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Independent Case Study · 2026

BoilerBuzz

Find your people.
Find your place.

A centralized campus experience for discovering clubs, keeping up with meetings, and building connections at Purdue.

Context

Purdue University

My contribution

Independent continuation

Focus

Research · IA · Prototyping

Deliverable

Interactive mobile prototype

The context

Campus life, brought together.

Overview

  • The product. A mobile concept for discovering, joining, and keeping up with Purdue organizations.
  • My contribution. Began collaboratively, then continued independently through high-fidelity design and interactions.

The challenge

  • Scattered information. Club updates live across social media, emails, websites, and group chats.
  • Missed connections. Students can struggle to discover relevant clubs and keep track of meetings.
The design goal

Design a centralized and intuitive mobile experience that allows students to discover organizations, browse upcoming meetings, and connect with campus communities while giving clubs a streamlined way to share information and manage events.

This began as a two-person project. After the collaborative phase, I continued independently to develop the high-fidelity experience and interactions.

Milestone 01 · Discovery

Finding the right problem.

Exploring campus challenges, comparing existing platforms, and narrowing the scope to student involvement.

01

Problem Exploration

  • Explored campus challenges. Compared navigation, Starship accessibility, and club engagement.
  • Chose club discovery. Focused on a feasible opportunity to help students find community.
Problem Exploration
02

Competitive Analysis

  • Reviewed existing platforms. Compared Purdue apps and community tools for event discovery and information organization.
  • Applied familiar patterns. Used the findings to guide features and navigation.
Competitive Analysis
03

Scope Definition

  • Prioritized core needs. Club discovery, meeting visibility, and student engagement.
  • Kept scope focused. Excluded finances and administrative management.
Scope Definition
Milestone 02 · Structure

Making connection feel simple.

Turning the needs of students and organizations into a product plan, distinct user flows, and early screen layouts.

04

Product Planning

  • Planned for two audiences. Defined the needs of students and organization leaders.
  • Prioritized functionality. Mapped requirements into a focused product plan.
Product Planning
05

User Flows

  • Separated key journeys. Mapped how students and organizations would move through the app.
  • Shaped navigation. Used these paths to guide screen layouts and information architecture.
User Flows
06

Early Wireframes

  • Explored structure first. Sketched layouts, hierarchy, and navigation before visual polish.
  • Iterated quickly. Used low-fidelity screens as the foundation for later prototypes.
Early Wireframes
Milestone 03 · Prototype

From structure to experience.

I continued the project independently, developing the high-fidelity interface and interactive flows with a consistent visual language.

07

Mid/High-Fidelity Prototyping

  • Continued independently. Developed the high-fidelity mobile experience from the earlier wireframes.
  • Created a consistent system. Connected student and organization screens through a shared visual language.
Mid/High-Fidelity Prototyping
08

Interactive Flows

  • Connected key tasks. Built interactive journeys for meeting exploration and organization management.
  • Made flows tangible. Used scrolling and linked screens to demonstrate the experience.
Interactive Flows
09

High-Fidelity Prototyping and Visual Refinement

  • Refined the details. Improved typography, spacing, hierarchy, and consistency.
  • Kept Purdue familiar. Drew on the university’s digital identity while refining the interface.
High-Fidelity Prototyping and Visual Refinement
The outcome

From concept
to connection.

  • Owned the continuation. Took the concept beyond the collaborative phase into a polished interactive prototype.
  • Connected the experience. Refined user flows, wireframes, and interfaces around club discovery and meeting management.
Explore the prototype

A campus community in your pocket.

Open the Figma prototype to try the student and organization journeys. Look for “Try Me” indicators that highlight interactive flows.

Open Figma prototype
BoilerBuzz mobile prototype
Reflection · My growth as a designer

What I learned. What I carry forward.

Own the decisions, not just the screens.

  • What I learned. Continuing independently meant taking responsibility for how the whole product fit together.
  • How I grew. I became more deliberate about scope, consistency, and explaining why a design choice supports the task.

Design the journey before the interface.

  • What I learned. Students and organization leaders need different paths through the same product.
  • How I grew. I learned to map each audience’s goals first, then use those flows to guide navigation and screen hierarchy.

Polish is a starting point for validation.

  • What I learned. Building interactive flows made the experience tangible, but a finished-looking prototype does not prove that it works for users.
  • How I grew. I now separate visual refinement from validation and make further testing an explicit next step.

Where I’d take it next

  • Validate further. Test the prototype with more students and organization leaders.
  • Explore personalization. Consider club recommendations, event reminders, and AI-assisted search.
  • Plan for scale. Explore Purdue integrations and attendance insights as future opportunities.
Next project

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