Ans Amanat
UI/UX Design

Proxima

RoleUser Research
Visual Design
Prototyping
Duration1 Week
ToolsFigma
Adobe Illustrator

Introduction

Proxima was created during the Adobe x Amazon Creative Jam, where the challenge was to design a digital experience that helps students explore future careers. My team and I focused on something close to our own experience—getting into design for the first time.
We wanted to create a platform that made design feel inviting and accessible to new designers. Proxima is a platform where students can explore different creative fields—like UI/UX, illustration, branding, and Photoshop— by navigating through interactive lessons, tests and quizzes, creative prompts and idea generation, and career exploration tools. It’s designed for beginners, whether they’re in high school or early college, and gives them a starting point as well as ways to learn and hone their design skills.

The Problem

Breaking into design can be overwhelming. There are tons of tools and resources and so many different paths to explore. Where do you begin? As a new designer, you’re probably bouncing between courses, books, video tutorials, and a handful of design software. Besides, once you get the hang of things, how do you get your foot in the industry? How do you figure out what kind of career path fits you? That’s why Proxima was built to feel approachable. It’s about giving new designers a place where they can jumpstart their design journey, building skills step-by-step.
We identified a few common challenges:
  • Industry-standard tools feel accessible or difficult for beginners to learn
  • Many different design practices means selecting a career path feels overwhelming
  • Learning resources are too technical and not engaging
  • Free design resources online lack structure

Our Approach

We started by empathizing—thinking about our own experience as new creatives and what we would have wanted when we were just starting out. We fleshed out two personas based on what we knew as designers, and identified key pain points. We brainstormed and developed user flows, thinking about the goals for each flow - be it entering a design challenge, getting a prompt, finding inspiration, or socializing with other designers.

Empathize

Persona Development

Our primary users were socially driven film watchers — people who enjoy sharing commentary, discovering new media with friends, and curating what they watch. Many were already using tools like Discord, Netflix Party, or Prime Video to watch together, but often found the experience limited.

Key Pain Points

  • A lack of beginner-friendly tools and guidance
  • Difficulty accessing expensive programs like Adobe Creative Suite
  • Overwhelm when choosing between design disciplines
  • Platforms for communicating weren’t built around the idea of watch parties, leading to a cluttered experience
  • Some platforms had cluttered UI - Discord was not ideal for watching together as users had to navigate multiple channels

Ideate

Brainstorming

We began with a broad brainstorming session focused on how to make design education fun, accessible, and engaging for younger students. We explored features that would support learning (like structured skill paths and quizzes), creativity (through challenges and idea generation tools), and career discovery (with role overviews and software guides).

User-Flow Diagrams

We focused on clarity and ease. Here are what typical user journeys could look like.

Our Solution

Login + Sign up Pages

Onboarding

Home Page + Discover

Careers + Program Page

Challenges + Profile

Final Takeaways and Future Steps

Designing for Discovery

Proxima challenged us to create a space for beginners - a focused experience that left no room for confusion. We wanted the user to feel as if they walked into a library ready for a study session. At the same time, we didn’t want the user to feel intimated; we wanted them to feel inspired by what they could find. The most rewarding part was crafting experiences that made design feel less intimidating and more like a journey young learners could truly explore.

Scope is a Teacher

We started with big, bold ideas—mentors, RPG-style leveling—but had to scale back to make the app usable and focused. It taught us that simplifying doesn't mean compromising.

Let's Connect
Get in touch for opportunities or just say hi!