A mobile marketplace where creative projects actually get finished — taken end to end, on my own.
Colab is a mobile marketplace for creative collaboration. People post a project and find collaborators, or apply to join someone else's — then agree on terms, work together, and get paid through payments the platform holds until the work is done.
I took it end to end on my own: research, information architecture, user flows, branding, a full design system, high-fidelity screens, and a prototype.
Too many creative projects go unfinished. Finding the right collaborators is hard, and networking the traditional way is slow.
Colab brings creative collaboration into one structured space — find the right people, work on real projects, get paid, and grow as you go.
Benchmarking against BandLab and Upwork surfaced the opening: BandLab has creative collaboration but no structure or held payments; Upwork has the structure and payments but isn't built for creative work. Colab sits in between.
Two personas anchor the product, pointing in opposite directions: Alex has the idea and needs people to build it with; Emma has the skill and needs projects to work on. Same platform, opposite needs — which is why every Colab user is both a creator and a collaborator.
I worked structure-first: research and problem definition before branding, flows and sitemap before screens, and a component library before polishing details.
Held payments protect both sides: the money is locked when both agree and released the moment the work is approved — so paying a stranger isn't a leap of faith.
Colab AI shows up at the hard moments — finding the right project, writing a brief, pitching yourself, resolving a dispute. It drafts, suggests and proposes; you always edit, choose and decide.
Reputation turns free work into future paid work. Credits are earned only at completion, at a fixed platform-set value, and can't be farmed.
A five-branch information architecture — Home, Explore, Create, Messages, Profile — then flows for every path, including the ones most portfolios skip.
The cancellation flow was the hardest to get right — it has to stay fair when a collaboration falls apart, branching on how much work was done and whether both sides agree.
Space Grotesk throughout, a 4-point spacing grid with named tokens, a 44px tap target on every interactive element, and colour named by role rather than by appearance — so meaning stays clear even when hues repeat.
Colab projects need several roles at once, so applying had to handle multiple selections in one submission — each role card carries its own state and rate, and the button counts what you're committing to before you send.
Beyond static screens, I designed the motion layer that gives the product feedback — built in After Effects, then handed off as reference for implementation.
The flow opened with "Has this been agreed with the other side?"
Whoever starts a cancellation can't honestly answer that — they'd be speaking for someone who hasn't been asked yet.
Cancellation became a request. One person states their reason, the app notifies the other side, and they respond independently. The platform coordinates the agreement instead of assuming it.
Credits were earned for creating a project, with a value the creator could set.
Both are gameable — post ten empty projects, collect the credits, inflate the value to attract applicants.
Credits are earned only at completion, at a fixed platform-set value, per role. The reward now tracks real work rather than activity.
Onboarding asked whether you were joining as a creator or a collaborator.
Nobody can answer it — everyone on Colab is both. The question forced a choice the product doesn't actually make.
Removed the step. Onboarding now asks what you do — your roles and skills — which is answerable, and which the app can use to match projects.
When a collaboration went wrong, "cancel" and "open a dispute" sat side by side as equal choices.
Handing someone the dispute option upfront invites escalation before anyone has tried to resolve things calmly.
Made cancellation the default and dispute a fallback — the design should guide people toward resolving things calmly, not hand them the nuclear option first.
The curated story above pulls the highlights. Here's the complete presentation — tap any slide to view it full-size.