JETZERO
Designing an internal storytelling system for investor experiences

MY ROLE
Product Designer
TEAM
Marketing, Product, Engineering
DURATION
12 Weeks
TOOLS
Figma
SCOPE
Responsive design, Design systems, Interaction design, Cross-functional handoff
Over my summer internship, I owned the design of a modular presentation tool used to tell the copany's story to investors and visitors — scoping it from a single-iPad concept into a multi-screen system built for live, in-person presentations.
This project was completed at JetZero under NDA. Product specifics, team structure, and business outcomes have been generalized or omitted to respect confidentiality.
Overview
One story, spread across a wall of out-of-sync screens
JetZero needed a way to present its mission, roadmap, and progress to investors and visitors moving through the office across display mounted throughout the campus. The existing approach relied on a separate file per screen, updated by hand, which made the story easy to lose sync and hard to maintain.
Impact
Designing past the screen
Creating a single-source system meant thinking beyond the interface itself — from how a presenter physically navigates a wall of display mid-conversation, to how content gets updated without pulling in comms every time. It reshaped how I think about designing for constraints that aren't fully solved yet.
Designed a responsive multi-screen navigation system, concept to handoff
Split control from content across an iPad screen to a fused multi-screen display, so presenters could navigate the story without hunting for controls mid-presentation.
Built the design system behind it, using Figma variable tokens
Brand colors, type, and components became a reusable system so that the internal team could add new content without a redesign each time.
Learnings & Growth
Designing for the input you have, not the one you're promised
Touch interaction wasn't resolved during my internship, so I designed around mouse precision instead of waiting for the ideal input method; a lesson in shipping for what's real now.
Knowing when to push back
The team initially wanted to manage content directly in Figma. Flagging that it wasn't built for that and having engineering independently agree taught me how to advocate for a technical boundary without it feeling like a design ego thing.