Seattle, WA / Seattle Central Creative Academy, Graphic Design
Antonio
Varchetta
- Graphic Design
- UI · UX
- Illustration
Seattle born graphic designer. This site showcases my work and how I bring classic design principles together with modern vibe coding to build something fresh.
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Case studies
Graphic design projects across branding, illustration, UI/UX and vibe coding, from research and first sketches to packaging, print, prototypes and live websites.
ROBO-BOBODesigning an AI toy parents can trust
A plush bird named Bobo who teaches like a patient older sibling, with no screen for the child, and a parent app built to earn trust. This case study is in progress: everything here is a concept until a working, talking Bobo meets visitors at the portfolio show on June 17, 2027.
- My role
- Initial brand direction (color and feel), personas, user interviews, parent app UX/UI and clickable prototype, physical prototype
- Team
- Antonio (me) and Leah Ward (stylescape, logo, brand kit, website, conversation flow, mission statement, video and most of the copy)
- Timeline
- Fall 2026 – June 2027
- Status
- Concept stage. Prototype in progress, untested

The Challenge
The brief asked for an AI-powered educational toy robot for children 3–8. The child is the user, but the parent is the buyer, so the design has to work for both.
We narrowed it to ages 3–5, Montessori-style learning, and a robot that acts like an older sibling or classmate. Then we put the hardest question first:
How do you make parents trust an AI that talks to their 4-year-old?
“Not right now, kiddo.”
A 4-year-old has big questions about capybaras, the moon and why the car is loud. The adults around them often don’t have time right now, and the usual answers each fall short:
- Search engines aren’t safe for a preschooler.
- Books are hard to read alone at this age.
- Screens are already a lot: kids 0–8 average about 2 h 27 min a day, and roughly two-thirds of parents want less.
- Parents are stretched, with more dual-income and single-parent homes than a generation ago.
AI toys promise to fill the gap, but parents don’t trust them. Both people we first interviewed were skeptical of the idea itself: “That seems weird.” So the real problem wasn’t making an AI that talks to kids. It was making one parents would let in the house.
Research
We interviewed two teachers, a first-time parent and a mom and dad together, and scanned the AI toy market.
- Narrow, closed systems earn trust. The parent chose a closed-circuit baby monitor over hackable Wi-Fi ones. A teacher put it simply: “It needs to be very narrow.”
- Parents want to connect, not watch. “I do not have a desire to surveil my kid,” but also, “I want to learn about my kid.”
- The robot itself can do harm. A teacher’s biggest worry was how an object could calm a dysregulated child without emotional manipulation.
- Declarative language answers that. “E,” a K–1 teacher, says “I notice…” and “I wonder…” instead of commands, rewards or threats.
- A weekly rhythm keeps parents involved. E emails a plan on Monday and a recap with things to talk about on Friday.
- Claims get checked. “Where are you getting that stat?” Skeptical parents hear “100% safe” as a warning sign.
| Tier | Examples | Price | Gap we saw |
|---|---|---|---|
| Premium social robots | Embodied Moxie | $800–1,000+ | Expensive, screen-based |
| Mid-tier robots | Miko 3, Miko Mini | $149–299 | Screens, gamified rewards |
| Screen-free plush | Curio Grok | $99–200 | Little visibility for parents |
| Legacy electronic toys | LeapFrog, Mattel | $40–120 | Scripted, not conversational |
The headline finding
Trust comes from visible limits, not features.
Who We Designed For
The child uses Bobo, but the parent buys it, so I built a persona pair: one for each side of the purchase. Their needs pull against each other: the child wants answers right now and room to be loud, and the parents want room to breathe without handing their child another screen.
The interviews added a second layer: parents decide to trust in two different ways. So we designed for both, with parent controls and outside proof in the same product.
- The ProtectorTrusts personal control and closed systems. Fears outsiders: hacking, “data farming,” hidden cameras.
- The ValidatorTrusts institutions and proof. Fears the robot itself: manipulation, rewards and threats.
Six Design Principles
These weren’t written up front. They’re the patterns that showed up when real decisions had to be made, and each one answers something the research found.
- Parents hold the controlsThe app wakes Bobo and puts it to sleep; there’s no button on the toy. Parents choose how long anything is kept.
- Ask for less, keep lessOnly the child’s name is required. Everything about the child stays on the parent’s phone; the company keeps only an email.
- Only say what’s trueA claim goes in only when the design backs it up. “Safety in every screen” was cut, because Bobo has no screen.
- The toy stays a toyNo screen and no buttons on Bobo. Anything technical lives in the parent’s app.
- Don’t box families inAge and pronouns are free-text fields, not preset choices. A nickname is fine.
- Ideals for the product, realism for the prototypeAt the show, a tap sensor hidden under the fabric will likely wake Bobo; the real product wakes only from the app. And a no-solder build I can finish on time.
Meet Bobo
Bobo is a nightstand-sized plush bird who acts like a patient older sibling. It guides rather than grades.
- No points, streaks or praise loops. Bobo notices; it doesn’t score.
- Honest that it’s a robot. It never pretends to miss the child.
- A bridge, not a babysitter. Bobo points kids back to the people who love them. If a child says Bobo is their only friend, the parent hears about it.
- “I’m not sure” is a feature. Bobo answers from an educator-reviewed library, or says it doesn’t know.
The core activity is making up stories together: “yes, and” turn-taking with a beginning, middle and end, and a “your turn!” where Bobo really waits.
| Instead of | Bobo says |
|---|---|
| “Put your shoes on.” | “I notice your shoes are by the door.” |
| “What color is this?” | “I’m wondering what color that is.” |
| “Good job!” | “Hmm, the blocks fell. I wonder what happened.” |
When a child melts down, Bobo names the feeling, wonders about the reason, and offers a way through: a breath, a break or a different story. It never uses rewards or threats.
Conversation Flow
Leah designed how a story with Bobo actually goes, including what happens when it goes wrong. She based it on an interview with her 6-year-old cousin: how a real child tells a story, goes quiet, and drifts into darker ideas. Her cousin is a year older than our 3–5 range, so it’s a starting point, not proof.
- Happy path. Bobo invites a story, the child picks who starts, and they build a beginning, middle and end with “yes, and” turns: “And the lobster found a… your turn!” The story is saved for the parent to retell.
- Recovery path. When violence enters the story, Bobo asks, “You mean our story coyote, or a real coyote?” If it’s the story, Bobo steers it without a lecture and offers a re-do. A second violent idea leads to a new story or a break, with a quiet note for the parent.
- Safety path. If it’s real, the story stops: “That’s something you should tell a grown-up. I’m glad you told me.” The parent app gets a “Needs a grown-up” alert.
Small details came from watching a real child: Bobo waits 8 seconds before offering two choices to a quiet child, and pitches its next turn a little higher when a child answers with an adjective and a noun.

