All product work

Artify USC Roski Sustainability Competition, Fall 2023 Won the competition

ProblemArt students buy supplies they never use, and have nowhere to pass them on BuiltA USC-only exchange for materials, ideas and rewards

Artify is a campus exchange where USC art students pass on the materials they never used, find what a class needs, and earn rewards for keeping supplies out of the bin. I led the design for the Roski School’s Sustainability Competition, from survey to pitch, in thirty days. It won.

Role
Lead product designer
When
Fall 2023, 30 days
For
USC Roski School of Art and Design
Tools
Figma, Illustrator, Photoshop
Outcome
Winner, Sustainability Competition
New ListingsAdd ItemsThe HubBookingRewards

Why

Every freshman buys the full kit. Half of it sits in a closet.

The competition asked for sustainable practice and equitable access to art resources. We saw both problems in one closet.

First-year students at Roski buy the recommended Blick package, most of which they never open. Upperclassmen have boxes of surplus and no one to give it to. Supplies are expensive, the art store is a drive away, and the waste is constant. Artify closes the loop on campus: the supply that already exists moves to the student who needs it, under a USC login.

The loop today, and with Artify

TodayWith Artify
  1. 1A freshman buys the recommended kit
  2. 2Half of it is never used
  3. 3It sits in a closet for four years
  4. 4Next year’s freshman buys the same kit
  5. 5The closet ends up in the bin
→one campus, one loop
  1. 1A senior lists the surplus in a minute
  2. 2A freshman finds it under “you might need”
  3. 3They book a hand-over on campus
  4. 4Both earn stamps and rewards
  5. 5The dashboard shows what was kept out of the bin

The exchange only works if both sides show up: lowerclassmen come for the aid, upperclassmen for the rewards and the space. That trend came straight from the survey.

Research

Students struggle to get materials, and buy ones they never use.

A Qualtrics survey of Roski students, interviews, and a read of what the wider community was already doing about art-supply waste.

  • 7.3 / 10how hard it is to get course materialsNot knowing what to buy, the cost, getting to the store, and kits that did not match the class.
  • 54.6%bought materials they never usedMore than half, in the first survey. The surplus is already on campus.
  • 6.8 / 10willing to collaborate with other studentsAnd strong interest in an app for it, with environmental concern a bell curve: most care, few are activists.
  1. 1Access to affordable supplies is the first need; the price and the trip to the store are the barriers.
  2. 2Lowerclassmen look for aid, upperclassmen have excess. The two halves of an exchange were already there.
  3. 3The community wanted reuse, not recycling: digital supply exchanges, circular markets and hubs with local businesses came up again and again.
  4. 4No specialised platform exists. Students were trading on group chats and class forums, if at all.
Persona 1
Persona 2
Persona 3
Persona 4

Four personas, from the survey and the interviews: a freshman with the Blick kit, a senior with the closet, and two in between. Each opens at full size.

What exists

Three marketplaces, none of them built for a studio.

PlatformMade for art materialsDoes wellWhere it stops
AmazonEverything, fast–Convenience and scale; anything, delivered.Overlooks the niche, and only sells new.
eBaySecond-hand, everywhere–Variety and second-hand goods, with sellers of every kind.Not specialised; shipping and fees for a tube of paint.
EtsyMakers and crafts~A community of makers, and a home for craft.Finished work, not materials; sustainability is not the point.
ArtifyUSC students, on campus✓Surplus materials between verified classmates, handed over on campus, with recommendations by class and level, and rewards for every trade.One campus, by design. The model travels; the login does not.

Amazon has the scale, eBay the variety, Etsy the community. None of them is affordable, accessible and sustainable for a student at once.

The problem, in one breath

Art students lack one place that is affordable, accessible and sustainable at once.

So Artify is four things, under one USC login. Connect, collaborate, create: a social hub, an exchange, a safe way to trade, and a dashboard that makes the impact visible.

