Ignite

Sandbox

problem

There was no brief. The ambiguity was the brief.

As the sole designer across multiple teams and five product pivots, I was tested less on executing a known brief and more on staying clear-headed while the problem itself kept changing. My instinct under that pressure was to jump to polished visuals before the team had actually validated the question.

There was no brief. The ambiguity was the brief.

As the sole designer across multiple teams and five product pivots, I was tested less on executing a known brief and more on staying clear-headed while the problem itself kept changing. My instinct under that pressure was to jump to polished visuals before the team had actually validated the question.

Role

Product Designer

Duration

Piloted, then paused

01

solution

A design that signals progress, not judgment

On my final team, I built the brand and design system for Ignite, an interactive psychology program for teens, then rebranded it for a Gen Z audience when school red tape stalled our pilot, shifting from structured lessons to a community-driven Off-Socials Challenge.

02

outcome

98% of learners reported positive change, 203 committed participants for the challenge.

Early Ignite sessions saw 98% of teens report positive emotions, up from 10% beforehand, and the Off-Socials Challenge drew 203 signups in three weeks. The program ended before either direction fully resolved, but the underlying lesson became core to how I work now.

03

reflection

Validate before designing.

The program ended before either direction fully resolved, but the underlying lesson became core to how I work now: define the problem first, validate before designing, and iterate quickly rather than reaching for polish too soon.

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