J B

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Marketplace: turning employer benefits into an app people open every day.

A concept with real ambition but no defined shape. I took it from an undefined idea to a mobile-first rewards ecosystem: the product strategy, the flows, and the system that hold it together.

Role

Director of Product Design

Company

Fufild

Platform

iOS • Android • Web

Scope

Strategy · UX · UI · Design system

The challenge

Employees received company benefits but rarely touched them after enrollment. Recognition programs were forgettable, fragmented, and delivered little long-term engagement.

The approach

Rather than add features, I designed a daily-use mobile experience where every interaction reduces friction, surfaces value quickly, and invites people back.

The outcome

45% of employees actively redeeming monthly points in the first deployment, 10 points above the industry benchmark. Early customers had over 70% engagement with employees.

01

Context

An idea with ambition, and nothing else yet.

The thesis was a daily-use app whose every interaction generates behavioral signal that powers an ecosystem around it: rewards, recognition, and the tools people need on shift.

Background

Employers were already paying for benefits and recognition, but the value never reached everyday life. Enrollment happened once, then the benefits disappeared into a portal nobody opened.

This was greenfield. There was no product until I designed it: no system, no flows, no visual language, no v1. I defined the project, explored the market, and designed the first version alone, iterating against what sales and support were hearing from prospects before we had customers of our own. Two designers joined in year two to help iterate on what existed. The design direction, the roadmap, and what shipped when have been mine since day one.

Who it’s for

Hourly & shift employees

On their feet, phone in pocket, minutes between tasks.

Managers

Need to recognize and inform their team without another tool.

Employers & HR

Fund rewards and need proof they’re landing.

Business goal

Turn employer benefit spend into measurable, everyday engagement, and give employers a signal they can act on.

02

The problem

Employees had benefits. They had no reason to come back to them.

Three problems shaped the product. Two in how employees experienced benefits, one in what there was to build on.

01

Invisible after enrollment

Benefits were chosen once and forgotten. Their value never surfaced in the moments people could actually use it.

02

Recognition that didn’t land

Programs were fragmented across tools and generic. Shift teams had no Slack or Teams, so recognition simply got lost.

03

No shape to build on

No system, no flows, no visual language. Without a foundation, every new feature would have been designed from scratch.

03

How decisions got made

No users yet, so I built the channels that told me what to do.

A greenfield product has no usage data and no customers to ask. This is the loop I ran instead, and it is where every finding on this page came from.

01

Start from the founders' problem

The company had identified the problem before it had a product. I took that framing, explored the market around it, and turned it into something designed rather than described.

Artifacts

Founder sessions · Market exploration · Problem framing

02

Use sales and support as the user channel

Before we had customers, the people talking to prospects were the closest thing to a user. Weekly alignment turned what they were hearing into direction I could design against.

Artifacts

Weekly channel alignment · Prospect feedback · Direction calls

03

Make the call, and own it

The feedback rarely agreed with itself, and it rarely named the real problem. Deciding which signal to act on and which to set aside was my job, not a consensus.

Artifacts

Concept comparisons · Prioritisation · Roadmap sequencing

04

Build the system before the screens multiply

Tokens, components and patterns went in early, so every later feature inherited a foundation instead of re-deciding one.

Artifacts

Tokens · Component library · Pattern docs

05

Ship it and watch what happens

I designed the internal portal that showed how each account was moving: who was onboarding, who was subscribing, who had stalled. That data replaced guessing about whether a decision had worked.

Artifacts

Internal usage portal · Account-level data · Adoption tracking

06

Change what the data says to change

Employees onboarding without redeeming pointed at the subscription flow, not the catalogue. That reading is what produced the wizard, and the confusion dropped after it.

Artifacts

Usage reads · Targeted redesigns · Post-change feedback

04

Solutions

Four decisions that shaped the product.

Each traces back to a problem above. Two of them replaced an earlier approach of mine that wasn't working.

Solution 01

A marketplace that feels like a lifestyle app

Problem

Rewards felt like an HR portal, so nobody browsed them.

What I designed

An editorial Discover feed organised around what people actually do and what's popular, rather than the product categories we had invented. That reorganisation also surfaced brands employees would never have browsed their way to.

Key decision

Show points as allocation use, never a raw number — “3,000 of 8,000 points available” means something; “6,000 points” doesn’t.

Solution 02

Recognition built for shift teams

Problem

Hourly teams have no Slack or Teams, so announcements and recognition got lost. Prospective customers kept asking for a chat feature.

What I designed

Teamwork: one hub mixing announcements, shifts and manager-granted shout-outs on a single board built for a phone between tasks.