  • One platform, three jobsA social hub, a materials exchange and a rewards program in one app.
  • Personal requests and recommendationsListings matched to academic level and exchange history.
  • Safe tradingA USC email verifies every account; every hand-over is on campus.
  • Rewards and metricsA dashboard that celebrates contributions and shows the impact.

How it was made

Thirty days, from a survey to a pitch.

  1. IAsk the studentsA Qualtrics survey and interviews with Roski students: what they buy, what they use, what they would trade.
  2. IIRead the communityWhat people outside campus were already doing: supply exchanges, creative reuse, circular markets, eco campaigns.
  3. IIIDraw the peopleFour personas, from the freshman with the kit to the senior with the closet, and the trend between them.
  4. IVStudy the marketAmazon, eBay and Etsy, and the gap none of them fills.
  5. VMap it, then draw itThe main features as a flow, a wireframe of every screen, and a design system in forest green and marigold.
  6. VIPrototype in FigmaA clickable prototype of the whole app, put in front of students for feedback.
  7. VIITake it off the screenA business card, a tote and a poster, so the brand could live on campus.
  8. VIIIPitch itPresented to the Dean and a board of faculty and industry designers. It won.

The design

Forest green, marigold, and a mark that works on a tote.

Two colours and a mark, so the brand would hold up on a card and a bag as well as a screen. SF Pro, five weights, for an app that feels native.

  • Forest#134A3D · The brand, the buttons
  • Marigold#FFB902 · Highlights, stamps, the mark’s dot
Type: SF Pro, bold to light
The mark
Buttons
Forms
The main features, as a flow: sign up with a USC email, browse or list, book a hand-over, collect the stamps.
The wireframe

Every screen of the app in grey boxes first, so the flow was settled before the colour went on.

The app

What a student can list, find, book and earn.

The Hub: new listings and the Creative Board New Listings: explore the market, and what you might need 1 2 3

01A hub, and a market.

  1. 1The Hub opens on the newest listings and a Creative Board, where students post what they are looking for and what they have to give.
  2. 2Explore is the market itself: materials, filtered by category and class.
  3. 3“You might need” is personal: recommendations from the student’s academic level and exchange history, so a freshman sees the drawing kit and a senior sees the canvas.
Add Items: a photo, a description, condition and category Booking: a day, a time and a spot on campus 1 2 3

02List it in a minute, hand it over on campus.

  1. 1A listing is a photo, a few words and a condition, with similar items suggested so a student is not left guessing what to call a thing.
  2. 2A trade is booked like an appointment: pick a day and a time.
  3. 3Then a spot on campus. No shipping, no fees, no strangers: the exchange happens between two students on the same campus.
Verify your USC email: a code sent to the address Profile: listings, wishlist, rating and reviews 1 2 3

03USC only.

  1. 1A USC email verifies every account, so the people you trade with are classmates. Safety was the first ask in the interviews.
  2. 2The profile is a small shop front: a name, a rating and a review count.
  3. 3Listings and a wishlist, so a trade can go both ways: what you’re offering and what you’re after.
Metrics: weekly savings, achievements and contribution Rewards: stamps, and offers from campus partners 1 2 3

04Impact you can see, and rewards you can spend.

  1. 1Weekly savings and achievements: how much a student has saved, and how much they have kept out of the bin.
  2. 2Contribution over time, so the habit shows as a line, not a lecture.
  3. 3Stamps for every trade, and rewards at campus partners: a free drink, a discount on a purchase. The surplus in the closet becomes a coffee.

Try it

The prototype, right here.

figma.com · Artify prototype

Click through the whole app, from the USC login to the first reward.

The Figma prototype as it was pitched. Hotspots are highlighted when you click outside one, and the flow restarts from the top.

  • Start at the welcome screen. Verify with a USC email, then land in the Hub.
  • List something. Add Items, then watch it appear under New Listings.
  • Book a hand-over, then check Metrics and Rewards for the stamp.
Open the prototype in a new tab

Off the screen

A brand that could walk around campus.

The Artify business card
The cardMarigold front, a QR to the app on the back.
The Artify tote bag
The toteFor carrying the hand-over across campus.
The Artify poster
The posterConnect, collaborate, create, for the studio wall.

