My Role: Development & Production Lead
Tools: Figma, ProtoPie
Tools: Figma, ProtoPie
Break the Stigma is a harm-reduction education initiative designed as a connected system of physical and digital touchpoints. Funded through a Smart and Healthy Cities grant, the project uses environmental graphics, a pop-up booth, and interactive elements alongside social media, an educational website, and a digital game to meet users where they already are. The goal is to reduce stigma through clear, accessible information and empathetic design—creating an experience that feels human, approachable, and practical rather than clinical or judgmental.
Our visit to The Everywhere Project played a major role in shaping our design decisions. We learned that nearly 80% of overdoses happen in the home, and that access to clean supplies makes people four times more likely to seek treatment. Reinforcing the need to bring education and resources into everyday, familiar spaces. We also saw firsthand that stigma is best addressed through positive, approachable design rather than fear-based or intimidating messaging. Alongside our research, we assembled safe-use kits for distribution across Philadelphia, grounding our design work in real community impact and harm-reduction practice.
We mapped the complex network of stakeholders to understand how information flows through the community and identify opportunities for intervention.
To understand our diverse student audience, we developed three personas representing a spectrum of perspectives on substance use and harm reduction from supportive advocates to skeptical opponents. Each persona helped us identify specific design opportunities throughout the user journey.
Exhibit interection
Branding Materials
Branded tote bags
Live Website
Social Media Reel
Social Media Posts
Interactive Harm Reduction Experience
My Role: Development & Production Lead
Tools: Figma, ProtoPie
Tools: Figma, ProtoPie
Ideation & Concept Development
Participated in early concept ideation and brainstorming sessions with the team.
Helped translate initial ideas into low-fidelity sketches and interaction concepts.
Contributed to defining the core gameplay structure and user flow for the kiosk experience.
Collaboration & Design Development
Led development and production coordination for the interactive experience.
Designed the UI and UX structure for the kiosk-based game interface.
Worked with teammates to refine interaction flows, screen layouts, and navigation patterns.
Helped ensure the experience remained clear, engaging, and accessible for users.
Prototyping & User Testing
Built interactive prototypes and simulated kiosk interactions using ProtoPie.
Facilitated and observed user testing sessions to understand how users interacted with the experience.
Collected feedback on usability, engagement, and clarity of messaging.
Iterated on the interface and interaction design based on user insights.
Final Outcome
Delivered a fully interactive kiosk-based educational experience designed to communicate harm reduction principles.
Harm Reduction Gamification Walkthrough
Game Display Kiosk