The Parent App
Parents don’t want to monitor their kid. They want to trust Bobo and feel closer to their child. Success is a real conversation at dinner, not time spent in the app, so it’s built to be opened twice a week, not every day.
I designed it around four jobs, in priority order:
- Trust me. Onboarding explains Bobo and its limits on four screens before it asks for anything.
- Connect us. A Monday preview, a daily glimpse with one thing to ask about, and a Friday recap with things to talk about at home.
- Give me peace of mind. “Needs a grown-up” moments get their own calm lane, with the child’s own words and why Bobo responded the way it did.
- Let me shape it. Add books and themes, set an emotional focus, choose story length.

Two lanes that never mix. An early version mixed alerts into the story feed. The research said calm and urgent should be separate, so “Needs a grown-up” is pinned on its own, and the cozy feed stays cozy.

Notice, don’t score. The app never says a child is “doing great.” There are no scores, streaks or minutes played. It shows what the child actually made and asked, like “Maya wondered why the moon follows the car,” and parents judge for themselves.

Try it. The clickable prototype covers the full onboarding, the four tabs, the Safety and privacy center, and three flows: a worrying moment, the Friday recap, and flagging a wrong answer. Use the side panel to jump between screens.
Decisions That Shaped It
| Before | After | Why |
|---|---|---|
| A belly button turned Bobo on | The app wakes Bobo and puts it to sleep | Parents control the microphone |
| Where child data lived wasn’t stated | All child data stays on the parent’s phone; the company keeps an email | Answers “who’s listening?” |
| Every flagged answer went to our educators | Flags stay on the phone; sharing is opt-in | Parents decide what matters |
| Several required fields about the child | Only the child’s name is required | Ask for the minimum |
| Tap choices for age and pronouns | Free-text fields | Don’t box families in |
| Retention wasn’t decided | Delete right away, or keep 15, 30, 60 or 90 days, never forever | The amended COPPA Rule bans keeping children’s data indefinitely |
| No plan for “I love you more than Mommy” | Bobo points the child back to their people, and the parent sees it as “Worth a look” | A parent must know, but it isn’t an alarm |
Brand System
Warm, playful and calm: inviting for a child, quietly trustworthy for a parent. I set the brand’s first direction by exploring three palettes and testing each one on a sample interface.
I chose Modern Montessori: grounded, earthy tones that appeal to modern parents while still giving toddlers clear contrast.

Leah built on that palette with a stylescape that set the brand’s look and feel, and she designed the logo: the ROBO-BOBO wordmark and a sleepy bird face inside a house.
The stylescape is an early snapshot. Some of its ideas didn’t survive the research: the subject menu became content parents manage, because Bobo has no screen for the child, and “statistics of the child’s learning” became noticing instead of scoring.

The palette and the stylescape became Leah’s brand kit, which the website and the parent app build on. Status colors always come with a border style and a shape, so color never carries meaning alone.
- Navy#3D5A80Primary
- Sage#82B29BAll good
- Sun#F2CD8FWorth a look
- Coral#E07A5FNeeds a grown-up
- Cream#F5F1DEBackground
The Website
Leah designed and built the product website. It leads with safety, not features: a navy hero with the brand’s diagonal stripes, four safety pillars, four beliefs, an honest FAQ, and a footer that says “designed to meet” and testing “planned” instead of claiming certifications.
I designed the parent app to feel like the same product, so a parent who reads the site and then opens the app sees the same words and shapes. I borrowed some patterns and deliberately left others out.
| Website pattern | In the app |
|---|---|
| Four safety pillars | The “Safety first” onboarding screen, word for word |
| Four beliefs: no points, child-led, bridge not babysitter, calm by design | The “Meet Bobo” onboarding screen |
| Navy hero band with sage and sun stripes | The Today header and the welcome screen only |
| Sun quote block with a handwritten line | The “Ask Maya about…” prompt |
| Polaroid prints with tape | Saved stories, as keepsakes |
| FAQ accordion | “Why did Bobo say that?” on an alert |
| Count-up big-number stats | Left out: in an app they’d read as scores |
| A child-facing subject menu on a phone mockup | Left out: Bobo has no screen for the child |
Bringing Bobo to Life
To prove the idea works end to end, I’m building a real, talking Bobo for the June 17 show, with everything running offline. It makes the privacy promise something visitors can test themselves: “Unplug the internet. Bobo still works.”
- The brain. A used Android phone hidden inside Bobo, running Google’s Gemma model on the device. It stands in for the AI chip a real product would use. The phone has a camera; the product would not, and I say so at the show.
- Ears and voice. On-device speech-to-text and text-to-speech, with a small speaker loud enough to carry through fleece.
- The belly light. Off when asleep, a steady glow when listening, a slow circle of colors when thinking. A child can read Bobo from across the room, and the light covers the silent gap while the model works.
- Turning Bobo on. In the real product, only the parent app wakes Bobo, so parents have full control of the microphone; then the child just talks. At the show, Bobo will likely wake with a tap on a sensor hidden under the head fabric, which also works as pat-to-talk on a noisy floor. That’s a demo stand-in, not the product.
- The build. No soldering, a 3D-printed shell, a sewn skin, and an Android app written with Claude. About 3 hours a week from December to June.
- Raspberry Pi 5Rejected. 10–15 seconds per reply is too slow for a 4-year-old.
- NVIDIA Jetson Orin NanoDropped. Fast, but $399 even at volume, which rules out a $499 product.
- A used Android phoneChosen for the prototype. Fast, cheaper, with a battery built in.
How I Worked with AI
I used Claude as a research synthesizer, spec writer, prototyper and critic, and I made the calls. Each big prompt produced a first draft, and most drafts changed because I pushed back or a new constraint came up.
| What I asked for | What Claude produced | What changed next |
|---|---|---|
| Pull out what my recorded interviews mean for the app | An interview synthesis and a first list of app features and promises | It became the headline: trust comes from visible limits |
| Read our Figma file and my notes from E’s interview | A digest of the product, plus contradictions to settle with Leah | E’s declarative language became Bobo’s voice |
| Help me design the parent app | A push to sketch it myself first, and a design brief to sketch against | I drew the onboarding by hand |
| Turn my sketches into a full flow, using Leah’s website | A 10-screen onboarding spec and a 9-screen core-app spec | The example child became Maya, 4, to match Leah’s kit |
| Build the app instead of me redrawing it in Figma | A clickable prototype on Leah’s design tokens | A week of revisions (below) |
| Plan a talking Bobo I can build with no hardware experience | A Raspberry Pi plan, then a Jetson plan with parts, schedule and deck | No button on the product, a hidden tap sensor for the show, a no-solder build, then a phone as the brain |
| Find the design principles in the choices I’ve made | Six principles drawn from my own decisions | They now frame this case study |
| Answer my instructor’s stakeholder questions | Graded answers that named our weakest spot: how a child knows Bobo’s state | Leah and I designed the belly light |