How it was checked

Students on the prototype, then the board.

  • It would be so useful for the materials that are hard to find on campus. I could get them from someone a floor up.A Roski student, on the prototype
  • I like that it is only USC students. I would not meet a stranger from a marketplace for a tube of paint.A Roski student, on the prototype
  • The class-tailored lists are the part I would use every semester.A Roski student, on the prototype
  • Trading my surplus for prizes is a good deal. I have a box I never open.A Roski student, on the prototype
  • Haven Lin-KirkDean, USC Roski School of Art and Design
  • China AdamsAssistant Professor of Teaching, Art and Design
  • Eric JunkerLecturer, USC Roski
  • Peter King RobbinsLecturer; founder, Blue Egg Strategy & Design
  • Tom GilmartinCreative Leader, Verses and Valleys; ex-Global Creative Director, Meta
  • What the board liked. Realistic and space-efficient, user-friendly and community-minded; the USC verification; the sustainable cost; and a use they had not considered, the “dead materials” in the print labs and the Architecture school.
  • What they asked for. Align the brand with USC’s, and show the exchange visually during onboarding so a new student understands the loop in one screen.
  • The result. Artify won the Fall 2023 Sustainability Competition.

The whole collection

Every screen, at full size.

Scroll sideways. The app first, then the research, the design files and the brand. Each one opens at full size in a new tab.

  1. The Exchange HubApp The Exchange Hub
  2. New ListingsApp New Listings
  3. Add ItemsApp Add Items
  4. BookingApp Booking
  5. USC email verificationApp USC email verification
  6. ProfileApp Profile
  7. MetricsApp Metrics
  8. RewardsApp Rewards
  9. Persona 1Research Persona 1
  10. Persona 2Research Persona 2
  11. Persona 3Research Persona 3
  12. Persona 4Research Persona 4
  13. The main features, as a flowDesign The main features, as a flow
  14. The wireframeDesign The wireframe
  15. TypographyDesign Typography
  16. The markDesign The mark
  17. Button componentsDesign Button components
  18. Form componentsDesign Form components
  19. Business cardBrand Business card
  20. Tote bagBrand Tote bag
  21. Tote bag, backBrand Tote bag, back
  22. The posterBrand The poster
  23. A social postBrand A social post

What I learned

Sustainability wins when it is the easier option.

  • Start with the closet, not the cause. Nobody traded for the planet; they traded because the kit was expensive and the store was far. The impact followed.
  • Both sides need a reason. Aid for the lowerclassmen, rewards and space for the upperclassmen. An exchange with one motivated side is a donation bin.
  • Trust is a login. One USC email did more for safety than any amount of ratings would have.
  • Show the loop early. The board’s best note: a new student should see how the exchange works before they see a form.
  • A brand has to leave the phone. The card, the tote and the poster made Artify feel like something that existed on campus, not in a slide.
  • Win with the numbers. One figure, 54.6% of materials never used, did more in the pitch than any mood board.

Artify won the competition in thirty days. Next: a second survey round, A/B tests on the onboarding the board asked for, and a full build for Roski.

Artify

Artify represents a paradigm shift in how art students interact with their most fundamental resource: art supplies. As a member of this vibrant community, I recognized the untapped potential in unused materials—often a byproduct of abundance rather than scarcity.

Thus, Artify was envisioned as a sustainable, communal solution to reduce waste, inspire creativity, and cultivate collaboration. Every feature is imbued with the spirit of 'Connect, Collaborate, Create'—a slogan that encapsulates our ethos and the transformative journey we're embarking upon with Artify.

✌Artify won the Sustainability Idea Competition held on Fall 2023.

My Role

Lead, Product Designer

Project

Sustainability Competition

Timeline

30 Days (2023)

Tools Used

Figma, Adobe Illustrator, Photoshop

Overview

Prompt

The University of Southern California's Roski School of Art and Design is dedicated to fostering a vibrant, inclusive, and eco-conscious community. Our challenge is to empower our students with sustainable practices in their creative endeavors, ensuring equitable access to art resources. Design an experience that not only integrates sustainability into our community but also makes art creation universally accessible.

