Summary

In-depth

Designing for Impact in Uncertainty: Lessons from a Venture-Building Program

Overview

Project Type: Venture Builder Program

Duration: 8 months (2 semesters)

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

Team: Project Manager, Developer, Researcher

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

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.

Context: Designing in the Unknown

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.

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 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.

Attempt 2: Loyalty MVP
Dived into the space of loyalty programs without fully understanding problem-solution fit → solution didn't solve a clear pain point.

🧠 Lesson: Always validate the core user problem before committing to a solution. Build for real needs, not assumptions.

Final Pivot: Teen Digital Wellness

The Problem

Teens are increasingly overstimulated and isolated due to social media overuse. We aimed to promote screen-life balance through community, education, and offline connection.

Validation Methods:

  • User surveys

  • Focus groups

  • Feedback from educators and parents


The Solution

A digital wellness platform for teens, including:

  • Brand identity

  • 5-module educational course

  • Summer campaign + challenge

  • Digital newspaper + print assets

  • Slack-based community

  • Wix website for engagement and access


My Contributions

1) Branding & Visual Identity

  • Created brand systems (Campfire sub-brand → independent black/yellow brand)

  • Designed logos, posters, stickers, course visuals


2) Course Design

  • Built a 5-part workshop (Google Slides, live delivery via Campfire)

  • Collaborated with researcher on content and tone


3) Summer Campaign: "Touch Grass Challenge"

  • Designed website, social posts, print newspaper

  • Supported offline behavior change and peer-led engagement on Slack


4) No-Code Website

  • Built and handed off a multi-page Wix site

  • Prioritized sustainability for a non-technical team


Tools I Used

Figma: wireframes, user flows, visual mockups

Illustrator & Photoshop: logo design, illustrations, campaign materials

Wix: no-code site build

Google Slides: workshop course delivery

Outcomes

  • Course launched in school districts via Campfire

  • Teens joined the summer Slack challenge

  • Positive feedback from students, parents, and educators

  • Deliverables still in use by the team

Reflection

Validate early: Avoid wasting time on unverified problems

Design holistically: Align branding and UX across touchpoints

Design with empathy: Solutions for teens need to meet them where they are

Final Thoughts

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.

Summary

In-depth

Designing for Impact in Uncertainty: Lessons from a Venture-Building Program

Overview

Project Type: Venture Builder Program

Duration: 8 months (2 semesters)

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

Team: Project Manager, Developer, Researcher

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

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.

Context: Designing in the Unknown

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.

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: Loyalty MVP
Dived into the space of loyalty programs without fully understanding problem-solution fit → solution didn't solve a clear pain point.

🧠 Lesson: Always validate the core user problem before committing to a solution. Build for real needs, not assumptions.

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 overstimulated and isolated due to social media overuse. We aimed to promote screen-life balance through community, education, and offline connection.

Validation Methods:

  • User surveys

  • Focus groups

  • Feedback from educators and parents


The Solution

A digital wellness platform for teens, including:

  • Brand identity

  • 5-module educational course

  • Summer campaign + challenge

  • Digital newspaper + print assets

  • Slack-based community

  • Wix website for engagement and access


My Contributions

1) Branding & Visual Identity

  • Created brand systems (Campfire sub-brand → independent black/yellow brand)

  • Designed logos, posters, stickers, course visuals


2) Course Design

  • Built a 5-part workshop (Google Slides, live delivery via Campfire)

  • Collaborated with researcher on content and tone


3) Summer Campaign: "Touch Grass Challenge"

  • Designed website, social posts, print newspaper

  • Supported offline behavior change and peer-led engagement on Slack


4) No-Code Website

  • Built and handed off a multi-page Wix site

  • Prioritized sustainability for a non-technical team


Tools I Used

Figma: wireframes, user flows, visual mockups

Illustrator & Photoshop: logo design, illustrations, campaign materials

Wix: no-code site build

Google Slides: workshop course delivery

Outcomes

  • Course launched in school districts via Campfire

  • Teens joined the summer Slack challenge

  • Positive feedback from students, parents, and educators

  • Deliverables still in use by the team

Reflection

Validate early: Avoid wasting time on unverified problems

Design holistically: Align branding and UX across touchpoints

Design with empathy: Solutions for teens need to meet them where they are

Final Thoughts

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.

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Sandbox

Olive Yuen