Case Study Community • Portfolio Feedback Best Design Award

DesignWrld.

I helped design a friendlier space for designers to share work, get feedback, and learn together. Built under the Paul G. Allen School of Computer Science, our project won Best Design against 20 teams.

Project Brief

Designers grow through feedback, mentorship, and repetition. We explored why existing platforms often feel too formal for early work and why that creates friction for asking for help. We designed DesignWrld to lower the social pressure and make learning feel ongoing instead of transactional.

Context

  • Academic team project under the Paul G. Allen School of Computer Science
  • Focus on designers building case studies for their portfolios
  • Mid fidelity prototype in Figma

What I contributed

As the product designer, I owned the visual and interaction design, translating research insights into mid-fidelity flows that reduce intimidation, improve discoverability, and make feedback easy to start.

Des Wrld
Early sketch exploring how users learn from others’ use of shared design tools.
Paper prototype
Paper prototype exploring how users engage with each other.

Problem

Platforms like LinkedIn, Cofolio, Behance, and Dribbble make sharing feel polished and professional, which is great for showcasing finished work. But for learning, many designers hesitate to post early drafts or ask questions because outreach feels awkward and high effort.

Design focus: lower the activation energy for asking and giving feedback, while still supporting portfolio quality and discoverability.

Design Research

Initial sketch outlining the case study screen and key actions like messaging and booking a meeting.

75% of participants have not received critique/feedback through social platforms. Hover to see details.
75%
75% haven’t received critique through socials
25% have received critique through socials
Key Quotes

Design Principles

We used a small set of principles to make tradeoffs and keep the product focused on behavior change, not novelty.

Principles we designed for

  • Reduce social pressure: make it feel normal to share unfinished work
  • Make discovery effortless: help users find work by tools and interests
  • Guide feedback: prompts that make responses specific and useful
  • Keep it friendly: tone and visuals that invite participation

Why a world concept

A virtual world framing helps the experience feel more like exploring than evaluating. That shift matters because intimidation was a primary barrier. We used the environment as a metaphor for browsing, meeting, and learning without forcing formal networking behaviors.

Eat Together app context showing campus dining
Initial sketch outlining the case study screen and key actions like messaging and booking a meeting.

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Digital avatar presenting options to connect with other users.

The Solution

DesignWrld is a 3D inspired portfolio world where designers can explore projects like exhibits, leave structured feedback, and start conversations with less friction. We focused on flows that move users from browsing to contributing quickly.

Core flows in the mid fidelity prototype

  • Explore a world map to discover projects by interest and tool
  • Open a project room to view context, process, and outcomes
  • Leave feedback using prompts to reduce blank page anxiety
  • Start a casual conversation from the project itself

What I would show in a review

  • World discovery entry point and navigation
  • Project room layout and information hierarchy
  • Conversation entry points that avoid formal outreach
FC Demo
Mid-fidelity screen showcasing featured case studies with filters by company, skill set, and college.
Eat Together app context showing campus dining
Case study screen displaying searchable tags.
Eat Together app context showing campus dining
Home screen displaying a virtual world with pixelated avatars that users can explore to connect with others and view their case studies.
Eat Together app context showing campus dining
Confirmation screen confirming a scheduled meeting with another user.

Why It Works

Our design choices were aimed at one outcome: make feedback feel easier to start than to avoid. The world concept supports that by changing the tone from formal networking to shared exploration.

Reduced activation energy

Structured prompts help users give useful feedback without overthinking. Clear entry points and lightweight interactions reduce the feeling that every message needs to be perfect.

Better discovery and relevance

Designers often seek inspiration based on tools and interests. Organizing discovery around those mental models makes it easier to find the right work and reduces time spent searching across multiple platforms.

Result: Our concept and prototype won the award for Best Design against 20 other teams, driven by a clear problem statement, research backed decisions, and a cohesive end to end experience.

What I Learned

This project reinforced that community products live or die by social friction. The hardest part was not designing screens, it was designing comfort. I learned to translate emotional research insights into concrete interaction patterns that reduce anxiety and help users participate.

What I would do next

  • Usability test discovery and feedback prompts with first time users
  • Validate whether the world metaphor improves confidence or adds complexity
  • Refine moderation and safety patterns for constructive critique

Future product opportunities

  • Feedback templates tailored by discipline like product design or visual design
  • Personalized spaces that highlight progress and encourage return visits
  • Mentorship moments that feel opt in and low pressure