Faced with this imbalance, Artify emerged as our creative response—a platform conceived to champion ecological responsibility and inclusivity. It's a system designed to bridge gaps, allowing the full lifecycle of art materials to be as dynamic and interconnected as our diverse student body.

Solution

Artify reimagines the way art students interact with materials—turning waste into worth. It's a sustainable exchange platform where students can 'Connect, Collaborate, Create,' repurposing materials within a vibrant Roski community.

Artify facilitates this transformation by providing an accessible digital space where students can list surplus supplies and find needed items with ease. The app streamlines the art material lifecycle, from sharing and trading to repurposing, ensuring every resource is valued. It's more than an app; it's a community initiative fostering creative synergy and sustainable practices.

Initial Thinking

Our team focused on understanding the depth of the problem—excessive waste of art materials and a lack of accessibility for all students. Our mission became clear: to cultivate a sustainable, inclusive community within the Roski School of Art and Design. Through workshops, surveys, and discussions, we mapped out our path, prioritizing features and initiatives that would directly contribute to reducing waste and fostering a supportive network for art material exchange.

Target Users

  • Mainly Roski Students

  • USC students seeking Art studies

Problem

  • Excessive waste of art materials

  • Lack of accessibility for all students

Research Methods

  • Survey (Qualtrics) + In-person Interview

  • Online Research

Planning Phase

I. Research and Engagement

Engaging with students and faculty to gain insights into challenges and opportunities for sustainable practices.

II. Mission Formulation

Establishing a clear mission to guide Artify—creating an accessible, sustainable platform for all students to share and find art materials.

III. Sustainability Integration

Embedding sustainability into every aspect of Artify, from user interactions to the lifecycle management of materials.

User Research

Background Research

Research Goals

  1. Pinpoint Art Material Challenges: Identify student encounters with surplus and wastage in art material use.

  2. Quantify Material Difficulties: Assess the frequency and types of obstacles students face with art materials.

  3. Measure Eco-Consciousness: Evaluate the level of student concern regarding the environmental impact of art material waste.

  4. Test Engagement Strategies: Investigate student interest in sustainable art practices and related competitive activities.

  5. Examine Community Building: Explore student readiness for collaborative, sustainability-centric art projects.

  6. Validate App Concept: Gauge student interest in an app for exchanging and repurposing art materials.

  7. Collect Open-Ended Feedback: Encourage sharing of broader views on art material waste and potential solutions.

User Interview

Research I - Online Surveys & Interviews

Have you experienced difficulties in acquiring course art materials?

7.3

out of 10 average

Have you purchased art materials that you didn't end up using?

54.6%

has excess materials

Challenges faced when acquiring or disposing art materials?

  1. Uncertainty in Selection

  2. Financial and Transportation Barriers

  3. Accessibility and Availability

  4. Expectation vs. Reality

Roski Program

  • Roski Students, both Design or Art Major, all take mandatory art classes as a part of their freshman curriculum.

  • The school recommends students buy art materials in sets from Blick, which contains various art materials.

  • Most students purchase these packages, but end up not using or needing the majority of its contents, thus having an excess of art materials

Trend Insight

  1. Lowerclassman are more likely to look for aid in obtaining art materials, especially to avoid purchasing Blick’s expensive package.

  2. Upperclassman are more likely to have excess materials from the curriculum and are willing to exchange them for other necessities.

How concerned are you about the environmental impact of art material waste?

Environmental Impact

A bell curve response indicates a varied but notable concern for material waste's environmental effect.

Would you be interested in collaborating with other students on art projects related to sustainability?

6.8

/10 willing to collaborate

How likely are you to participate in a competition related to sustainable art material practices?

Collaborative Spirit

Majority show willingness to collaborate thru sustainability-related art projects.

Are you interested in the idea of a mobile app that facilitates the exchange,sharing, and repurposing of art supplies among students to reduce waste?

App Acceptance

Strong interest shown in an app facilitating material exchange, with emphasis on convenience and community impact.