Key decision

Chat was the request, not the problem. People didn't need more messages; they needed good work acknowledged and to know what was happening. I also kept manager-to-employee direct messaging out entirely, so nothing on the platform could turn into a negative conversation.

Solution 03

An assistant that shows up before you ask

Problem

Useful things were buried behind taps, mid-shift, with full hands.

What I designed

Signal: an ambient dock on every page, tap to ask or hold to talk, that surfaces the routine you need because you're on the schedule.

Key decision

Signal never watches. Personalization is manual, and the copy says so. Trust over cleverness.

Solution 04

A subscription wizard, after the feedback said so

Problem

Early feedback kept landing on the same thing: employees did not understand how to turn their points into an actual subscription.

What I designed

A step-by-step wizard that made the path explicit, from choosing a product through to confirming the points it would cost.

Key decision

Fix the step people were failing at rather than add something new. Feedback about subscription confusion dropped by roughly 60% after the change.

05

The system

The system behind the screens.

A single good screen is an accident. Marketplace needed a foundation every feature, and every team, could build on without re-deciding the basics.

01

Tokens & variables

Color, type, spacing and elevation as a single source of truth across iOS and Android.

90+ tokens

02

Component library

Composable primitives built up into patterns: cards, tiles, sheets, docks, versioned and documented.

100+ components

03

Interaction patterns

Reusable behaviors, like an opaque trigger that expands into a glass sheet, and zones that disappear when empty.

15–20 patterns

04

Governance & handoff

Documentation, design QA and a developer workflow that keeps design and build in parity.

4 products, 5th planned

06

Outcomes

What changed because of the work.

Measured on whether employees actually used what their employer was paying for, against an industry benchmark in a category most of these employers had never funded before.

70%+

Employees using the app and their monthly points

Across many customer accounts

45%

Engaged within the first month

First QSR deployment, against a 35% benchmark

20+

Companies live on the platform

At the time I left the company

3

Surfaces shipped from scratch

One mobile app, two web portals

Beyond the numbers

—

A shared design language product and engineering both build from

—

Employers who had never funded perks at all now had a program, not a better version of one

—

Employers gained a signal they can act on, not just a spend report

07

Reflection

What this project taught me.

Every product teaches the next product.

What I learned

Simplicity is the result of better decisions, not fewer features.

The strongest moments in Marketplace came from saying no to replies, to tracking, to raw numbers, rather than from adding anything.

What I’d do differently

Settle the navigation model earlier.

Open questions about where features live cost more the later they’re answered. I’d lock the information architecture before features start competing for it.

Next case study — Chapter II

Building Systems that Scale

Read case study

→

Open to new opportunities

Let’s build the next thing.

Let’s connect

→

Email

joshuabalderson@gmail.com

LinkedIn

linkedin.com/in/joshua-balderson

Based in

Columbus, Ohio

Ten years designing for regulated, operationally complex industries: aviation, healthcare, financial services, and employee benefits.

© 2026 Joshua Balderson

J B

Work

Approach

About

Marketplace: turning employer benefits into an app people open every day.

A concept with real ambition but no defined shape. I took it from an undefined idea to a mobile-first rewards ecosystem: the product strategy, the flows, and the system that hold it together.

Role

Director of Product Design

Company

Fufild

Platform

iOS • Android • Web

Scope

Strategy · UX · UI · Design system

The challenge

Employees received company benefits but rarely touched them after enrollment. Recognition programs were forgettable, fragmented, and delivered little long-term engagement.

The approach

Rather than add features, I designed a daily-use mobile experience where every interaction reduces friction, surfaces value quickly, and invites people back.

The outcome

45% of employees actively redeeming monthly points in the first deployment, 10 points above the industry benchmark. Early customers had over 70% engagement with employees.

01

Context

An idea with ambition, and nothing else yet.

The thesis was a daily-use app whose every interaction generates behavioral signal that powers an ecosystem around it: rewards, recognition, and the tools people need on shift.

Background

Employers were already paying for benefits and recognition, but the value never reached everyday life. Enrollment happened once, then the benefits disappeared into a portal nobody opened.

This was greenfield. There was no product until I designed it: no system, no flows, no visual language, no v1. I defined the project, explored the market, and designed the first version alone, iterating against what sales and support were hearing from prospects before we had customers of our own. Two designers joined in year two to help iterate on what existed. The design direction, the roadmap, and what shipped when have been mine since day one.

Who it’s for

Hourly & shift employees

On their feet, phone in pocket, minutes between tasks.