| My sketch | Revised screen | Why |
|---|---|---|
| AI & Safety, a wall of text | Safety first, as four cards | Matches the website’s safety pillars word for word |
| (none) | How you’ll hear from Bobo | Parents see what an alert looks like before signing up |
| Who are you? (names, gender, email) | Create your account | Parent gender removed; one name and an email |
| Access, a checklist | Your consent + What you’ll see | Required consent split from a “how much do you want to see?” setting |
| Hey there + All set, two mascot screens | You’re all set | Merged into one calm ending, no confetti |
- Where I overruled the AII kept a hidden tap sensor for the show prototype after Claude advised against any physical control; the product still wakes only from the app. I removed the “Bobo never has” list from the first safety screen, swapped tap choices for free-text age and pronouns, kept flagged answers on the parent’s phone instead of sending them to educators, and cut a planned first batch of units.
- Where the AI pushed backClaude had me sketch before it wrote anything. It flagged that the amended COPPA Rule bans keeping children’s data forever, argued against activity colors on the belly light (red reads as a warning), and pointed out that the phone demo would be smarter than a real product.
Where Bobo Stands
Bobo wins on trust and loses on price, intelligence and existence. Its positioning: the AI toy for parents who don’t trust AI toys.
- Privacy. No cloud and no camera means nothing to leak. Another AI toy, Bondu, exposed more than 50,000 chat transcripts (WIRED, January 2026).
- Attachment. Bobo never pretends to have feelings. PIRG testers caught AI toys claiming sadness and fear.
- Intelligence. A small model that fits inside a plush is far less capable than the cloud models competitors use.
- Price. As a product, Bobo would sell for $499 once, with every update free. Curio’s plush is $99.
Offline isn’t the same as safe. Common Sense Media found 27% of the AI-toy replies it tested were inappropriate, and a small local model can drift as easily as a cloud one. Bobo still has to prove it supports a child’s imagination instead of replacing it.
What We Haven’t Solved
We presented these openly to AI and UX reviewers, because naming them is more honest than hiding them.
- Nothing is tested yet. Planned tests include a 5-second “What can’t Bobo do?” test, a parent trust rating before and after onboarding, and the belly light with kids.
- The demo is smarter than the product. A product chip would run a smaller, slower model than the phone, so visitors would meet a smarter Bobo than a family would buy.
- Free updates only pay for themselves at high volume.
- “Someone hurt me” alerts the parent, which fails when the parent is the danger.
- Limits on onboarding. Both interviews said hard limits like “no camera” earned trust, but we moved them off the Safety first screen to keep it calm. The 5-second test will decide.
Prototype debuts June 17, 2027
A bridge, not a babysitter.

REI: The Collective
REI has developed a brand centered around outdoor recreation with an emphasis on community and environmental awareness. Although they have an events calendar they do not have a way to connect community members within their app.
- Location
- Seattle, Washington
- Services
- UI & UX Design / Product Research
- Timeline
- Two weeks
The Team
I worked with my partner Megan to create this app. My duties involved interviewing, providing support in information synthesis, ideating for the prototype, and working within Figma.
Megan led the branding research, created a schedule and individual role guide, mind mapping, information synthesis, and prototyping.
My Duties
- Create interview questions
- Schedule and conduct interviews
- Synthesize our findings through individual and partner affinity mapping
- Journey mapping
- Research competitors and comparators
- Create wire flows, wireframing, and prototyping
- Deliver the prototype
Our Approach
To understand how we could bring REI closer to the community we interviewed rock climbers of all skill sets, gaining information on their habits, regiments, and motives pertaining to climbing. For two weeks we dove into brainstorming, synthesizing, and ideating a way to harmonize REI and the climbing community. We presented a detailed design and app for REI by the end of week two.

Analyzing Competition
We analyzed competitors in the realm of fitness and outdoor recreation as well as competitors in online retail that also provides group events. We discerned what functions similar companies were using and what we might improve on.
We found that REI only includes events pertaining to their company or companies they worked with. Their calendar only focused on sponsored events. We saw the first flaw in providing valuable information for the community to come together.
My first assumption is that climbers want to see what else could be going on in the community in terms of gym events, climbing events both indoor and outdoor, and possibly even some meetups.


