NORAD Santa Tracker

Led the full product lifecycle: design, research, product management, and front-end development, across four seasons of NORAD Santa Tracker; growing the audience from 3M to 15M+ visitors.

Photo of a child sitting on a couch holding a tablet that is displaying the Norad Tracks Santa village screen while facing a fireplace in their living room.
Season 4: A missile-defense organization made magical, on every screen.

The Program

NORAD has tracked Santa Claus' worldwide journey since 1955. By 2012 they wanted a complete refresh of their Santa Tracker website with new design, new features, and a strategy to grow engagement against new competition.

  • Type: Multi-platform Consumer (Pro Bono)
  • Market: North America • Worldwide (Offered in 8 Languages)
  • Team: 1 Technical Product Manager • 1 Visual 3D Artist • 3 Designer/Developers (Season 1)
  • Role On Feature: Product Lead - Product Manager • Lead Product and Visual Designer • Lead User Researcher • Front-End Developer
  • Timeframe: 3 Months (Q4) Agile rollout for 4 Seasons • 2012 - 2016

The Challenge

The brief was to redesign the NORAD Santa Tracker for children and grow engagement during the 24 days before Christmas. The unstated challenge was harder: how do you make a missile-defense organization feel magical to a four-year-old? Google had just launched their own Santa Tracker.

What Success Looked Like

  • Increase DAU (Daily Active Users)
  • Time to discover website content
  • Feature adoption in Library and Mission HQ
  • Design an experience that resonates with a preschool audience
  • Reduce bounce rate during 2-23 December

What Changed

  • 15M
    increase in visitors in December overall year-over-year
  • >5 mins
    increase time on site and interaction with Library feature
  • 18%
    increase in engagement with website between 2 Dec to 23 Dec from Y1 to Y4 with a 55% decrease in bounce rate.
  • 2
    new social media platform launches that drove engagement an additional 30% to website
Season 4 daily engagement: the elf scale represents the 18% average increase in daily visits year over year.

Learning from Children

I had designed for children before, creating kiosks at the Children's Museum of Houston, educational games for middle schoolers, a holiday interactive CD. I knew this audience. Or thought I did. Before Season 1 I built three archetypes from that experience: Sophia (5), Lily (10), and Sydney (31). Competitive analysis and social media review confirmed the direction. A usability study after Season 2 corrected the one critical thing my experience had gotten wrong.

The Finding That Changed Everything

We went in targeting 8-11 year olds. Parents in recruitment told us otherwise:

  • "My older kids have no interest in tracking Santa Claus, my youngest will sit with me to watch the videos."

    - Mom, Child Age 3
  • "I'm exhausted. I just want to give him my iPad and have a few minutes of peace and quiet. I don't care what it is as long as he is entertained."

    - Mom, Child Age 4
  • "[name] is 10, he has never been interested in the website before, but his younger brother will sit with me and we track Santa and maybe watch a few videos."

    - Mom, Child Age 10 and 5
  • "There isn't anything on this website that interests [name]. Have you seen PBS Kids? There's a lot to entertain him for at least an hour. That's what I'm looking for."

    - Mom, Child Age 4

The primary audience was 4-7, not 8-11. We added Oliver (4) to the archetypes. Everything we'd assumed needed rethinking.

Target Age - Pre Research: Lily; Post Research: Oliver

What Testing Kept Teaching Us

Testing across seasons kept correcting and sharpening our thinking. Two moments stood out.

Finding 1

A four-and-a-half-year-old boy watched the planes we designed crossing the sky toward the North Pole and asked his mother:

"Mama, are they going to shoot down Santa Claus?"

That one question at the end of season 2 changed our thought process. Less military more magic.

Finding 2

A six-year-old girl in the same study clicked on the North Pole village, then got bored in the library. There were no books. Nothing to do. We asked what she expected. She said books she could read, or animated stories. That answer became the brief for the Little Golden Books library redesign in Season 3.

Library book designs inspired by Little Golden Books, this designed in direct response to a six-year-old who expected stories and found none.

Designing For Children

The design challenge wasn't just making something engaging for children. It was making a missile-defense organization feel warm, safe, and magical to a four-year-old, while giving parents a product they trusted enough to walk away from and grandparents something that felt like a childhood memory.