Managers

Need to recognize and inform their team without another tool.

Employers & HR

Fund rewards and need proof they’re landing.

Business goal

Turn employer benefit spend into measurable, everyday engagement, and give employers a signal they can act on.

02

The problem

Employees had benefits. They had no reason to come back to them.

Three problems shaped the product. Two in how employees experienced benefits, one in what there was to build on.

01

Invisible after enrollment

Benefits were chosen once and forgotten. Their value never surfaced in the moments people could actually use it.

02

Recognition that didn’t land

Programs were fragmented across tools and generic. Shift teams had no Slack or Teams, so recognition simply got lost.

03

No shape to build on

No system, no flows, no visual language. Without a foundation, every new feature would have been designed from scratch.

03

How decisions got made

No users yet, so I built the channels that told me what to do.

A greenfield product has no usage data and no customers to ask. This is the loop I ran instead, and it is where every finding on this page came from.

01

Start from the founders' problem

The company had identified the problem before it had a product. I took that framing, explored the market around it, and turned it into something designed rather than described.

Artifacts

Founder sessions · Market exploration · Problem framing

02

Use sales and support as the user channel

Before we had customers, the people talking to prospects were the closest thing to a user. Weekly alignment turned what they were hearing into direction I could design against.

Artifacts

Weekly channel alignment · Prospect feedback · Direction calls

03

Make the call, and own it

The feedback rarely agreed with itself, and it rarely named the real problem. Deciding which signal to act on and which to set aside was my job, not a consensus.

Artifacts

Concept comparisons · Prioritisation · Roadmap sequencing

04

Build the system before the screens multiply

Tokens, components and patterns went in early, so every later feature inherited a foundation instead of re-deciding one.

Artifacts

Tokens · Component library · Pattern docs

05

Ship it and watch what happens

I designed the internal portal that showed how each account was moving: who was onboarding, who was subscribing, who had stalled. That data replaced guessing about whether a decision had worked.

Artifacts

Internal usage portal · Account-level data · Adoption tracking

06

Change what the data says to change

Employees onboarding without redeeming pointed at the subscription flow, not the catalogue. That reading is what produced the wizard, and the confusion dropped after it.

Artifacts

Usage reads · Targeted redesigns · Post-change feedback

04

Solutions

Four decisions that shaped the product.

Each traces back to a problem above. Two of them replaced an earlier approach of mine that wasn't working.

Solution 01

A marketplace that feels like a lifestyle app

Problem

Rewards felt like an HR portal, so nobody browsed them.

What I designed

An editorial Discover feed organised around what people actually do and what's popular, rather than the product categories we had invented. That reorganisation also surfaced brands employees would never have browsed their way to.

Key decision

Show points as allocation use, never a raw number — “3,000 of 8,000 points available” means something; “6,000 points” doesn’t.

Solution 02

Recognition built for shift teams

Problem

Hourly teams have no Slack or Teams, so announcements and recognition got lost. Prospective customers kept asking for a chat feature.

What I designed

Teamwork: one hub mixing announcements, shifts and manager-granted shout-outs on a single board built for a phone between tasks.

Key decision

Chat was the request, not the problem. People didn't need more messages; they needed good work acknowledged and to know what was happening. I also kept manager-to-employee direct messaging out entirely, so nothing on the platform could turn into a negative conversation.

Solution 03

An assistant that shows up before you ask

Problem

Useful things were buried behind taps, mid-shift, with full hands.

What I designed

Signal: an ambient dock on every page, tap to ask or hold to talk, that surfaces the routine you need because you're on the schedule.

Key decision

Signal never watches. Personalization is manual, and the copy says so. Trust over cleverness.

Solution 04

A subscription wizard, after the feedback said so

Problem

Early feedback kept landing on the same thing: employees did not understand how to turn their points into an actual subscription.

What I designed

A step-by-step wizard that made the path explicit, from choosing a product through to confirming the points it would cost.

Key decision

Fix the step people were failing at rather than add something new. Feedback about subscription confusion dropped by roughly 60% after the change.

05

The system

The system behind the screens.

A single good screen is an accident. Marketplace needed a foundation every feature, and every team, could build on without re-deciding the basics.

01

Tokens & variables

Color, type, spacing and elevation as a single source of truth across iOS and Android.

90+ tokens

02

Component library

Composable primitives built up into patterns: cards, tiles, sheets, docks, versioned and documented.

100+ components

03

Interaction patterns

Reusable behaviors, like an opaque trigger that expands into a glass sheet, and zones that disappear when empty.

