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Chapter I — Building products from ambiguity

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 holds 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, design 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.

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.

There was no system, no flows, and no visual language to build on — every decision was still open. My job was to give the idea a shape: decide what the product is, who it serves first, and the foundation it would grow on.

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

Process

How the work actually happened.

Business goals → user needs → strategy → system → experience → engineering → production → iteration. The interface was the last 10%.

01

Discover

Mapped the business goals and sat with how shift workers actually use their phones — minutes between tasks, often with full hands.

Artifacts

Stakeholder interviews · Program audit · Goals

02

Define

Framed the core problem as a return-visit problem, not a features problem, and agreed what success would be measured against.

Artifacts

Problem statement · Jobs to be done · Success metrics

03

Explore

Explored competing concepts and placement models side by side, so decisions were made by comparison instead of preference.

Artifacts

Flows · Concept variations · Placement models

04

Systematize

Built the foundation before the screens multiplied — tokens, components and patterns every feature would inherit.

Artifacts

Tokens · Component library · Pattern docs

05

Validate

Put prototypes in front of employees and managers, then iterated on what confused them or slowed them down.

Artifacts

Prototypes · Usability sessions · Iterations

06

Ship

Stayed close to engineering through build — handoff, design QA and parity checks until it was in people’s hands.

Artifacts

Handoff specs · Design QA · Release notes

04

Solutions

Three problems, three product decisions.

Each solution traces back to a problem above. The screens matter less than the decision behind them.

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 of brands employees already love, with product detail that explains value in plain language and points always shown against the monthly allocation.

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.

What I designed

Teamwork: one hub that mixes announcements, shifts and manager-granted shout-outs on a single timeline, with zones that disappear when empty.

Key decision

No replies and no peer-to-peer messaging. The board stays signal, not noise — and recognition stays meaningful.

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, 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.

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+ 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 against the industry benchmark, in a category most of these employers had never funded before.

45%

Employees actively redeeming monthly points

First QSR deployment, within one month

+10 pts

Above the industry benchmark

35% benchmark for QSR perks platforms

20+

Companies live on the platform

At the time I left the company

0 → 3

Products shipped from scratch

Mobile app and two enterprise 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.

The thinking is the product

Let’s build the next thing.

Start a conversation

Email

joshuabalderson@gmail.com

LinkedIn

linkedin.com/in/…

Based in

Columbus, Ohio

Great interfaces are the outcome. Clear thinking, strong systems, and disciplined execution are the reason they exist.

© 2026 Joshua Balderson

J B

Work

Approach

About

← All work

/

Chapter I — Building products from ambiguity

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 holds 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, design 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.

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.

There was no system, no flows, and no visual language to build on — every decision was still open. My job was to give the idea a shape: decide what the product is, who it serves first, and the foundation it would grow on.

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

Process

How the work actually happened.

Business goals → user needs → strategy → system → experience → engineering → production → iteration. The interface was the last 10%.

01

Discover

Mapped the business goals and sat with how shift workers actually use their phones — minutes between tasks, often with full hands.

Artifacts

Stakeholder interviews · Program audit · Goals

02

Define

Framed the core problem as a return-visit problem, not a features problem, and agreed what success would be measured against.

Artifacts

Problem statement · Jobs to be done · Success metrics

03

Explore

Explored competing concepts and placement models side by side, so decisions were made by comparison instead of preference.

Artifacts

Flows · Concept variations · Placement models

04

Systematize

Built the foundation before the screens multiplied — tokens, components and patterns every feature would inherit.

Artifacts

Tokens · Component library · Pattern docs

05

Validate

Put prototypes in front of employees and managers, then iterated on what confused them or slowed them down.

Artifacts

Prototypes · Usability sessions · Iterations

06

Ship

Stayed close to engineering through build — handoff, design QA and parity checks until it was in people’s hands.

Artifacts

Handoff specs · Design QA · Release notes

04

Solutions

Three problems, three product decisions.

Each solution traces back to a problem above. The screens matter less than the decision behind them.

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 of brands employees already love, with product detail that explains value in plain language and points always shown against the monthly allocation.

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.

What I designed

Teamwork: one hub that mixes announcements, shifts and manager-granted shout-outs on a single timeline, with zones that disappear when empty.

Key decision

No replies and no peer-to-peer messaging. The board stays signal, not noise — and recognition stays meaningful.

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, 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.

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+ 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 against the industry benchmark, in a category most of these employers had never funded before.

45%

Employees actively redeeming monthly points

First QSR deployment, within one month

+10 pts

Above the industry benchmark

35% benchmark for QSR perks platforms

20+

Companies live on the platform

At the time I left the company

0 → 3

Products shipped from scratch

Mobile app and two enterprise 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.

The thinking is the product

Let’s build the next thing.

Start a conversation

Email

joshuabalderson@gmail.com

LinkedIn

linkedin.com/in/…

Based in

Columbus, Ohio

Great interfaces are the outcome. Clear thinking, strong systems, and disciplined execution are the reason they exist.

© 2026 Joshua Balderson

J B

Work

Approach

About

← All work

/

Chapter I — Building products from ambiguity

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 holds 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, design 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.

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.

There was no system, no flows, and no visual language to build on — every decision was still open. My job was to give the idea a shape: decide what the product is, who it serves first, and the foundation it would grow on.

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

Process

How the work actually happened.

Business goals → user needs → strategy → system → experience → engineering → production → iteration. The interface was the last 10%.

01

Discover

Mapped the business goals and sat with how shift workers actually use their phones — minutes between tasks, often with full hands.

Artifacts

Stakeholder interviews · Program audit · Goals

02

Define

Framed the core problem as a return-visit problem, not a features problem, and agreed what success would be measured against.

Artifacts

Problem statement · Jobs to be done · Success metrics

03

Explore

Explored competing concepts and placement models side by side, so decisions were made by comparison instead of preference.

Artifacts

Flows · Concept variations · Placement models

04

Systematize

Built the foundation before the screens multiplied — tokens, components and patterns every feature would inherit.

Artifacts

Tokens · Component library · Pattern docs

05

Validate

Put prototypes in front of employees and managers, then iterated on what confused them or slowed them down.

Artifacts

Prototypes · Usability sessions · Iterations

06

Ship

Stayed close to engineering through build — handoff, design QA and parity checks until it was in people’s hands.

Artifacts

Handoff specs · Design QA · Release notes

04

Solutions

Three problems, three product decisions.

Each solution traces back to a problem above. The screens matter less than the decision behind them.

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 of brands employees already love, with product detail that explains value in plain language and points always shown against the monthly allocation.

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.

What I designed

Teamwork: one hub that mixes announcements, shifts and manager-granted shout-outs on a single timeline, with zones that disappear when empty.

Key decision

No replies and no peer-to-peer messaging. The board stays signal, not noise — and recognition stays meaningful.

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, 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.

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+ 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 against the industry benchmark, in a category most of these employers had never funded before.

45%

Employees actively redeeming monthly points

First QSR deployment, within one month

+10 pts

Above the industry benchmark

35% benchmark for QSR perks platforms

20+

Companies live on the platform

At the time I left the company

0 → 3

Products shipped from scratch

Mobile app and two enterprise 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.

The thinking is the product

Let’s build the next thing.

Start a conversation

Email

joshuabalderson@gmail.com

LinkedIn

linkedin.com/in/…

Based in

Columbus, Ohio

Great interfaces are the outcome. Clear thinking, strong systems, and disciplined execution are the reason they exist.

© 2026 Joshua Balderson