UX Work Collection
Sandbox ( Venture-Builder Program)



Summary
In-Depth
Designing for Impact in Uncertainty: Lessons from a Venture-Building Program
π 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.
π± 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.
π Early-Stage Pivots
Attempt 1: Loyalty MVP
Jumped into building without validating the core user need β low demand.
π§ Lesson: Validate before building.
Attempt 2: ACH Payments
Explored a fintech solution without domain knowledge β couldnβt define a clear user problem.
π§ Lesson: User research and domain fluency are critical.
π‘ 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
π My Contributions
1) Branding & Visual Identity
Created brand systems (Campfire sub-brand β 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
π 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
π― 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
π¬ 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
π Final Thoughts
This journey wasnβt linear; it was winding, unpredictable, and real. Thatβs 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
π 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.
π± 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.
π Early-Stage Pivots
Attempt 1: Loyalty MVP
Jumped into building without validating the core user need β low demand.
π§ Lesson: Validate before building.
Attempt 2: ACH Payments
Explored a fintech solution without domain knowledge β couldnβt define a clear user problem.
π§ Lesson: User research and domain fluency are critical.
π‘ 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
π My Contributions
1) Branding & Visual Identity
Created brand systems (Campfire sub-brand β 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
π 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
π― 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
π¬ 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
π Final Thoughts
This journey wasnβt linear; it was winding, unpredictable, and real. Thatβs why it was valuable. It taught me to think critically, design intentionally, and create experiences that matter, even in chaos.
Sandbox
Olive Yuen