Sandbox

Project Type: Venture Builder Program

Duration: 8 months (2 semesters)

Role: Product Designer (UX/UI, branding, marketing, no-code dev)

Team: Project Manager, Developer, Researcher

Tools: Figma, Adobe Illustrator, Photoshop, Wix, Google Slides


// CONTEXT

The Sandbox Program

A university-integrated venture builder program pairing interdisciplinary student teams with real startup challenges. I collaborated with product managers, developers, and researchers to ideate, prototype, and launch startup solutions.


I worked across three early-stage startups in a university-led venture incubator. Each pivot taught me the value of validating real user problems before building solutions. My final project focused on teen digital wellness, where I led design, branding, content, and no-code development.

// PROBLEM

Early-Stage Pivots

Attempt 1: Solving the Uncertainty of Queue Times

Jumped into building without validating the core user need → low demand.

🧠 Lesson: Validate before building.
Attempt 2: Modernising Loyalty Programs

Jumped into building without validating the core user need → low demand.

🧠 Lesson: Validate before building.
Attempt 3: ACH Payments

Explored a fintech solution without domain knowledge → couldn’t define a clear user problem.

🧠 Lesson: User research and domain fluency are critical.

Final Pivot: Teen Digital Wellness

The Problem:

Teens are increasingly affected by social media overuse — feeling overstimulated, isolated, and burnt out. Our team wanted to reduce screen time and promote meaningful, real-world connections.


We validated this problem space through:

  • User surveys

  • Discussion groups

  • Feedback loops with educators and parents

// SOLUTION

Phases of Digital Wellness Initiative

We approached the problem in two distinct phases, Ignite V1 and Ignite V2, refining our solution based on implementation challenges and user feedback.

Ignite V1: Pilot Program for Teens

Developed an interactive digital wellness education program for pre-teens and teens.



✅ Successes:
  • Partnered with Campfire to deliver 3 in-person modules over one month.

  • Validated interest and engagement through successful pilot sessions.

❌ Challenges:

Faced challenges scaling due to:

  • Parental consent requirements

  • Inconsistent buy-in from school leadership

Pivot: Narrowing the Focus

We realized schools presented too much red tape for fast, scalable impact and shifted the target to a more accessible, self-directed audience: Gen Zs

Ignite V2: Digital Wellness Community for Gen Z

Rebranded Ignite into a digital wellness community for Gen Zs to encourage Gen Zs to reduce screen time and form better digital habits.

Brand & Marketing Assets
  • Created a distinctive brand identity using:

    • Print materials: zines, stickers, flyers

    • Social media posts with ironic, relatable Gen Z humor

  • Built a website + Slack channel to foster accountability and peer support.

✅ Successes:
  • Successfully reached and engaged participants through design-first storytelling.

  • In a month, we had 203 people sign up and commit to the challenge


//CONTRIBUTIONS

My Role:

As the sole product designer, I wore many hats, from UX design to content strategy, branding, and no-code development. Here’s a breakdown of what I worked on:

1) Branding & Visual Identity
  • Created a brand system in two phases:

  • Phase 1: A sub-brand of Campfire (the host platform), using similar colours and styles

  • Phase 2: Independent identity with bold, teen-forward black-and-yellow palette

  • Designed logos, posters, course graphics, stickers, and campaign visuals

  • Ensured visual cohesion across print, web, and slide-based assets

2) Course Design: 5-Module Teen Workshop
  • Designed the layout and visuals of a 5-part educational series

  • Collaborated with the researcher to ensure evidence-based, teen-relevant content

  • Hosted via Campfire, an online workshop platform, in partnership with local school districts

  • Format: Google Slides + live virtual workshops

3) Summer Campaign: Summer Off Socials Challenge
  • Designed a digital + print campaign to promote offline activities

  • A landing page (Wix)

  • Social media teaser posts (ironically, to catch the lurkers)

  • A newspaper reintroducing analogue habits

  • A Slack community hub for teens to share offline wins

  • Focused on building a community of non-social media users (a radical but positive shift)

4) Website Development (Wix)
  • Built a multi-page site showcasing the initiative, sign-up flows, course info, and campaign materials

  • Prioritised usability and long-term sustainability (easy for non-designers to update)


Tools Used:

  • Figma: wireframes, user flows, visual mockups

  • Illustrator & Photoshop: logo design, illustrations, campaign materials

  • Wix: no-code site build

  • Google Slides: course building

  • Campfire: workshop hosting platform

//RESULTS

The Impacts

  1. Launched 3 modules of our course via Campfire to a partnering school

  2. 203 Teens committed and participated in the “Summer Off Socials” challenge via Slack

  3. Received qualitative feedback from educators, teens, and parents

  4. Assets and the site are still in use and editable by the team

// REFLECTIONS & LEARNINGS

My Reflection & Learnings

This journey wasn’t linear; it was winding, unpredictable, and real. That’s why it was valuable. It taught me to think critically, design intentionally, and create experiences that matter, even in chaos. This experience was more than a series of design tasks, it was a bootcamp in iteration, failure, and creative leadership. Here are some of my key takeaways:

Validate before building:

Early failures taught me not to skip the discovery process.

Design is a system, not just surfaces

In hindsight, I would have invested more in aligning branding, platform, and campaign into a more cohesive product system.

Empathy is a design superpower

Designing for teens requires understanding their world, not just telling them to “get off their phones,” but inviting them into something better.


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