CASE STUDY | PRODUCT DESIGN + INTERACTION

Grail Study Platform

Grail is a virtual group-study platform. You drop into a huddle with friends, pick a room, set a timer, and study together from anywhere — with an 8-bit penguin standing in for you on camera.

RoleUI/Product Designer
TimelineAug 2023 - Nov 2023
RecognitionMost Impressive Functionality + Best Interaction
Grail avatar customization screen shown on a phone mockup
Grail huddle study room screen shown on a phone mockup
Problem Students value studying with friends, but in-person meetups can be inconvenient.
Product idea An enjoyable digital space for collaboration, productivity, and studying from anywhere.
Success signals Prototype clarity, presentation feedback, and recognition for functionality and interaction.

THE PRODUCT

From finding people to entering a study room without losing the fun.

Grail was designed as a virtual group-study platform for App Team Carolina. It paired practical collaboration features with 8-bit penguin avatars so the experience could feel more approachable, social, and memorable than a generic productivity tool.

The problem

Studying together works. Getting together is the hard part.

Students want the focus and the accountability that come from studying with friends. Then someone has to cross campus, find a table during exam week, and hope the Wi-Fi holds.

What we set out to build

A place to study together without going anywhere.

Grail addressed that challenge by helping students connect, collaborate, and stay productive from the comfort of their own space, while keeping the tone playful through avatars and themed study environments.

What we could and couldn't measure

The project was presented, not launched as a live product.

Since Grail did not ship, I could not measure retention or active usage. I treated success as whether the concept, flow, and interaction model were understandable to reviewers and compelling enough to stand out during the App Team Carolina Gala.

What the product rested on

Presence, collaboration, and a room you control.

Customizable avatars gave students a sense of presence. Real-time collaboration made remote study feel active. Personalized rooms, music, and timers helped students shape an environment that matched how they wanted to focus.

Competitive analysis comparing Forest, Gather, and Zoom
Competitive analysis helped identify room for a product that combined collaboration, study focus, avatars, and progress cues.

EARLY STRUCTURE

Lo-fi frames helped us map the product before polishing the visual system.

The early prototype organized the main jobs of the app: entering the product, choosing a study context, customizing an avatar, finding people, and moving into a huddle. This stage kept the focus on flow and hierarchy before the interface became more expressive.

Flow planning

The earliest sketches were about sequence, not polish.

We mapped the core path first: open the app, sign in or get started, customize an avatar, create or join a room, and enter a study space. That kept the team focused on what had to happen before polishing the interface.

Scope choices

Some ideas stayed, some moved out of the core flow.

Timers, music, group chat, video, reminders, and themed spaces all came up during sketching. The prototype emphasized the ideas that most directly supported studying together: avatar identity, room presence, and collaboration controls.

Early Grail brainstorming sketch with screen flow notes
One of the earliest sketches mapped the route from login, to customization, to room creation, to joining a study room.
Low-fidelity Grail room and chat sketches
Lo-fi frames explored room lists, video space, group chat, and the study controls that would stay visible during collaboration.

VISUAL SYSTEM

A playful interface still needed a consistent product language.

Penguins are a liability if the buttons stop looking like buttons. The style guide existed to keep Grail feeling like a game without making anyone hunt for how to leave a room.

What the personality was for

The penguins had a job beyond looking good.

Customizable penguin avatars, video and group chat, availability signals, reminders, room templates, and background music all tied back to making group study easier to start and more enjoyable to continue.

What kept it usable

Bright and rounded, but never ambiguous.

Bright primary colors, softer accents, rounded controls, simple icons, and SF Pro Display. The rule I held to: save, search, play, mute, and leave had to be recognizable at a glance, however playful everything around them got.

Grail color palette, typography, icon, button, and search bar style guide
The style guide kept color, type, icons, buttons, and search patterns consistent across the prototype.
Grail logo with pixel penguin app icon
The logo system paired the product name with a pixel penguin to make the study platform feel friendly and immediately recognizable.
Purple, blue, and green Grail penguin avatars
Avatar color options gave users a simple way to personalize their presence in the study room.

ARTIFACTS

The project had to work as both a prototype and a presentation.

Beyond screens, I helped shape how Grail showed up visually: app icons, avatar language, presentation material, and a poster that made the concept easy to understand quickly at the App Team Gala.

Grail presentation poster with app screens and design notes
The poster framed the problem, purpose, features, style guide, personas, and prototype screens in one scannable presentation.

PROTOTYPE

Testing the feel of huddles, avatars, and study spaces.

The Figma prototype explored onboarding, create and join huddle flows, avatar personality, study rooms, and app icon concepts.

Grail low-fidelity prototype screens showing sign in, avatar customization, home, join room, create room, and meeting room states
Low-fidelity screens mapped the core flow before the final visual style: sign in, customize an avatar, create or join a room, and enter a shared study space.

RECOGNITION

Presented at the App Team Gala and recognized for functionality and interaction.

Grail received awards for Most Impressive Functionality and Best Interaction. For me, that recognition mattered because the project was not only visually playful. It also communicated a clear product flow and a reason for the interaction choices.

Award announcement from the App Team Gala.

REFLECTION

The penguins were the point.

I went in assuming the avatars were decoration sitting on top of the real work. They turned out to be the reason a room felt worth staying in. A study tool has to be useful. Nothing says it also has to feel like a spreadsheet.

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