Impact
Overview
Project
Seedbomb: Designing a Greener Future with Stanford Students
Role
Product Designer
Platforms
Web Application (Responsive to Desktop, Tablet, and Mobile)
Physical Packaging
Duration
12 months (2023-2024)
Tools
Background
Seedbomb aims to improve the environment by introducing native plant-based seed bombs. This project combines eco-friendly innovation with engaging design to make gardening easy and enjoyable. With a team of six and a mentor, we created a holistic ecosystem featuring physical seedbombs with custom packaging and an interactive game for educational and fun engagement.
My Role
As the Product Designer, I 1) led product strategy 2) worked on the UI/UX design of the game and packaging 3)contributed to custom graphics and 4) developed a design system to ensure visual and functional consistency across all touchpoints.
Identified Problems
Our product aimed to address these 4 core problems.
Lack of Education and Awareness
Goals
User Research
Opportunities
How might we make our product fun, educational, and engaging for outdoor family bonding?
Solutions
I led regular cross-collaboration and design meetings. We used methods such as user journey mapping, affinity mapping, brainstorming, and sketching to refine key flows and features. Through iterative design, we developed wireframes and prototypes that aligned the app and seedbomb packaging with user needs.
Graphics & Art
Design System
Colors and Typography
Iterations
Iterations of Website and Prototypes of Physical Packaging
Final Designs
How did we make our product fun, educational, and engaging for outdoor family bonding?
Fun
Video of Gaming Web Application
Prototype of Gaming Web Application
Engaging
Customized Packaging of Seedbombs
Outcome
What I Learned
Scalable and Responsive Solutions: Designing adaptable components for different devices and user scenarios emphasized the need for scalable, accessible, and inclusive systems.
The Importance of Contextual Design: Localized packaging and content resonated strongly with users, underlining the value of tailoring designs to specific communities and audiences.
Balancing Priorities: The challenge was to create a product that catered to the customers (parents) and end users (families, particularly young kids). This taught me to prioritize clear communication for parents while embedding playful, intuitive elements for kids.