training file set up for annotation.
  • Defined the champion role, expectations, coaching path, and escalation boundary.
  • Created job aids, checklists, examples, and component-organized handoff references.
Figma annotations for sort and filter behavior, with numbered callouts naming the control, its role, and the announcement a screen reader should make.
Sort and filter behavior annotated with Figma components for implementation.
A Dev Mode annotation on a heading and a close chevron, naming the heading level and the accessible name the control needs.
A Figma annotation callout as it appears in Dev Mode, showing the heading level and the close control’s accessible name. We tested it and stopped, to stay in step with the central accessibility team’s tooling work.
Two annotation checklists side by side, one for mobile and one for web. Each starts with file setup, then lists the annotations to add: headings, images, links and buttons, focus order, reading order, form elements and their error states, and modals. The web list also carries page titles and skip to content.
The annotation checklists designers worked through in Figma before handoff, one for mobile and one for web.
A training slide defining informative and decorative images, beside a mobile home screen with callouts marking one icon as informative and one photo as decorative.
A training slide using a mobile home-screen example to separate informative images from decorative ones.

Collaboration

The work stayed close to critique, champions, and handoff

The work ran through places designers already used: critique, champion support, and handoff.

  • Peers reviewed work together, tested interpretations, and made accessibility critique part of review before handoff.
  • Champions brought examples back to teams and supported small-group practice.
  • Handoffs called out labels, hierarchy, component choices, states, and interaction behavior for engineering.
  • An outside vendor ran accessibility training for engineers. I joined two sessions and added examples from our own screens alongside the generic ones.

Approach

I moved accessibility learning into the design workflow

I started with what kept showing up in accessibility defect reports and design reviews, then turned those risks into focused training, hands-on practice, peer support, and an escalation path designers could use before handoff.

How the loop worked

  • Step 1 · Review real work.Use the two standing weekly design reviews, 120+ sessions over roughly two years, to see where decisions are unclear.
  • Step 2 · Spot recurring risks.Identify the defects and handoff gaps showing up repeatedly.
  • Step 3 · Teach the pattern.Turn those risks into review callouts and focused sessions.
  • Step 4 · Practice in Figma.Apply the guidance through annotation, peer review, and job aids.
  • Step 5 · Escalate complex decisions.Route ambiguous or higher-risk issues back to specialist review.

Curriculum

The second round got more time, not more topics

The 2024 series was eight required sessions built on the five defects that kept coming back in review, five of them hands-on. A year later the same five ran longer.

2024

Eight required sessions

Weekly one-hour sessions for the original team, built from what design review kept surfacing. Five of them were hands-on; job aids and checklists carried the rest.

2025

Every extra minute went into practice

The same five hands-on sessions ran ninety minutes instead of sixty, with more examples and a file already set up to annotate rather than built from scratch. An introductory session up front re-established the shared model, and champions helped run the small-group practice.

A training slide comparing content requirements: an icon-only close control labeled 'X' (passes but is not usable) against one labeled 'Close' (passes and is useful), and a decorative illustration given a long literal description (passes but is not useful) against the same image treated as decorative.
A training slide comparing an icon-only “X” against a labeled “Close,” then a decorative illustration described in full against the same one left undescribed.

Two topics stayed reference material in both years rather than becoming live sessions. Feedback and topic requests from the sessions shaped what got taught next.

Not everything designers worked on came from the original five. The enabled-versus-disabled button pattern was never one of them, but design review kept raising it, and the design system already documented the enabled pattern as the preferred one, so it drew a lot of discussion and a lot of fixes.

Champions

First-pass support stayed close to the work

Champion support model

Accessibility lead

Coaching and training out

Complex, ambiguous, or higher-risk decisions escalated back here rather than stopping with a champion.

  • Named peer championsThe group grew from two to five. Each supported local questions and first-pass review on their own product team.
Champions carried guidance into team workflows while specialist judgment stayed available for harder calls.

I coached designers with interest and aptitude to become first-pass support on their teams. They answered common questions and practiced annotations with teammates.

The routing was deliberately simple: designers started with self-review and local guidance, then went to a champion when they needed another read on a common issue or handoff question.

Complex, ambiguous, or higher-risk decisions still came back to me. That kept support distributed without asking champions to become a second approval gate.

Tradeoffs

Practical choices made the model usable

I kept the model small enough to use: teach repeated risks first, let champions support common questions, and keep the approval boundary clear.

Teach repeated defects first

I taught the defects showing up repeatedly, not the full accessibility rulebook. Five familiar risks were something designers could apply to the work already in front of them; full coverage would have been a course nobody finished.

Keep champions out of the approval path

Champions helped locally and escalated harder calls. A peer is easier to ask than a gate, and that only holds while nobody needs their sign-off. It also left me in the path for the harder ones.

Use our own work as the examples

Generic defect examples are quicker to hand out and easier to ignore. Building the examples from screens the team actually shipped takes real time to curate, and it is the part I would spend the time on again.

Outcome

The training reached beyond the original team and moved into active work

The evidence here shows reach, practice, and one champion applying the training independently. It does not measure organization-wide adoption, defect reduction, or product outcomes.

Year two opened the invitation

The eight required sessions were for the original 16-person team; later voluntary offerings drew roughly 20–40 participants per session.

Practice moved into files

Designers practiced annotation, reviewed peers’ files, and used job aids in active work.

The training went with the designer

After changing teams, one trained champion independently identified roughly ten valid accessibility issues in their new team’s designs. The team addressed them.