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One platform for a community
running on Excel sheets and good intentions.

Role

Product Designer
Research Lead

Type

Team Project

Stack

Figma (Design)
Cursor (Prototyping)

Team

Gracelle — Team Leader
Ji Woo — Art Direction
Caitlin — Designer
Doğa — Designer

Timeline

12-week program, 1hr/week
Fall 2025 Cohort

Distro Disco mobile app prototype showing events, donations, and community features
Gracelle
Team lead

Gracelle

Our team lead and industry mentor, providing guidance throughout the project.

Ji Woo
Design lead

Ji Woo

Owned the art direction across the app. Collaborated on the UI decisions.

Doğa
Designer

Doğa That's me!

Led UX research, UI design, Testing and built the HTML prototype.

Caitlin
Designer

Caitlin

Led branding, illustration, hand-drawn iconography, and copywriting.

Distro Disco runs a mobile free store out of a converted bus, distributing essentials to unhoused neighbours across Vancouver every week. Volunteer-run, community-funded, and explicitly anti-capitalist. The work is real. The logistics, before this project, were not built for scale.

WhatsApp thread used for Distro Disco coordination Discord server used for volunteer communication Google Sheet tracking donation needs and drop-offs Instagram post announcing an upcoming distro event

Before opening Figma I spoke with Ren, an active volunteer and organizer at Distro Disco. We talked about what the organization actually is, what it wants to become, and how it runs.

Everything ran across WhatsApp threads, Discord servers, Google Sheets, and Instagram posts.

The organization ran on goodwill and group chats. We wanted to see what it could look like with a proper digital home. We just thought they deserved something better.

User Interview Call With Ren

Early explorations leaned into a clean, premium aesthetic. It looked good. It did not look like Distro Disco. The team landed on modern DIY craft — warmer materials, more human layouts, and hand-drawn iconography — still trustworthy and usable, but with the texture of an organization that makes things by hand and means it.

DIY craft visual exploration

Warm and Human

Clean and modern visual exploration

Clean and Modern

Our main goal was to get people to donate more.

So, the centerpiece became the item donation flow.

Item donation page Item management & drop-off modal Confirm donation + visual feedback Updated home
Donation page and item selection screens
Donation page + Select items
Drop-off modal screen
Drop-off & Donation management modal
Donation confirmation screen
Confirmation + Visual Feedback
Updated home screen with ongoing donation
Updated home

Every interactive element across the app uses one spring system — one stiffness value, one damping constant, one timing token. Buttons, cards, nav items, and role cards all compress slightly on tap and spring back with a small overshoot before settling.

Contribution confirmed

Slide-to-confirm, then a button

The prototype originally used slide-to-confirm. Testing showed the gesture added friction without adding meaning. We replaced it with a button. Knowing when to remove something you built is a skill.

Rain jackets
5 available

Spring-bounce interaction system

A product that feels physically real is one people trust to do real things.
On tap, every interactive element across the app—buttons, cards, nav items, role cards—compresses to 0.93 scale and springs back past resting with a slight overshoot before settling.

Shared motion language

Nav icons each have their own spring animation on activation — home bounces, forum bubbles expand with staggered dots, volunteer bags toss and settle — all on one shared timing system.

The final prototype was presented to RGD stakeholders in a formal team pitch. We walked through the problem, the reasoning behind the solution, and ran a live interactive demo.

The prototype made the difference — stakeholders could feel how a donor would move through the app.

The project was published in the RGD's May 2026 mentorship article alongside ten other teams from the Fall 2025 cohort.

Try prototype

What I'd change

I would spend more time in research before moving into design. We started discovering things about how Distro Disco actually operates well into the project and had to go back and rethink decisions we thought were settled. Understanding the organization deeply before the first wireframe would have saved weeks.

What I learned

We had one hour a week together and relied heavily on async communication in between. It worked, up to a point. Partway through we realized what we needed was not more messages but more time in the same room thinking together. A team that communicates well does not just share updates. It thinks out loud together.