Community Comments

  1. Digital Supply Exchanges: Promote an online platform for easy art supply swaps among students.

  2. Creative Reuse of Waste: Trend waste as a resource for new art, embracing trash-to-treasure aesthetics.

  3. Sustainable Programs for Youth: Engage younger students with art through recycled supply donations.

  4. Collaborative Sustainability Hubs: Pair up with local businesses to turn material exchanges into creative workshops.

  5. Waste Management Solutions: Innovate eco-friendlier disposal methods for art byproducts.

  6. Campus Eco-Campaigns: Drive sustainable art practices through campus-wide activities and information drives.

  7. Circular Economy Markets: Set up markets or boxes for the reuse and redistribution of art materials.

  8. Conscious Consumption Guidance: Encourage mindful material use and sharing of surplus.

  9. Sustainability Clubs: Form student groups dedicated to ongoing sustainability efforts in art.

User Persona

Meet the Community

Competitor Analysis

Research II - Existing Systems

Artify emerges not as a competitor to established marketplaces like eBay, Amazon, and Etsy, but as a platform learning from their successes and limitations. Our analysis underscores the need for a service tailored to sustainable practices in art material transactions at a community level.

Adaptations

  • From these marketplaces, Artify adopts the importance of a user-friendly platform, trustworthy transactions, and community building.

  • It addresses the lack of a dedicated platform for art students to transact in a way that promotes sustainability, recycling, and reusability of materials.

Unique Offerings

  • Artify integrates the strengths of these platforms but focuses on enabling students to buy, sell, or exchange art supplies in a manner that prioritizes environmental friendliness and community engagement.

  • The platform is committed to providing a space where every transaction supports sustainable practices, whether it's through the use of recycled materials or ensuring supplies get a second life instead of ending up in landfills.

Why Artify is Necessary

Artify isn’t just an alternative; it's a response to a significant need for a platform that understands and serves the specific, eco-conscious needs of the Roski School's art community. By building on what works in global marketplaces and focusing on local, sustainable solutions, Artify becomes not just a marketplace, but a movement for sustainable art practices.

Research Findings / Pain Points

  1. Students need easy access to affordable art supplies, a gap not fully addressed by current marketplaces.

  2. There's a strong student demand for sustainable art practices, including reusing and recycling materials.

  3. A platform that supports the exchange of ideas and materials within the art student community is highly desired.

  4. Encouragement and facilitation of creative reuse of materials are lacking in the market, leading to unnecessary waste.

  5. The absence of a specialized transactional platform for art materials signifies a market opportunity for Artify.

Problem Statement

Art students lack a dedicated platform that combines affordability, accessibility, and sustainability for art materials. Artify seeks to fill this gap, creating a community-centric solution for a more creative and eco-conscious future.

Design Concept

User Flow

Design Concept

Design System

Components

Prototype

Wireframe

High Fidelity Design

Design Solution

01

Multi-Purpose Platform

An ecosystem that was crafted for versatility, seamlessly integrating features for social connection, material exchange, and rewards. Students can effortlessly navigate listings, engage with fellow creators, and participate in a rewards program that incentivizes contribution. The platform is a one-stop hub where students’ artistic needs and the spirit of collaboration converge.

02

Personalized Requests and Recommendations

Artify personalizes the exchange experience by recommending materials tailored to students’ academic levels and previous exchange history. It streamlines the process of requesting items, allowing users to handpick materials for potential trades, fostering a dynamic and responsive exchange environment.

03

Safe and Effective Trading

Artify emphasizes safety and trust by mandating USC email verification for all users, creating a secure environment for trade among the USC community.

This verification process ensures effective and safe transactions, exclusively within the trusted campus boundaries.

04

Impactful Rewards and Insightful Metrics

Artify provides dashboard that not only celebrates sustainable trading with tangible rewards but also provides users with a detailed view of their eco-friendly contributions. By participating in material exchanges, users earn perks and track their weekly savings and environmental achievements, empowering them to visualize and amplify their role in fostering a greener campus.

