Rondivoo · Founding Designer · 2022

0 → 1: The making of Rondivoo

Getting students off their phones and onto campus.

Role
UI/UX · Research · Branding
Timeline
Dec 2021 – 2022
Team
Solo design · 2 eng · 1 mktg
Platform
Mobile
Status
Launched · Fall 2022
Rondivoo product screens across the app
Rondivoo — events discovery built to get students off their phones and onto campus.

01Overview

Filling a gap in campus life

College is supposed to be where you make lifelong friends and memories — but the pandemic gutted campus engagement. Rondivoo is an events promotion and discovery app built to boost real-life social engagement across campuses. I joined at the very start as the founding designer, owning research, UI/UX, and brand.

02The problem

Outdated directories, disconnected students

Campus club and event directories are outdated and lack any sense of immersion. Two questions framed the work: how might we make it convenient for students to find and attend on-campus events, and how might we personalize it so the right opportunity surfaces faster?

The stakes are real: Pew finds Gen Z reports high rates of anxiety and depression. Students need peer networks and outlets for stress — and a hard time finding them.

03The goal

Become the campus go-to

The bet was big: increase social engagement across campuses, help students discover and actually attend activities, and become the go-to platform from freshman year through graduation.

04Process · Validation

Proving it before building it

Before a line of code, I ran concept-validation testing with 25+ USC students using a mock prototype — pressure-testing whether the idea was worth building at all.

Prove it before you build it.

Concept validation survey results
Concept validation with 25+ students before committing engineering time.

05Process · Research

Advocating for the student

I interviewed enrolled USC students about school–life balance, social goals, how they meet people, and how they'd feel about a campus-life app — then aggregated them into an empathy map. Empathy maps and personas are at the heart of design thinking; they keep the team advocating for the student.

Aggregated student empathy map
An empathy map aggregating the interviews.

06Process · Structure

From paths to first pixels

I mapped the information architecture — the paths students take through the app, organized by patterns like onboarding and settings — then synthesized the research into low-fidelity UI kits.

Information architecture diagram
The information architecture — every path through the app.
Low-fidelity UI kits
Low-fidelity kits, turning research into pages.

07Design system

A right-sized system

A full-scale design system wasn't the right investment for an early-stage startup. So I built a simple one — foundations and common components — enough to keep me and any future designers consistent and fast, without over-engineering it.

Simplified Rondivoo design system
A lean system: foundations + common components, nothing more.

08Direction

Designing for a video-first generation

Gen Z lives in short-form video — TikTok, Instagram, YouTube. So I made Rondivoo video-first, despite the higher development and hosting cost: short-form is fast to consume and low-effort to create, which is exactly what gets students posting and showing up.

High-fidelity home feed
The home feed, rebuilt around short-form video.
Video-centric events page
Events, reimagined as video.
Version 1.0 wireframes
Version 1.0 — wireframes through to implementation.

09Launch & brand

Shipping a brand, not just an app

I wrote a full brand guide — visual identity, tone, and voice — so Rondivoo reads consistently inside the team and out to students. It launched at USC in Fall 2022, and we tracked immediate student buy-in plus 1-, 7-, and 28-day retention.

Rondivoo brand guide
The brand guide — keeping Rondivoo consistent everywhere.
Rondivoo wordmark
The Rondivoo wordmark.

10Reflection

What I took away

Founding design meant wearing every hat — research, UI, brand — and making pragmatic calls under real constraints: a “good enough” design system, a bet on video, a launch deadline. The biggest lesson was designing for the team, not just the user — giving engineers and a marketer a shared system and brand to build from. Zero to one is less about the perfect screen and more about getting a real thing into real students' hands.