Work About Resume

UI/UX Designer

Hi, I'm Sandi!

I'm a UI/UX designer with a background in creative ops and marketing. I care about how things work as much as how they look. Function first, craft always😊.

Currently, I'm designing Web & Digital experiences at CEC Entertainment.

Featured Projects

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Mobile App AR Case Study

ClimbOn.

An AR climbing app for outdoor climbers β€” making route identification faster, safer, and less stressful.

Role

UX Researcher Β· UI Designer Β· Project Manager

Timeline

July – August 2023

Tools

Figma Β· Zoom

ClimbOn app screens

ClimbOn is a mobile AR climbing app designed to enhance the outdoor climbing experience by making route identification faster and easier. Using augmented reality, climbers can scan rock formations to locate beta in real time β€” reducing stress, improving safety, and allowing them to stay focused on the climb.

Climbers were guessing their way up the wall.

Through research, we discovered outdoor climbers struggle to identify routes on natural rock walls. This led to unnecessary guesswork, increased mental strain, and reduced safety and enjoyment. Physical guidebooks β€” the only real resource β€” were out of print and selling for up to $135.

60% prefer outdoor over indoor climbing
85% interested in an AR climbing app
70% rely on a guidebook to find routes
01 Understand β†’ 02 Define β†’ 03 Design β†’ 04 Reflect

Getting to know the climbing world.

We conducted a survey with 41 responses and 5 semi-structured interviews to validate our app concept. As non-climbers, this phase taught us the culture β€” terms like "beta," "send," and "project" became part of our vocabulary.

We also went on a field trip to an outdoor climbing site. Experiencing firsthand how hard it was to identify routes gave us real empathy for our users.

"There's so much liberty with climbing… but the hardest part is not having enough time." β€” Sam N.

Affinity Diagram

Sorted and grouped feedback from surveys and interviews to find patterns.

Feature Prioritization

Mapped which features were most valued by climbers based on research.

Competitive Analysis

Reviewed Mountain Project, KAYA, and physical guidebooks to find the gap.

ClimbOn affinity diagram, feature prioritization & storyboard

Clarifying who we were designing for.

Product Users: Outdoor sport climbers and boulderers, ages 20–40, who regularly climb in unfamiliar areas.

Problem Statement

Outdoor climbers have difficulty finding routes on a rock wall and waste their time before enjoying the climb.

Hypothesis

If we create an AR tool to help climbers identify routes, they'll have a better and less stressful climbing experience.

Value

ClimbOn pairs climbers with appropriate routes β€” saving time, energy, and reducing risk of injury.

Key pain points identified:

  • Climbers spend excessive time planning outdoor routes
  • Identifying routes in person is overwhelming and stressful
  • Anxiety around injury when attempting unfamiliar climbs

From rough sketches to a "groundbreaking" prototype.

We explored four concepts β€” from a smartwatch integration to AR route scanning β€” and narrowed down to the most viable solution through user testing at each fidelity level.

ClimbOn concept sketches

Homescreen Iteration

Screens evolved through lo-fi and mid-fi testing. The final homescreen simplified navigation to two primary actions: Near Me and Scan Rocks.

ClimbOn homescreen iterations

Route Card Iteration

Early route cards included activity level indicators and hashtags β€” users found neither helpful since they'd already be at the site. We stripped these and focused on what climbers actually needed: hold types, ratings, and route description.

ClimbOn route card iterations

A/B Test β€” Beta Toggle

Users were split on seeing route beta (hold labels) in the AR view. Some found it helpful; others considered it "cheating." Our solution: an optional toggle so climbers could choose their own experience.

ClimbOn beta toggle A/B test

Four key flows, refined through testing.

01

Onboarding

Sign in, grant permissions, learn the core features.

02

Near Me

Search nearby rock formations, explore areas, decide where to go.

03

Scan Rocks

Use AR to locate routes, view beta, and read climber comments.

04

ClimbList

Save routes as projects, log sends, and track attempts.