Understanding the Brand
Parallel to synthesizing our data from interviews we did some research on the preexisting website through heuristic and task analysis. From here I wanted to make sure we provided an intuitive landing page for classes that is well organized with proper imagery to depict exactly what each page represented.
In addition I wanted to add more comprehensive information about the classes that REI has to provide. Noting that reviews were a main feature to REI’s online store catalog I decided it would be a great feature for the classes.
To make sure we matched perfectly to REI’s current design we were able to find their brand catalog and implement their color tokens for text, CTAs, and other essential design principles into our prototype.
Our goal was for anyone familiar with REI’s website or app to have an easier time learning the new features we created. I implemented REI’s color palette for CTAs. REI has two different types for headers (Georgia) and for body text (Helvetica Neue). Adding these curated aesthetics gives users an ease of navigation and promotes learnability.
Talking with the Community
We talked to climbers of all skill sets to find out what is most important to them in rock climbing; why they climb, what brought them to the sport, and what the benefits are.
Our assumptions were that climbers wanted to use technology to track their progress in climbing, find information about outdoor climbs, gain information about fitness, and to learn more about the sport and all its facets.
What we did learn is that the climbing community uses climbing as a way to relax and meditate as a form of practicing mental health, to keep active, as well as to socialize with others.
With the use of affinity mapping I was able to pinpoint a few trends:

Meet the User
With all of the information gained we created a persona and a journey map outlining the process a climber might go through while using a climbing related app.
After the creation of our main persona we were able to learn that the user may struggle with how they might gauge their current skill level and if that aligns with a class they might choose from REI’s list of classes.
In empathizing with the struggles of branching into a new hobby, looking for activities or new friends can be daunting. I created an understanding of how a newer climber could go about finding a class to partake in to delve into climbing.
We see that Lauren, our main persona, when booking an online course, wasn’t able to take from the information provided about the class if her skill set matches the requirements of the class. I created a CTA with a hover feature that describes exactly what the skill level requirements entail to give the user a sense of security that they will be choosing the right class.

The problem
Climbers need a platform where they can connect with other climbers because engaging with the community helps motivate them to keep up with climbing which improves their technique, mental health, and keeps them social.
Functionality in Design
I then created a wireflow to showcase an idea of what a user might see when using the navigation CTAs. We decided that the navigation CTAs would include a home, community feed, calendar, local climbing gyms in the area, and a profile button.
Aligning with our wireflow process we decided on features that would transcend a few different screens. The functions include:
- Option to change location by area code. I wanted the user to be able to change their area in case they are traveling or moved, they would have easy access to resources pertaining to local areas and people.
- Change the sport of interest.
- Interact with user posts such as a like button and user reviews. I created a review system and a like function to posts and reviews to give the user a way to share their personality and personal experience with the community on the app.
Giving Life to the Idea
Prototyping is by far my favorite part of the design process. Creating something and seeing an idea come to life gives me a lot of joy. I also enjoyed working with a company that I relate to. This fueled my excitement for the production of this app.
The most challenging thing about prototyping for this project is not having a lead in a two person group. My partner and my ideas were not always aligning. We solved this by working an equal amount of screens and giving each other feedback until we created one cohesive prototype.

Beyond the Horizons
When we tested the product we observed a few design flaws as well as building on some features to the app. The navigation icons were not well representing what their function was. The testers mainly used the CTAs on the landing page to navigate because of this.
I would like to add a chat feature so users can interact with one another outside of the community posts. One thing I did not build into the app is the ability to look at outdoor climbs near you. Though we did not hear from all of our interviewers that they would use an app to find information on outdoor climbing, a few did.
Adding a way to also showcase REI’s catalog of climbing gear and other climbing related products would benefit REI as a company as well as expose the app’s users to products they are not familiar with or have any exposure to.
Pair Anything
Client project · Pair Anything, a sponsored brief from founder Christy Serrato through General Assembly
Shipped · Pair Anything put our onboarding redesign into use
Pair Anything aims to connect restaurants and individuals providing the information needed to pair any drink with any meal.
Currently, Pair Anything provides wineries with the ability to showcase and sell their products to their customers, as well as suggests ‘old world’ cuisine pairing. Pair Anything is also working with Target Wines to integrate pairing suggestions for wines that are sold in store.
In the future, Pair Anything hopes to give sommelier-level food pairings from any cuisine to any drink such as sake, tea, soda, and non-alcoholic cocktails.

Our Challenge
Our team was tasked with revamping Pair Anything’s onboarding process to ensure new users will fully utilize the services as well as understand all functions of Pair Anything’s enterprise portal, generating a returning customer base.

The Team
I worked as the research lead in a team with three others:
- Nicholas Arthwohl as the project manager
- Irfan Ahmed as the design lead
- Natasha Mozgovaya as the planning lead
Initial Objective
To find out what people expected of the onboarding of a business to business (B2B) service, I talked to managers of restaurants who specifically integrated B2B services in their restaurants. This helped us understand what people expect from an onboarding process and teach us what would cause a user to abandon the process.

Evaluating and processing
Uncorking the Product
Understanding the Competition
I analyzed online competitors within the wine and service industry realm that offer B2B services such as Toast and Clover, two point of sales system providers. Learning from their onboarding we found that they both use a linear onboarding strategy. A linear onboarding strategy guides new users step by step through the onboarding process providing videos and examples along the way.
I was able to observe a few things provided by companies during the onboarding process that gave us insight into our design:
- What aesthetics were essential to attract a new user
- What a comprehensive onboarding process looks like
- What key features should be utilized to keep a user engaged
Analyzing the Service
To understand the pain points of Pair Anything’s current users I took the time to go through the onboarding process as a new user to gain insight. Through a heuristic analysis, task analysis, and a user flow I observed these pain points:

Getting to Know Potential Clients
To learn more about the demographic that Pair Anything is looking to appeal to I chose to find people in the restaurant world. I was able to source interviews from my former profession as a General Manager of a fine dining restaurant. Many of my former colleagues are past or current managers of restaurants who work directly with wine as well as have integrated B2B platforms into their business.
To learn from my interviews how Pair Anything can improve their onboarding process I needed to come up with interview questions that answered these goals I set:
- What is the general experience surrounding onboarding a new product or service?
- What are the user’s preferences when onboarding?
- How does the user prefer to receive new information?
- Why do users abandon a new product before completing onboarding?
- What motivates a user to complete the onboarding process?
After gathering all of the data from the interviews I led an affinity mapping exercise with my team which led us to a few key points:
Simplicity
Users want to see simplicity in design and functionality. Simplicity provides users a base perception of what is to come in terms of service and product.
Seeks Help from Product Resources
Users often need help. Questions should be easily answered through a FAQ page, videos providing insight on features, or should be provided with an option to use AI chat or live chat to quickly find answers to their problems.
Prefers Reminders and Progress Evaluation
Users prefer to see some sort of calculation on their progress through the onboarding process. This keeps them on track and assures them of a time frame in which they will be able to complete the onboarding process.
Self-Sufficient
Most users will find their own solutions to their problems by referring to online resources outside of what the service provides. Users will also consult more experienced users before contacting a representative of the service.
“If the onboarding process is super challenging it is a sign for what’s to come.”
Making Sense of Our Findings
We created a journey map to better understand where in the onboarding process a user would get lost or have questions. To understand where and how a user might struggle in the process I created a persona, Joanna. Joanna is a distribution manager for a boutique wine maker looking to integrate an intuitive system for her team to connect customers with new wines.