Design Showcase

Impact

Revolutionized the art material landscape at USC by creating a sustainable, collaborative ecosystem that enriches students’ creative endeavors and fosters a sense of community.

Design Application

Mockups

Business Card

Tote Bag

Advertisement Poster / Post

User Testing

Feedback - Student Testers

  • Having this platform is a game-changer. It offers a unique way to find art materials that are hard to come by in local stores. The fact that we don't need to venture off campus saves a ton of time and money.

  • The detailed descriptions of materials provided by the app offer invaluable context that's often missing from online sellers. This feature is incredibly helpful.

  • It feels secure knowing I’m dealing with fellow USC students. Arranging meet-ups on campus feels naturally safer.

  • The feature that tailors material lists to specific class needs? Absolutely brilliant. It's such a clever touch.

  • The Hub is going to be a hit. With Roski lacking a unified online space, this feature promises to knit the student community closer.

  • This app is a win for students at any stage of their academic journey. As someone about to graduate with a surplus of materials, the idea of trading them for useful prizes is incredibly appealing.

Presentation

Presentation to Executive Board & Students

Feedback on Advantages

  • The project strikes as a highly realistic solution to a problem that Roski has been grappling with for some time. Its efficiency in space utilization is particularly commendable, given our department's ongoing spatial constraints.

  • This solution stands out for its space efficiency, a crucial advantage for Roski, given the department's ongoing challenge with limited spatial capacity.

  • From a student's perspective, this initiative feels incredibly user-friendly. It seems designed not just as a service but as a catalyst for building a vibrant, interconnected community both within and beyond campus borders.

  • The inclusion of USC verification adds a layer of safety and trustworthiness to the platform, ensuring that exchanges can happen securely on school grounds among verified students.

  • There's a lot of potential here to not only start up but also to expand and sustain the service with manageable costs. It’s impressive.

  • It’s not just about the surplus materials students might have; the service brilliantly taps into the unused 'dead materials' lying dormant in Roski's printing labs and the Architecture department. This could be a game-changer in how we view and use resources.

Suggestion

  • Aligning the service more closely with USC’s identity and branding could really cement its place as an official school-wide platform. It’s something worth considering for broader implementation.

  • Marketing-wise, it would be impactful to visually depict the exchange process right from the onboarding stage. Graphics showing students trading could significantly enhance the platform's credibility and showcase its purpose clearly.

Meet the Board

Haven Lin-Kirk

Dean, USC Roski School of Art and Design

China Adams

Assistant Professor of Teaching, Art and Design

Eric Junker

Lecturer in Roski School of Art and Design

Peter King Robbins

Lecturer in Roski School of Art and Design

Founder of Blue Egg Strategy & Design LLC Founder CCO at LSD Apparel LLC

Tom Gilmartin

Creative Leader at Verses and Valleys

Ex-Global Creative Director at Meta

Reflection

Takeaway

Reflecting on the journey of conceptualizing and developing Artify has been an enlightening experience. This project underscored the vast potential for a sustainable, community-driven platform within the art student community, compelling me to explore innovative solutions to pressing challenges.

The process of engaging with peers, conducting comprehensive research, and navigating the design and implementation phases provided a wealth of insights into the significance of user-centric design, as well as the role of technology in promoting sustainability and fostering community bonds.

Winning the class competition was not only a validation of Artify's concept and potential impact but also a testament to the power of blending creativity with purpose. This accolade has further fueled my passion for leveraging technology to drive meaningful social and environmental transformations, and it's with a sense of accomplishment and anticipation that I look forward to the future possibilities that lie ahead.

If granted more time, the focus would shift to deeper engagement with the user base through additional surveys, enhancing our understanding of their evolving needs. A/B testing would become a priority, meticulously comparing different versions of the platform to refine the user experience and functionality. And, with these insights, the possibility of moving beyond the prototype phase to full development beckons—a prospect filled with potential for significant impact on the art community at USC and beyond. These steps represent not just iterative progress, but exponential growth towards a platform that could redefine the landscape of art material sustainability.

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