01 β€” Onboarding

ClimbOn onboarding flow

02 β€” Near Me & Routes

ClimbOn routes flow

03 β€” Scan Rocks

ClimbOn scan rocks flow

04 β€” ClimbList

ClimbOn ClimbList flow

A digital guidebook in their hands.

We delivered an AR-powered experience that allows climbers to quickly scan rock formations, access real-time beta, and approach each ascent with greater safety, clarity, and confidence.

"This is a huge improvement over the book." β€” Ethan V.
"It's like a digital guidebook in my hand." β€” Parker B.
"This is groundbreaking!" β€” Sam N.

What we learned.

  • Initial interviews are invaluable when designing for a culture you're unfamiliar with.
  • Usability testing at every fidelity level consistently surfaced features worth refining or cutting.
  • Field testing gave us empathy we couldn't have gained from a screen alone.

Next Steps

  • A social component and mentorship feature for the climbing community
  • Integration with the Mountain Project API for real route data
  • Revisiting the smartwatch concept explored early in ideation
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Mobile App Social Case Study

Happenings.

A community-focused event planning app designed to make gathering with the people you love feel effortless again.

Role

UX Researcher Β· UI Designer

Timeline

March – April 2023

Tools

Figma

Happenings app screens

Happenings is a community-focused app designed to simplify the process of planning and organizing gatherings. In a post-pandemic world where meaningful connections are more important than ever, Happenings streamlines the planning process β€” fostering a sense of belonging, connection, and community.

After the pandemic, gathering felt harder than it should.

One of the biggest challenges people faced post-pandemic was relearning how to connect. Relationships are a basic human necessity β€” and a lack of meaningful connection directly correlates to a lower quality of life. Yet planning a gathering remained overwhelming, fragmented, and stressful.

80% of respondents have hosted a small gathering
64% interested in food, mood & music pairings
97 adults surveyed across 10 questions
01 Discover β†’ 02 Define β†’ 03 Ideate β†’ 04 Design

We started with a wrong assumption.

Initially, we assumed a need for a drink-mixing app. But after surveying 97 adults and conducting 8 semi-structured interviews, a different unfulfilled need emerged β€” people didn't want better cocktails. They wanted better gatherings.

"There is less interest in mixing drinks at a party, and more interest in creating an environment where guests feel comfortable and happy."

Survey

97 adults (ages 21+), 10 questions on gatherings, community, and social habits.

Interviews

8 semi-structured interviews (ages 21–36) to drill down on specific feelings and viewpoints.

Competitor Analysis

Reviewed Partiful, Evite, Pinterest, Big Night, and Make Me a Cocktail to identify key gaps.

Affinity Map

Affinity map β€” image coming soon

Sketches

Sketches β€” image coming soon

What people actually needed.

Our user: The Hostess β€” a 27-year-old marketing manager in Austin who loves bringing friends together but struggles to make every gathering feel cohesive and fun for everyone.

Pain Points

Planning is difficult. Hosts want all guests to have a great time. Poor communication around attendance affects planning. Guests feel anxious about not connecting.

Hypothesis

If we make the planning aspect easy and enjoyable, people will feel more fulfilled and connected to those around them.

Necessities

Good ambiance (music, energy, atmosphere). Food and drinks for all guests. Themes that bring people together. Easy, frictionless planning.

User Persona β€” The Hostess

User persona β€” image coming soon

Two flows, one big insight.

We explored two approaches to the core planning experience and tested them head-to-head:

Wizard Flow

Step-by-step guided planning β€” structured, predictable, easy to follow. Users set size, theme, date, location, and invites in sequence.

Random Flow

AI-generated theme suggestions users swipe through β€” more playful and exploratory, but less control for the host.

Testing Results

6 out of 9 users preferred the Wizard Flow for its clarity β€” but loved the visual energy of the Random Flow's theme cards.