We follow Joanna starting from when she receives the onboarding email and link. The email provides some instruction on what to do though vague and with no contact information to ask for help. Joanna is forced to navigate back and forth between email and onboarding as the process is not intuitive, leaving her confused. After watching the instructional videos she finds her questions unanswered, further delaying her onboarding.
We take away from this journey that instructions and videos should reside not in an email but be present during the onboarding process. This ensures the user does not stray away from their task and feels positive about the process.

A User’s Problem
Users who are integrating a B2B platform into their business need a thorough but approachable way to learn how to use new products because they want to feel confident in the tools they employ to elevate their business.
…But How?
Now that we’ve come up with a problem to solve we need to ground ourselves with some ideas on how we might accomplish an effective solution. Again, with all of the information synthesized and laid out, we collaborated and iterated some ideas on potential solutions:
- How might we make the onboarding experience engaging and rewarding for the user?
- How might we facilitate conversation between the system and the user?
- How might we accommodate different learning styles and needs?
- How might we reduce required effort for users?
- How might we help customers understand they are on the right track or completed the task?
Design and prototype
Decanting and Serving
Group Design Studio and Prototype
Together as a team we held a design studio. We each took turns sketching in twenty minute intervals iterations of Pair Anything’s current dashboard and what features we think users would benefit from. After two hours of iterating on each other’s designs the design lead presented to the team wireframe sketches with all of our ideas.
Pair Anything currently does not have any sort of interactive onboarding process or readily available resources for their enterprise portal. The design itself only highlights what the user’s task is at that moment in the onboarding process to minimize confusion.
We put together a linear onboarding process with interactive features and prompts to guide the users. Not all users want to start and end where suggested, so we allowed the users to skip any step at any time.

Our Approach
To ensure that users were given the proper guidance we offer a ‘need help’ button at the bottom of the page for every step of the onboarding process that leads users to the help center. In the help center page users will find frequently asked questions, videos, and tips. There users will also find contact resources for over the phone or email support.


Testing the Prototype
I conducted user interviews in tandem with Natasha, our project planner. We wanted to assess how easily and efficiently users can complete the required onboarding steps for the enterprise portal and locate helpful resources.
I had users walk us through the prototype. Users were asked to describe what they see on the page and direct us through the process out loud. A few key tasks we asked the users to perform were:
- Create a password
- Update winery details
- Upload winery background image
- Upload a logo
- Upload at least one wine
- Find helpful resources
To measure the success of the usability tests we looked at how long it took each task to be completed, whether the user was able to accomplish the task without any questions, the number of errors the user had, and if the user indicated any sense of abandoning the product.
Where Can We Change?
From what I learned from the usability tests I was able to suggest a few changes to the designers.
- To align with users expressing their appreciation for simplicity, I suggested that the background features should be grayed out to emphasize the main actions required
- Give users the ability to fill out required fields in any order
- Add an option to upload a CSV file to make the inventory uploading easier
- Add asterisks next to required fields
What’s next?
Glass Empty
Suggestions
After all was said and done we had some suggestions on what Pair Anything could do to further our rendition of their enterprise portal onboarding.
- Preview of the winery details page in the portal before it’s published. The user could check how it looks, whether there are any typos, and what is missing, instead of going to the website to check the page after it goes live.
- More information about the wine could be added to target new audiences. Do millennials care about wine’s acidity or the mention of ethical sourcing? Could wine reviews from customers bolster the popularity of the product through social validation, in addition to the experts’ tasting notes?
- Suggested collaborations. As the client base grows, Pair Anything could add to the enterprise portal a feature suggesting potential collaboration between different clients, following algorithm-based matches between wineries and restaurants.
Wrist Walk
Client project · Wrist Walk, a dog-gear startup that has since closed
Wrist Walk aims to provide dog owners with a reliable product that insures safety for their furry companion.
- Our goal
- To empathize with shoppers by discovering what pain points shoppers might have while purchasing items from an e-commerce website.

The Scenario
Here’s a scenario for those that might struggle to handle their dog and for those who often find themselves juggling leashes.
You and your dog are on a leisurely walk through the neighborhood. Out comes a squirrel that catches the attention of your dog who decides to lunge after the small and lifelike chew toy. The leash escapes your hand as your dog’s force overpowers your grasp; off down the middle of the street goes your dog, losing sight of it as it chases the squirrel as it runs through the traffic.
Now with Wrist Walk’s innovative wrist attachment you will never worry about losing grasp of your leash or lose your dog.


My Roles
- Create interview questions
- Schedule and conduct interviews
- Synthesize our findings through individual and partner affinity mapping
- Journey mapping and creating primary and secondary user personas
- Research competitors and comparators
- Create deliverables to hand off to the design team
- Deliver the prototype to stakeholders
- Conduct usability tests
The Process
Our team implemented the design thinking methodology, a tried and tested UX framework that helps us:
- Discover and define our users’ problems
- Create and realize those solutions with effective design
- Test them, then build our solution which is then paired with design in a re-iterative loop
- Collate and measure feedback and build in any changes in the design

Part one
Discover and Define
The Approach
In our interviews we searched to understand what some pain points and highlights users experience while shopping and undergoing a checkout process. We targeted pet owners, specifically dog owners, to see what their buying habits are and what makes a positive and memorable buying experience.
Our assumptions are that users want a sleek interface with just the right information to make an informed purchase. We asked our users about their purchasing behaviors, what information they expect to see on a website, and what exactly makes a memorable purchasing experience whether it be in person or online.
A Few Questions
- When going through a checkout process on a website what information do you expect to provide?
- Can you describe a time when you had to shop online for pet accessories?
- What information do you expect to see on the website that might inform your decision to buy the product?
- Can you describe your experience with making a return for an online purchase?
My Findings

