Tica StudiosUX / UI Design
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Product Design

Foundr

Foundr is a lost-and-found technology ecosystem for college campuses. It pairs a mobile app with secure physical lockers — drop-off and pickup points for lost items — designed so that recovering something during a stressful moment feels calm and reassuring.

Role
Product Designer
Timeline
2026
Type
Product Design
Tools
Figma
Foundr brand mark with the Finley mascot
Foundr — a lost-and-found ecosystem for campuses, led by the Finley mascot.

A lost-and-found technology ecosystem for college campuses — a calm mobile app paired with secure physical lockers, designed so recovering a lost item feels supportive instead of stressful.

Role
Product Designer
Timeline
2026
Type
Product Design
Tools
Figma
Outcome
One product across two very different surfaces — a private phone screen in a stressful moment and a public kiosk used in seconds — held together by a single shared visual language.
Problem

Losing something is already the bad moment

Losing keys, a laptop, or a wallet on campus is a small panic — and most lost-and-found systems make it worse: a scattered email, a desk that's closed, a form that asks the wrong questions. The design problem wasn't logistics. It was emotion.

Foundr's job is to answer the one quiet question behind a lost item — what do I do next? — at every step, calmly.
The mobile app

Reducing friction in a stressful moment

For the app, the goal was emotional before it was functional. Losing something is overwhelming, so the flow prioritizes clarity, guided inputs, and visual reassurance — never asking the user to think harder than the moment allows. The result feels calm and supportive, holding trust through consistent feedback from report to retrieval.

Foundr app intro — 'Let's take a breath, Foundr got you'
Intro — a calm tone before the search begins.
Foundr app — choosing what was lost
Item recognition — guided categories.
Foundr app — potential match found, $2.99 unlock
The match — reassurance it's been found.
Foundr app — pickup code and locker location
Pickup code — and a route to the locker.
Foundr app — item retrieved confirmation
Retrieved — closing the loop with Finley.
Foundr desktop flow — lost item report
The same flow on the web — clear inputs, one decision at a time.
The lockers

Designed for a hallway, not a desk

The kiosk is a different design problem entirely: it lives in a busy corridor, used by people in a hurry, often only once. So it trades the app's intimacy for legibility and unmistakable affordances — large type, high contrast, and one decision at a time, readable from a standing distance.

Foundr kiosk welcome screen — drop off or pick up
Kiosk welcome — two large, unmistakable choices for a hallway.
Foundr kiosk — input pickup code
Code entry — oversized inputs built to read from a distance.
Foundr locker kiosk interface in context
The Foundr Lockers in context — a secure, large-format drop-off and pickup point on campus.
Reflection

What I'd carry forward

Foundr taught me to design the same product for two very different contexts without letting them feel like two products. The connective tissue was a shared visual language — consistent components, consistent feedback, consistent tone.

That's what makes an ecosystem feel like one thing rather than an app and a machine that happen to share a name. It's the discipline I now bring to any product that spans more than one surface.

Want to talk through the decisions behind this work?