15–20 patterns

04

Governance & handoff

Documentation, design QA and a developer workflow that keeps design and build in parity.

4 products, 5th planned

06

Outcomes

What changed because of the work.

Measured on whether employees actually used what their employer was paying for, against an industry benchmark in a category most of these employers had never funded before.

70%+

Employees using the app and their monthly points

Across many customer accounts

45%

Engaged within the first month

First QSR deployment, against a 35% benchmark

20+

Companies live on the platform

At the time I left the company

3

Surfaces shipped from scratch

One mobile app, two web portals

Beyond the numbers

—

A shared design language product and engineering both build from

—

Employers who had never funded perks at all now had a program, not a better version of one

—

Employers gained a signal they can act on, not just a spend report

07

Reflection

What this project taught me.

Every product teaches the next product.

What I learned

Simplicity is the result of better decisions, not fewer features.

The strongest moments in Marketplace came from saying no to replies, to tracking, to raw numbers, rather than from adding anything.

What I’d do differently

Settle the navigation model earlier.

Open questions about where features live cost more the later they’re answered. I’d lock the information architecture before features start competing for it.

Next case study — Chapter II

Building Systems that Scale

Read case study

→

Open to new opportunities

Let’s build the next thing.

Let’s connect

→

Email

joshuabalderson@gmail.com

LinkedIn

linkedin.com/in/joshua-balderson

Based in

Columbus, Ohio

Ten years designing for regulated, operationally complex industries: aviation, healthcare, financial services, and employee benefits.

© 2026 Joshua Balderson

J B

Work

Approach

About

Marketplace: turning employer benefits into an app people open every day.

A concept with real ambition but no defined shape. I took it from an undefined idea to a mobile-first rewards ecosystem: the product strategy, the flows, and the system that hold it together.

Role

Director of Product Design

Company

Fufild

Platform

iOS • Android • Web

Scope

Strategy · UX · UI · Design system

The challenge

Employees received company benefits but rarely touched them after enrollment. Recognition programs were forgettable, fragmented, and delivered little long-term engagement.

The approach

Rather than add features, I designed a daily-use mobile experience where every interaction reduces friction, surfaces value quickly, and invites people back.

The outcome

45% of employees actively redeeming monthly points in the first deployment, 10 points above the industry benchmark. Early customers had over 70% engagement with employees.

01

Context

An idea with ambition, and nothing else yet.

The thesis was a daily-use app whose every interaction generates behavioral signal that powers an ecosystem around it: rewards, recognition, and the tools people need on shift.

Background

Employers were already paying for benefits and recognition, but the value never reached everyday life. Enrollment happened once, then the benefits disappeared into a portal nobody opened.

This was greenfield. There was no product until I designed it: no system, no flows, no visual language, no v1. I defined the project, explored the market, and designed the first version alone, iterating against what sales and support were hearing from prospects before we had customers of our own. Two designers joined in year two to help iterate on what existed. The design direction, the roadmap, and what shipped when have been mine since day one.

Who it’s for

Hourly & shift employees

On their feet, phone in pocket, minutes between tasks.

Managers

Need to recognize and inform their team without another tool.

Employers & HR

Fund rewards and need proof they’re landing.

Business goal

Turn employer benefit spend into measurable, everyday engagement, and give employers a signal they can act on.

02

The problem

Employees had benefits. They had no reason to come back to them.

Three problems shaped the product. Two in how employees experienced benefits, one in what there was to build on.

01

Invisible after enrollment

Benefits were chosen once and forgotten. Their value never surfaced in the moments people could actually use it.

02

Recognition that didn’t land

Programs were fragmented across tools and generic. Shift teams had no Slack or Teams, so recognition simply got lost.

03

No shape to build on

No system, no flows, no visual language. Without a foundation, every new feature would have been designed from scratch.

03

How decisions got made

No users yet, so I built the channels that told me what to do.

A greenfield product has no usage data and no customers to ask. This is the loop I ran instead, and it is where every finding on this page came from.

01

Start from the founders' problem

The company had identified the problem before it had a product. I took that framing, explored the market around it, and turned it into something designed rather than described.

Artifacts

Founder sessions · Market exploration · Problem framing

02

Use sales and support as the user channel

Before we had customers, the people talking to prospects were the closest thing to a user. Weekly alignment turned what they were hearing into direction I could design against.

Artifacts

Weekly channel alignment · Prospect feedback · Direction calls

03

Make the call, and own it

The feedback rarely agreed with itself, and it rarely named the real problem. Deciding which signal to act on and which to set aside was my job, not a consensus.