Season 1 - Mixing Military With Magic

Season 1 established the visual language and information architecture. The collateral didn't survive, but the hand sketches and IA whiteboard did. The Season 2 redesign grew directly from them.

Season 1 sketches: three months, one design for website and Windows 8 app simultaneously. These sketches were the starting point.
Season 1 information architecture: establishing the content structure that Seasons 2 through 4 would build on.

Season 2 — Finding the Visual Language

For Season 2 I had a clearer vision and the right partner to execute it. The aesthetic direction was specific: the 1964 Rudolph the Red-Nosed Reindeer claymation style. Not arbitrary nostalgia rather a deliberate three-generation strategy.

A four-year-old responds to the warmth and whimsy. A parent recognizes the aesthetic and relaxes. A grandparent sees something that connects to their own childhood Christmas memories. NORAD and every partner loved it immediately.

Season 2 hand sketches showing the three-layer parallax world taking shape: outer space, sky, and North Pole village.

The parallax structure built the world in three layers: outer space (NORAD's radar and surveillance mission), the sky and journey to the North Pole, and the North Pole village itself. It was immersive, it was child-friendly, and it gave older children and adults something to explore.

Season 2: the outer space landing scene, establishing NORAD's radar and surveillance mission in a child-friendly visual language inspired by the 1964 Rudolph claymation aesthetic.
Season 2: the North Pole village, the emotional center of the experience. No elves yet, that problem was still to be solved.

Season 2 testing confirmed what the research hadn't caught: the visual language we'd built was still too military. Four NORAD jets crossing the sky toward the North Pole read as an escort, not a celebration. The elves and village warmth of Season 3 did enough to balance the tension. The jets came down in Season 4.

Season 2: the sky scene that prompted the question. Four military jets en route to the North Pole, even with the Christmas markings. A military escort is lost on a four-year-old.

Season 3 — Resolving the Tension

We created an elf avatar named Elfie, designed to give children someone to identify with and follow through the experience. Our in-house 3D artist, modeled Elfie and 11 other elves and animated them throughout the North Pole village. Elfie was later renamed Barry from a child's suggestion in testing.

My in-house 3D artist colleague, sketching the first elf designs.
Barry — the placeholder name for our elf avatar.

Barry and his friends were created across Seasons 3 and 4. Most were assigned to a specific section of the experience, some just played in the village. Building a cast of characters gave every part of the website its own personality and gave children a reason to explore beyond the tracker.

A sampler of the elves placed throughout the North Pole village and subpages with each one doing the activity children could do in that section.

Text navigation was replaced with icons entirely. Preschoolers don't read. Images, symbols, and animation communicate faster and more reliably for a four-year-old than any label we could write. Music and sound effects were introduced for the first time with a jukebox feature and ambient audio that made the experience feel alive rather than static.

Season 3: Outer Space - Animated earth, repositioned CTA, text navigation replaced with icons
Season 3: North Pole Village - Elves, animation, and activity replaced static 3D modeling.
Library - Holiday Traditons

To make the Library meet that six-year-old's expectations, I created stories and activities in the library. Holiday Traditions had launched in Season 3 as an informational feature with countries, celebrations, regional customs.

Early sketch for Holiday Traditions with mapping countries and celebrations before any visual design began.
Early sketch of the Traditions of the World Details depicting Germany one of the locations NORAD wanted to highlight.
Season 3: Holiday Traditions of the World. Flag buttons navigated children to holiday traditions by country. Map pins drove older users to Bing's curated seasonal search pages for each city, serving both NORAD's content goals and Microsoft's Bing engagement goals from a single screen.

Season 4 — Deepening the Engagement

Season 4 turned content into interaction. Holiday Traditions had launched in Season 3. Analytics showed high visit rates but also high bounce rates. People arrived and left quickly. The content was interesting but passive.

For Season 4 I proposed turning it into a game. Players helped Sammy the Elf, one of twelve named elf characters across the experience, locate traditions by region on a world map, earning points for each correct match. The informational content became the game mechanic.

Mobile: 60% of our traffic

The Holiday Traditions game was designed and built mobile-first. Desktop followed from there.

