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Web & App

A nostalgic dive into the 2000s, blending self-reflection and childhood memories in a playful, web-based experience.

BAÚLY2K

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Inspiration

I decided to design a 2000s-themed website to capture the essence of that decade—my childhood—and offer people from my generation a space to reminisce and relive their youth as a form of healing.

Process

Baúl Y2K was a project I created during university, inspired by the song "Ivy" by Frank Ocean. The themes of nostalgia and self-forgiveness in the song became the foundation of the concept.

 

The design process focused on understanding my target audience:

Gen Z young adults. I conducted research on early 2000s web aesthetics, delving into the unique style of websites from that era. This included exploring trends, fashion, music, and other cultural elements.

Additionally, I analyzed UX/UI practices from that time to ensure the website authentically reflected the period.

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Song analysis

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Research 

Figma

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Moodboard

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Prototype

Prototype

Notify

Notify is a news app designed for Gen Z, combining a visually engaging yet professional design with a familiar, user-friendly interface.

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They rely on social media and blended apps for news, with 50% using these platforms to stay informed (Statista, 2022).

Gen Z is fully immersed in the digital world and highly adaptable to fast-paced platforms like TikTok.

Digital Natives

Social News Consumers

Visually Driven

They value news that fosters understanding of diverse communities and offers multiple perspectives.

Community-Oriented

They prefer content in engaging formats like short videos, images, and infographics.

Gen Z

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User research

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Using Design Thinking, I created Notify, a user-friendly and visually engaging app. Notify prioritizes accessibility and delivers news in three different modes to suit varied consumption preferences.

Concept

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Design thinking process

app wireframe

Design Features

Accessibility First

Notify prioritizes inclusivity with optimized font sizes, a thoughtfully chosen color palette, and intuitive buttons.

Visually Engaging

 The app features content in dynamic formats such as short videos, infographics, and visually appealing graphics.

A proposal for the creation of a Green U app designed to showcase the sustainable features of the LEED-certified  buildings at the University of Miami.

Schwartz Center

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Overview

The prototype introduces users to the building’s environmental impact through engaging visuals, interactive elements, and a scalable design system that can expand to future campus buildings.

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Research

Our research revealed a key gap: despite the University of Miami’s investment in LEED-certified buildings, most students and visitors were unaware of their sustainable features and environmental impact. There was no unified or engaging digital platform communicating this information in a clear and accessible way.

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Phase 1: Exploration

User personas

User personas

To better understand our audience, we developed two user personas: Daniel and Sarah, representing students, faculty, researchers, and potential investors. Their goals and behaviors highlighted the need for intuitive navigation, educational content, and an engaging interactive format

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Daniel Cruz

"High-Performer"

Age: 20

Occupation: Student

Dedicated student-athlete has an extremely limited schedule and faces significant mental fatigue from constant pressure.

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Sustainability enthusiast researching the link between building design, human health, and planetary impact. The Schwartz Center is her key case study

Sarah Perez

"Conscious Design"

Age: 23

Occupation: Graduate

Ideation

During ideation, we explored multiple concepts focusing on how users would interact with sustainability information in an engaging way. This stage led to the creation of low-fidelity wireframes that defined the structure.

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Phase 2: Design

After defining the user needs and core structure, we moved into the visual direction of the project. This phase focused on creating a cohesive UI kit and the final prototype.

UI KIT

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To ensure visual consistency and scalability across the app, the UI kit defined the core design elements: typography, color palette, iconography, buttons, inputs, and reusable components. This system allowed the team to maintain a cohesive look and streamline the design process, making future iterations faster and more efficient.

Prototype

Team & Roles

Brandon Caraballo:

Wireframing & Interaction Structure

Priya Samuel: 

Research & Visual Exploration

Gabriela Plaza:

Visual Design, Prototyping & UI Kit

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An app offering a fresh, immersive way to discover music while fostering deeper, more meaningful connections.

Sa Mutti

Connection

Discovery

Community

Experience

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Origins

The idea for Sa Mutti started as a game I used to play with my friends. We’d ask Spotify questions and play random songs, letting the music act as an answer to our questions. From this, I realized the need for an app that could generate the questions, making the process more seamless. This led to the first prototype of Sa Mutti in 2022.

Concept

In 2024, I revisited the project and researched my target audience, Gen Z (ages 15–24). As digital natives with limited attention spans who use music as a companion for other activities, I designed Sa Mutti to provide an alternative way to discover music while fostering meaningful connections.

Concept

The platform aims to provide my generation with a different musical experience, allowing users to not only listen to music but also establish deeper, more meaningful connections with it. Additionally, Sa Mutti offers a "third virtual space" where people can connect through their love for music.

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Process

In 2024, I revisited the project and researched my target audience, Gen Z (ages 15–24). As digital natives with limited attention spans who use music as a companion for other activities, I designed Sa Mutti to provide an alternative way to discover music while fostering meaningful connections.

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Figma prototype

Execution

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The app was developed using the Design Thinking methodology, a five-phase process that includes empathizing, defining, ideating, prototyping, and testing. This approach was essential to understanding user needs, redefining challenges, and creating innovative solutions. For the app’s visual and interactive elements, I used tools such as Illustrator, After Effects, and Photoshop to bring the concept to life.

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App wireframe

Overview

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Splash

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Onboarding

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Log in process

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