Online shopping is hard especially when looking into boutique shops that one is unfamiliar with. Being able to captivate a shopper and not overwhelm them within a few split seconds as they scan a website is a make it or break it moment.
In the interviews we noticed a few common trends amongst online pet shoppers:
- Simplicity. A simple design makes for an easy to navigate website as well as keeping your user engaged without leaving them frustrated. Users want to be able to quickly understand where to access the information they are seeking. Our interviews informed us that users want to see layouts and CTAs they are familiar with.
- Concise display of information. Users need to see what the brand has to offer to make sure they are getting exactly what they want and expect in the product. In our interviews we came to understand that users want to see sizing guides in metrics as well as photos of the product being worn to inform their purchase. Things like material, washing and general care instructions, and a thorough description are among the things users expect to see.
- Resources. Going through a new or unfamiliar product can be daunting, especially when it comes to returns. Users need readily available information on things like returns, and ways to get advice about the product such as reviews and contacting support. Providing easy access to all of this information creates a sense of professionalism with the brand.
- A simple checkout process. To seal the deal on locking in your customer is the checkout process. In our research we found that users often abandon products if the checkout process is too confusing or the process takes too long. We created a two step process, inputting the necessary information and the place order page. We found that users do not feel the need to create an account for a website that only has two or three products, like boutique shops such as Wrist Walk, but would rather get what they want easily and quickly.
Comparative and Competitive Analysis
Through a feature analysis and a task analysis we found what features were pertinent and common amongst all of the e-commerce websites we looked into. Some features we noticed are:
- Options to hover over the product photos to enlarge them for a better look at products
- A star rating system that when clicked brings you to the product reviews
- A quantity input option in the product page and on the initial checkout screen
- Color selection option that changes the product photos to match the color selected
- Scrolling option for product photos

User Persona
To further synthesize our data and really empathize with a user we created a user persona. Meet Georgette. She has recently adopted two highly energetic puppies. She hopes to find a product that helps her manage both of her dogs as she has their first play date coming up soon. Georgette is looking to shop for something local and fashionable, but does not want to go through the hassle of returning or replacing something last minute for any reason. She struggles with finding the correct sizing for many dog products and finds that many products are not what they advertise.

Problem statement
Pet owners need a simple and familiar way to identify and purchase the right pet accessory because they don’t want to deal with the hassle and disappointment of returning or replacing their item.
How Might We?
How might we create familiarity in a brand that instills a sense of security when purchasing a product?
- 01How might we help customers make a purchase confidently?
- 02How might we instill confidence in product sizing?
- 03How might we simplify the checkout process?
- 04How might we help pet owners make informed decisions?
Design Studio
Using my How Might We statements both the research team and design team took turns creating and iterating low fidelity wireframe sketches using Figma’s FigJam application. This helped the design team gain insight on how to move forward to produce a high fidelity prototype.

Iterations
This iteration displays a few familiar features to give users a sense of ease while navigating the product page. We wanted users to be able to instinctually navigate the page to lessen any fatigue or discomfort while taking in new information.


In our high fidelity prototype we showcase features that allow users to comfortably navigate the page accompanied with the proper information to make an informed decision. Some of the key features we chose to include to instill trust in the product are:
- Extensive product care information to inform users of how easy it is to clean and maintain their pet product, products that are subject to extreme wear and tear
- Product features to let shoppers know of the high quality materials used in Wrist Walk’s product
- An easy and recognizable way to navigate the product’s multiple color features and photos
- An easy way to add any quantity of a product to the cart
End of the Leash
As I ran tests for the new product page I found that people navigated using the new UI. The testers mainly used the functions provided, solidifying our research and our implementation of our findings.
I believe a feature to add would be a number hovering near the cart icon once the user has added items to their cart. This would give the user insight on how many items they have added while shopping without having to take the extra step to get back to the cart.
Suggested items that others have purchased would be a feature to consider, giving users more options in less time scrolling.
Sinclair ReimaginedDesigning a cardless gas station for 2030
What if paying for gas took one tap, or no tap at all? Over six weeks my team reimagined Sinclair for 2030: a station that recognizes you when you pull in, bills you without a card swipe, and turns EV charging time into a break worth taking.
- My role
- UX research, payment technology research, kiosk and app wireframes, coded prototype
- Team
- Antonio (me), Taylor (type, color and aesthetics for the branding system), Sean (brand identity, logo redesign and station layout)
- Course
- DES 153 UX Strategy, Seattle Central Creative Academy
- Tools
- Figma, Figma Make, Google Slides, Claude (vibe coding)
The Challenge
Paying for gas is stuck in the past, even though Wi-Fi, Bluetooth and RFID could easily recognize a regular customer. The brief asked us to pick one major U.S. gas brand and prove that a better experience could change how people feel about it.
We chose Sinclair and had four jobs to do:
- Improve the payment experience, including how the station recognizes returning customers
- Increase food and drink sales
- Redesign the station layout to accommodate electric vehicles
- Redesign the logo, the physical pump and the supporting graphics
The brief was blue-sky: what if a gas station felt more like REI, Starbucks or the Apple Store?
Why Gas Stations Feel Like a Chore
I led research for the project, starting with a simple question: what makes a gas stop stressful? The answer was rarely the gas itself. It was everything around it.
- The pump fights you. Low-contrast screens wash out in sun glare, and worn buttons need several hard presses just to enter a zip code.
- Payment is slow. A stop can mean pumping, re-parking, then waiting in line inside.
- The basics fail. Bathrooms are dirty, locked behind a key, or out of supplies.
- The food doesn’t fuel you. Processed snacks are a poor fit for long road trips.
- EV drivers wait with nothing to do. A 20+ minute charge often means standing in the sun.
- No brand stands out. Most stations look the same, so there is little reason to be loyal.
The mission
Effortless. Personal. Seamless.
Five Pillars
We turned the research into three goals: make the visit effortless, make the brand feel personal, and remove the physical act of paying. Less friction at checkout means a calmer customer, and a customer who spends more. From there we defined five pillars.
- Invisible transactionsPaying feels as easy as a mobile order.
- The market upgradeQuality food instead of an aisle of neon snacks.
- Anticipatory loyaltyThe station remembers what you like.
- The premium pauseEV charging time becomes a comfortable break.
- Zero-guesswork interfacesA first-time visitor never feels lost.
Meet the Road Trip
To test these ideas we mapped one journey: parents on a road trip with two young kids. Their stop starts anxious, with “the kids are getting hangry,” and turns reassured when the app shows a nearby station with their go-to meals in stock and no wait.
At the pump they order snacks on the screen and pick them up at a to-go window. They leave relieved: “We didn’t even have to argue in the candy aisle!”
Designing a Cardless System
I researched the back-end technology that would make invisible transactions real. The system had to answer two questions: how does the station know who you are, and how can payment disappear from the visit entirely?
Recognizing the customer with two triggers. Relying on one technology would create a single point of failure, so I layered two:
- RFID recognizes the vehicle. A tag on the windshield activates the pump the moment the car pulls in. It works even if the driver’s phone is dead or the app is closed.
- Bluetooth recognizes the person. Beacons around the lot and inside the store ping the Sinclair app. This covers the edge cases: a rental car, or a driver who walks over from the EV lounge.
A fully cashless, cardless visit. We made a deliberate choice: no cash, no cards, no checkout. A customer rolls in, the app recognizes them, they fuel up, collect their food and drive away. The card saved in their profile is billed automatically for everything in the visit, gas and snacks together. They never have to think about payment unless the app prompts them.
Behind the scenes, a profile database matches each signal to the customer’s payment method, vehicle and past orders. An inventory connection lets the pump screen show what is in stock, so customers can order snacks while they fuel.
The idea
Roll in, get recognized, fuel up, grab your food, and drive away. Payment just happens.
The App and the Kiosk
I designed the checkout flow for two surfaces, the Sinclair phone app and the screen on the pump, using a sample customer named Taylor. My test for every screen: could someone who has never visited the station get through it without help?
In the app, each step asks one question. Choose your car, choose gas or EV for a hybrid, head to the pump the map points you to, pick a grade, then watch the gallons and cost count up. One receipt covers fuel and store items together.