Wizard Flow β€” Choosing Parts

Wizard flow wireframes β€” image coming soon

Random Flow β€” Shifting Through

Random flow wireframes β€” image coming soon

The final experience.

The final design combines the structure of the Wizard Flow with the visual delight of the Random Flow's theme cards β€” giving hosts both clarity and creativity. The app walks users through size, theme selection, date, location, and invites in a seamless sequence.

I'm cooking... stay tuned for the updated design ✨

Making it happen.

Happenings removes the barriers to social interaction β€” encouraging people to engage more actively in their social lives, cultivating belonging and community in the post-pandemic era.

What's next.

Our research pointed to one clear next step β€” building the guest experience. The current app is host-focused, but guests need their own flow too.

  • Build a "Hybrid" workflow combining the structure of Wizard with the visuals of Random
  • Develop a full collaborative guest experience feature
  • Explore AI-assisted theme and activity suggestions based on group size and preferences
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Web Design Design Systems Digital Experience

Adventure World.

Web experience design and design system for Adventure World, a new indoor playground and active play concept from the makers of Chuck E. Cheese.

Role

Design System Lead Β· UI/UX Designer

Team

UI/UX Designer Β· Creative Designer Β· Digital Marketing Specialist Β· Web Developer

Status

Design system live and evolving β€” homepage built, secondary pages in progress

Adventure World design system β€” color, type & component previews

Adventure World is a new indoor active play brand from the same company behind Chuck E. Cheese, built for a different kind of visit. Where Chuck E. Cheese leans arcade-first with some indoor play, Adventure World flips that ratio: about 80% active play, centered on indoor playgrounds, and built to bring in older kids who've aged out of the Chuck E. Cheese experience.

Because it's a new brand, it needed a visual system from scratch. Our creative team designed the brand. I translated that into the design system, including:

  • Color and type
  • A component library
  • Spacing and grid rules
  • Icon set
  • Illustration guidelines

One brand, four worlds.

Adventure World isn't one room; it's a set of themed zones (Cosmic Bounce, Jungle, Bubble Reef, and more), each with its own personality. The system had to let each world feel distinct while staying anchored to the same components, type, and spacing underneath. Consistency lives in the structure, not in forcing every world to look the same.

A bold, gradient-forward brand versus WCAG accessibility standards.

Our brand and creative team leaned heavily into background gradients as a signature look. Leadership wanted that gradient-forward energy, and I needed the site to still meet accessibility standards. Rather than fight the direction, I worked within it: text containers, adjusted font weights, and reworked creative assets to boost contrast wherever the gradients got busy, so the pages kept their energy without losing readability.

A lot of voices, one cohesive site.

This build has a creative director, a creative designer I partnered with directly, brand marketing, and digital marketing all in the room. Our creative team designed the homepage direction, which I brought into Figma, and I'm designing the rest of the site myself, folding in feedback from brand marketing and leadership along the way. With that many stakeholders, there's a lot of back and forth by nature. I leaned on tools like Claude to move faster through things like GEO considerations, so more of my time could go toward the design decisions that needed a human in the room.

Status: In Progress

The homepage is built. The design system is in place and still evolving as new pages surface new needs. I'm finishing the secondary pages now.

Want to know more? I'm happy to share more about this project:

Get in Touch β†’

Wireframe β†’ final design version comparison β€” image coming soon
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Web Design Full-Service Kiosks Digital Experience

Chuck E. Cheese.

A collection of work from my time at Chuck E. Cheese, where I contributed across web, brand systems, and in-store technology.

Role

UI/UX Designer + Marketing Operations

Company

CEC Entertainment (Chuck E. Cheese)

Scope

Web, Kiosk & Campaign Design

Chuck E. Cheese Kid Check landing page

This spans several projects and roles, so I've broken it out by area below β€” from consumer-facing campaign pages to the self-serve kiosks deployed across 500+ locations.

Translating creative direction into functional, on-brand pages.

Landing pages and web assets built to support seasonal and promotional campaigns, translating creative direction into functional, on-brand web experiences β€” designed responsively in collaboration with the web development team.