Artifacts

Concept comparisons · Prioritisation · Roadmap sequencing

04

Build the system before the screens multiply

Tokens, components and patterns went in early, so every later feature inherited a foundation instead of re-deciding one.

Artifacts

Tokens · Component library · Pattern docs

05

Ship it and watch what happens

I designed the internal portal that showed how each account was moving: who was onboarding, who was subscribing, who had stalled. That data replaced guessing about whether a decision had worked.

Artifacts

Internal usage portal · Account-level data · Adoption tracking

06

Change what the data says to change

Employees onboarding without redeeming pointed at the subscription flow, not the catalogue. That reading is what produced the wizard, and the confusion dropped after it.

Artifacts

Usage reads · Targeted redesigns · Post-change feedback

04

Solutions

Four decisions that shaped the product.

Each traces back to a problem above. Two of them replaced an earlier approach of mine that wasn't working.

Solution 01

A marketplace that feels like a lifestyle app

Problem

Rewards felt like an HR portal, so nobody browsed them.

What I designed

An editorial Discover feed organised around what people actually do and what's popular, rather than the product categories we had invented. That reorganisation also surfaced brands employees would never have browsed their way to.

Key decision

Show points as allocation use, never a raw number — “3,000 of 8,000 points available” means something; “6,000 points” doesn’t.

Solution 02

Recognition built for shift teams

Problem

Hourly teams have no Slack or Teams, so announcements and recognition got lost. Prospective customers kept asking for a chat feature.

What I designed

Teamwork: one hub mixing announcements, shifts and manager-granted shout-outs on a single board built for a phone between tasks.

Key decision

Chat was the request, not the problem. People didn't need more messages; they needed good work acknowledged and to know what was happening. I also kept manager-to-employee direct messaging out entirely, so nothing on the platform could turn into a negative conversation.

Solution 03

An assistant that shows up before you ask

Problem

Useful things were buried behind taps, mid-shift, with full hands.

What I designed

Signal: an ambient dock on every page, tap to ask or hold to talk, that surfaces the routine you need because you're on the schedule.

Key decision

Signal never watches. Personalization is manual, and the copy says so. Trust over cleverness.

Solution 04

A subscription wizard, after the feedback said so

Problem

Early feedback kept landing on the same thing: employees did not understand how to turn their points into an actual subscription.

What I designed

A step-by-step wizard that made the path explicit, from choosing a product through to confirming the points it would cost.

Key decision

Fix the step people were failing at rather than add something new. Feedback about subscription confusion dropped by roughly 60% after the change.

05

The system

The system behind the screens.

A single good screen is an accident. Marketplace needed a foundation every feature, and every team, could build on without re-deciding the basics.

01

Tokens & variables

Color, type, spacing and elevation as a single source of truth across iOS and Android.

90+ tokens

02

Component library

Composable primitives built up into patterns: cards, tiles, sheets, docks, versioned and documented.

100+ components

03

Interaction patterns

Reusable behaviors, like an opaque trigger that expands into a glass sheet, and zones that disappear when empty.

15–20 patterns

04

Governance & handoff

Documentation, design QA and a developer workflow that keeps design and build in parity.

4 products, 5th planned

06

Outcomes

What changed because of the work.

Measured on whether employees actually used what their employer was paying for, against an industry benchmark in a category most of these employers had never funded before.

70%+

Employees using the app and their monthly points

Across many customer accounts

45%

Engaged within the first month

First QSR deployment, against a 35% benchmark

20+

Companies live on the platform

At the time I left the company

3

Surfaces shipped from scratch

One mobile app, two web portals

Beyond the numbers

—

A shared design language product and engineering both build from

—

Employers who had never funded perks at all now had a program, not a better version of one

—

Employers gained a signal they can act on, not just a spend report

07

Reflection

What this project taught me.

Every product teaches the next product.

What I learned

Simplicity is the result of better decisions, not fewer features.

The strongest moments in Marketplace came from saying no to replies, to tracking, to raw numbers, rather than from adding anything.

What I’d do differently

Settle the navigation model earlier.

Open questions about where features live cost more the later they’re answered. I’d lock the information architecture before features start competing for it.

Next case study — Chapter II

Building Systems that Scale

Read case study

→

Open to new opportunities

Let’s build the next thing.

Let’s connect

→

Email

joshuabalderson@gmail.com

LinkedIn

linkedin.com/in/joshua-balderson

Based in

Columbus, Ohio

Ten years designing for regulated, operationally complex industries: aviation, healthcare, financial services, and employee benefits.

© 2026 Joshua Balderson