The pump screen mirrors the app, so the experience is the same with or without a phone. Gas, EV and Store tabs sit at the top. The EV screen shows charge level, time, energy and cost at a glance, and the Store tab lets customers add snacks, drinks and hot food while they fuel.
- A map instead of a number. “You are at Gas Pump #5” sits above a diagram that highlights your pump, which removes the guesswork of finding it.
- One receipt for the whole visit. Fuel and snacks appear together, which reinforces that payment just happens.
- Personal from the first screen. A greeting by name and a saved vehicle signal that the station knows you.

Gas

EV
Figma First, Then a Living Prototype
I worked out the design in Figma first, then used Claude to turn those finished screens into a living prototype. Figma is where I decided how the experience should look and flow. Claude is how I showed that it works.
- FigmaDesign in FigmaStarting from hand-drawn wireframes, I built the app and kiosk screens in Figma and refined them alongside the team’s brand system. Layout, hierarchy, color and every screen state were settled here, before any code existed.
- ClaudeBring it to life with ClaudeI described each flow to Claude and iterated with the Figma files as the reference until the prototype matched them: the same gradients, logo and dino artwork. Then I added what static screens can’t show: motion, timing and real taps.

The handoff
Figma decided how it should look. Claude made it work.
Try the Living Prototype
Step 02 with Claude. Static screens show what the app looks like; a working prototype shows how it feels: the gallons counting up, the charge ring filling, and a total that arrives without a checkout step. Switch between the phone app and the pump kiosk at the top.

The Bigger Picture
My screens were built on the brand and station work my teammates created.
- Type, color and aesthetics (Taylor): the old serif type felt dated and the colors were used inconsistently. The new system pairs Jost for headings and body text with Martian Mono in all caps for calls to action, and adds blue to the palette as Sinclair moves toward EVs.
- Brand identity, logo and station layout (Sean): a refreshed Sinclair logo that keeps the dinosaur, and a station plan with a solar canopy, a playground, a fenced dog park, walking paths and a Wi-Fi lounge for EV drivers.
- The mascot: Dino anchors the loyalty experience, from branded food to short story-driven ads that replace loud pump commercials.
Reflection
We presented Sinclair Reimagined as a full pitch covering strategy, UX, architecture and brand. Three lessons stayed with me:
- Customers remember how they felt. The emotional arc of the family’s journey mattered more than any single feature.
- Fix the pain points, then amplify the highs. Clean bathrooms and fast payment come before any delightful extras.
- Tech that streamlines spending is a win-win. The same system that saves customers time also raises store sales.
What I’d do next: run focus groups and usability tests on the app and pump screens, validate our goal of cutting pump transactions from about 60 seconds to under 15, test how customers respond to a fully cashless station and who it might leave out, and plan a budget to scale the design across regions and station sizes.
Student concept for DES 153 UX Strategy. Not affiliated with or endorsed by Sinclair Oil.
GoteoA social-good cold brew in a 12 oz can
Most people want their coffee to do some good, but labels like Fair Trade have stopped meaning much. For this solo project I created Goteo, a premium canned cold brew that sends at least 40% of its net profit back to the farmers who grow it, and took it from brand strategy to packaging, a landing page in Figma and a working website in Webflow.
- My role
- Solo project: research, brand strategy, identity, packaging, UI / UX design and Webflow build
- Course
- DES 152, Seattle Central Creative Academy
- Tools
- Figma, Adobe Illustrator, Webflow
- Deliverables
- Brand story, stylescape, three-can packaging system, landing page, live website
The Brief
Create a brand of “social good” coffee that sells at a premium and gives part of its profit to people in need, packaged as a 12 oz ready-to-drink can. The catch: many shoppers have compassion fatigue, and words like “Fair Trade,” “Shade-Grown” and “Farmer Co-op” no longer carry much weight.
- Research who buys social-good coffee, what they believe and why it matters to them
- Define a key value proposition, a unique selling point and a 500-word brand story
- Design packaging as a template that extends to three flavors, each from one country of origin
- Extend the brand into social media and a website
The hardest part: one big brand story, plus three smaller ones, one for each origin.
The Insight
People had not stopped caring. They had stopped believing. Fair Trade had become a marketing shield for a system still built on extraction. So Goteo doesn’t ask for trust. It shows its receipts.
- Radical transparency. Tell people exactly where the money goes.
- Radical parity. The best bean should never come at the cost of the people who grew it. Buyer and farmer stand on equal ground.
- The Goteo dividend. At least 40% of net profit is wired directly to farming partners and their local infrastructure.
The audience is the Understory: hikers, doers and creators drawn to Gorpcore’s rugged, functional style. Goteo is coffee for the trail and the studio, not only for “boujee” cafés.
The promise
This isn’t a donation. It’s an equity payout.
Value and Difference
Key value proposition: premium Canopy-First cold brew, grown slowly in the shade for a denser bean and a deeper flavor, where every can puts at least 40% of net profit back in farmers’ hands.
Unique selling point: profit sharing framed as equity, not charity, and printed on every can: “Over 40% of net profits wired directly to our farmers.”
The Brand Story
The brand story, “High-Performance Solidarity,” gives Goteo both a cause and a culture. It starts with the economics: cutting out middlemen and corporate overhead so that every purchase fuels a thriving community, not a boardroom.
Then it turns the farming method into the flavor story. Canopy-First coffee matures slowly under the natural forest canopy instead of in sun-scorched industrial fields, which gives a denser bean with a deeper, more complex taste.
Finally, it gives the community a uniform: a line of Gorpcore-inspired technical swag, where wearing the Goteo “G” signals a commitment to transparency. It closes on the line that sums up the brand: “Better beans. Better gear. Better world.”
Identity
Goteo is Spanish for “drip,” a nod to the brew and to the steady flow of money back to the farm. The mark is a heavy G set inside a square frame, simple enough to read on a can, a beanie patch or a browser tab.
The palette comes from roasted coffee and sun-faded trail gear: espresso brown, rust, butter and cream, with an electric violet saved for small calls to action.