Ordering UX for 500+ locations.

End-to-end ordering and product selection UX for self-serve kiosks deployed across 500+ locations β€” owning the full experience from browsing to checkout, designed for speed and clarity in a high-traffic, family-facing environment.

Communicating trust and clarity to parents.

The landing page for Kid Check, Chuck E. Cheese's child safety and check-in system, designed to communicate trust and clarity to parents at a glance.

Keeping a high-volume, multi-team brand consistent.

The design system underpinning Chuck E. Cheese's digital presence, built to keep a high-volume, multi-team brand consistent across web and campaign work. (Website redesign in progress.)

Hi, I'm Sandi!

I'm a UI/UX designer with a background in creative operations, digital marketing, and brand experience. My career has taken an unconventional path, and that's become one of my greatest strengths.

Before I was designing user experiences, I was helping bring them to life behind the scenes: coordinating creative teams, supporting national marketing campaigns, managing digital production, and learning how business strategy, collaboration, and design all intersect. Those experiences taught me that great products aren't built by great designers alone. They're built by teams who understand both people and process.

Today, I bring that perspective into every project I work on. UI/UX is my bread and butter, but I still keep a hand in campaigns and brand work, because I've never fully separated the two. I don't just think about how an interface looks. I think about how it works, how it feels, and how it fits into something bigger.

Sandi Bancod
design systems✳ user research✳ prototyping✳ design strategy✳ designing with ai✳ visual design✳ UI/UX design✳ design systems✳ user research✳ prototyping✳ design strategy✳ designing with ai✳ visual design✳ UI/UX design✳
Maybe you'd like to know…

My introduction to design started with visual storytelling: branding, digital marketing, content when I was a social media strategist at WAY Social Media Marketing Agency. Over time, I became less interested in the visuals themselves and more curious about what sat behind them: the decisions users make, the moments that trip them up, the systems that quietly shape how people move through a product.

That curiosity led me to a UX/UI Design Certificate from the University of Texas at Austin, and it's kept me learning ever since.

Today, I work as a Marketing Operations Specialist at Chuck E. Cheese, where I sit across marketing, creative, and digital teams supporting national campaigns and customer-facing experiences, everything from designing digital assets and web pages to coordinating cross-functional launches and untangling creative workflows.

UI/UX is where I do my deepest thinking and where I want to keep growing, but I've never wanted to fully let go of campaigns and brand work. They keep me sharp on the bigger picture a product lives inside of.

I believe good design should feel effortless. The best digital experiences don't call attention to themselves, but they clear a path and let people get on with what they came to do.

In addition to asking "how can I make this look better?" I'm asking:

  • What problem are we actually solving?
  • What does someone need in this exact moment?
  • Where might they hesitate, or lose confidence?
  • How do their goals and the business's goals actually line up?

Systems thinking.

I rarely see one screen in isolation. I see the workflow, the handoffs, the structure underneath. Whether I'm designing an interface or fixing a broken creative pipeline, I default to organizing the whole system, not just the visible piece.

Cross-functional fluency.

Some of my best work has happened in the space between disciplines, translating between marketers, developers, creative directors, and vendors so a shared goal actually stays shared. I've learned how to ask the question that unblocks a room.

Visual craft, in service of clarity.

My background and skills show up in how I handle typography, hierarchy, and spacing, but I treat visual design as a tool for usability, not a substitute for it.

Curiosity that doesn't sit still.

New AI tools, sharper design systems, a beautifully made app I can't stop thinking about. I'm always circling back to "how did they do that, and what would I do differently."

Personal photo collage β€” images coming soon
Outside of Work

If you can't find me at my computer, I'm usually chasing one side quest or another! I enjoy exploring new hobbies, and always having a personal project going in the background, something to build, learn, and most of all have fun!!

On any given week you'll find me trying out a new coffee shop, in a Barre class, writing, or spending quality time with the people I love most!