Season 3: The new mobile responsive experience shown in Spanish, one of eight supported languages. Portrait and landscape orientations designed for both phone and tablet. Icon-based navigation replaced text labels entirely for the preschool audience.
Season 4: Mobile sketches for Holiday Traditions, mapping the game flow from landing through the world map to individual tradition details. Annotations show early thinking on the Bing flag-pin integration.
Season 4: Holiday Traditions gamified. Players help Sammy the Elf locate 17 traditions on a world map, scoring points for each correct match. Informational content from Season 3 became the game mechanic.

A Last Minute Partner Request

The Bing photo carousel was a late Season 4 request from Microsoft to add content to the Santa Tracker screen that would drive traffic to Bing.

Two constraints: don't confuse or distract a preschooler from tracking Santa, and fit it into the small landscape mobile viewport without disrupting the tracking experience. The solution was a photo carousel of places Santa had visited, with a subtle prompt asking if the user had been there too. A swipe control showed and hid the carousel without touching the tracker itself. 93% of users who saw it selected more than one photo.

Season 3 Santa Tracker: the core experience. No additional content.
Season 4: a photo carousel of places Santa visited added along the bottom, prompting users to tap if they'd been there too. Shown in French. The tracker above remained untouched as the carousel lives below it without competing.
Mobile: Season 3 (left) with no carousel. Season 4 introduced the photo carousel as a bottom sheet collapsed by default so it never blocks the tracker, tapped open when the user wants to explore. In landscape orientation the open sheet covers the tracker, but users can hide it or flip to portrait.

Pitching and Shipping Features

Every season had three sets of goals: NORAD wanted mission visibility and increasing DAU. Our main partner Microsoft wanted Bing and Edge engagement. Users wanted something fun. My job was building the feature that satisfied all three without anyone noticing the other two.

How We Prioritized

The process was informal but consistent. I scoped NORAD and Microsoft's requests with my team first, sized the effort, then pitched our own ideas against whatever capacity remained. NORAD made the final call on priority.

A typical season: three months from kickoff to launch, with UX, development, and QA running in overlapping sprints from September through November. December 1st was non-negotiable.

Three months. Four workstreams. Over 50 partner organizations. One ship date.

Microsoft Logo
AGI Logo
Spil Games
Meshbox Logo
Global Links
The main partners across design, development, localization, and platform, each with their own deliverables, timelines, and stakeholders to manage within the same three-month window.

Running the Program

Three months each year. A fixed ship date. A team that kept getting smaller.

Shipping Under Constraint

Season 1 started with three designer/developers alongside me. By Season 3 they had moved to other commitments. In season 3, I absorbed the front-end work myself. I had been a developer before I became a designer.

What I descoped to make that work: a fully gamified NORAD HQ experience was the biggest casualty. The vision was an animated story teaching children about NORAD's mission and the history of tracking Santa Claus. What shipped was a clickthrough About NORAD section that was text-heavy, informational, functional, and visual. But not the vision. The right call given the timeline.

Making the Data Call

In Season 4 I proposed expanding language support to Arabic, Hindi, and Russian. Demographics in our North American traffic were shifting and the audience was there in principle. Analytics said it wasn't large enough yet to justify the development effort across three new languages with right-to-left layout requirements and new translation vendor relationships. I put it in the backlog. A good idea in the wrong season is just scope creep.

Building for Scale

From Season 1 the website shipped in eight languages. To support our native mobile partner, I built a design system from scratch, pre-Figma. It was a brand book: typography, color, component specs, interaction patterns, and localization guidance. I used German, Japanese, and Spanish content in the mobile layouts specifically to pressure-test spacing and hierarchy under real localization conditions before a single line of code was written.

I ran the same sprint structure successfully for four consecutive seasons: three months, four overlapping workstreams, one hard ship date, non-negotiable. That's the part I'm most proud of. Not any single feature. The fact that it kept working.

What Shipped

NORAD had been tracking Santa since 1955. We gave a new generation of children a reason to care. As the designer, researcher, PM, and eventually front-end developer, I grew the audience from 3M to 15M visitors across four seasons. Not because of the number. Because every one of those visitors showed up in December looking for a little magic, and we delivered it.

This is what 15 million visitors were looking for. We wanted to be worth finding.
The North Pole Village running live on a Microsoft Surface Hub in a Microsoft retail store. I asked them to put it up.

User Sentiment and Feedback

Press

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  • USA Today logo with the orange sun
  • Daily Mirror logo white all-caps lettering of the word Mirror on a red field
  • Express UK logo Black lettering of the word Express on a white field

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