Packaging: The Canopy Series
The can is a template. Every version keeps the same frame: the Cold Brew wordmark, a torn rust Canopy Series label, the profit promise in small print, the G mark and the same three claims (Fair Trade +, Canopy First Crops, Organic). Only the origin and a one-line tasting note change.
The cans read as one family on a shelf, and a new origin can join without a redesign. I designed the label in Adobe Illustrator and wrapped it onto a 3D can model in Figma.

Honduras
Approachable, balanced and comforting, with a subtle complexity.

Vietnam
A powerful, concentrated brew with a strong caffeine kick.

Colombia
High-altitude coffee: lean and fruity in lighter roasts, rich and intense in darker ones.
Designing the Landing Page
I designed the landing page in Figma to follow the same order as the brand story: product first, proof second, invitation last.
- Lead with the lifestyle. The hero lays a coffee bag beside Gorpcore gear under “Better beans. Radical transparency. High-performance drip.” The Understory sees itself before reading a word.
- Make the three cans easy to compare. Each origin gets its own section, alternating left and right, so the eye zig-zags down the page and every can gets equal billing and its own Order Now button.
- Earn trust once there is interest. Who We Are, Our Beliefs and Canopy-First come after the products, with the 40% promise set in rust so it can’t be missed.
- End with a way in. “What That Money Do?” points to stories from the farms, and Get Involved invites visitors to volunteer.

The build
From a static Figma frame to a live, responsive website.
Building It in Webflow
Webflow is a visual editor, but it writes real HTML, CSS and JavaScript, and a page only behaves if you build it with those in mind. Turning the Figma design into a working site meant making the same decisions a front-end developer makes.
- HTML structure. The page is built from sections and nested divs with my own class names, such as cansection, can_container and photo-card. Repeated patterns, like the three can sections, share one set of styles.
- CSS layout. Flexbox drives most of the layout. The navigation bar uses position: sticky, the merch photos are a layered stack of back, middle and front cards, and each can breaks out of its card for depth.
- Responsive design. The page adapts at the tablet, landscape-phone and phone breakpoints (991, 767 and 479 px). On phones the navigation collapses into a menu button and the three can sections turn into a swipeable slider.
- JavaScript, through interactions. Scroll-triggered animations, built with Webflow Interactions on top of GSAP and ScrollTrigger, reveal content as visitors move down the page.

Next Steps
- Fill The Numbers Don’t Lie with real impact figures, so the transparency promise has its receipts right on the page.
- Give each origin its own impact story, the three smaller stories the brief asked for, tied to communities in Honduras, Vietnam and Colombia.
- Connect Order Now, the newsletter and the volunteer sign-up to working services.
Student concept for DES 152. Goteo is a fictional brand.
Design
Freelance and personal projects made digitally: illustrations, lettering, logos and posters built with Adobe Suite, Figma and Procreate.
About Antonio

Antonio is born and raised in Seattle hailing from the Ballard neighborhood, born into an Italian family of chefs and artists. Antonio found his passion for art at an early age from the culinary background of his parents and from his nonno Pasquale who painted with oils on canvas and hand carved figures to make large scale dioramas. Aside from family influence, Antonio’s inspirations for creating are centered around the years of traveling through many different countries discovering culture, embracing street art, enjoying the scenery of each destination, and experiencing the wildlife harbored by each terrain.
Outside of his passions for food, art, and travel, Antonio is captivated by the mountains and forests of the Pacific Northwest. He finds passion in foraging for mushrooms, exploring the crags and large mountain faces utilized by the climbing community, enjoying the peace and tranquility of the quiet outdoors in contrast to his time spent in the bustling cities of the world.
Antonio’s works encompass the communities and influences of nature he has experienced through the years. His works experiment in tying realism with the abstract nature of organic shapes. Antonio’s current focus is centered around graphic design and street art inspired pieces of work, though he will always continue to express his passion for the outdoors.
- Studying
- Graphic Design, Creative Academy at Seattle Central
- Practice
- Graphic Design, UI · UX, Illustration
- Tools
- Figma, Procreate, Adobe Suite, AI Tools
- Languages
- English, Italiano, Español

