Grace Rose Foundation

In under five weeks, WANDR took Checkout from an idea to a user-tested prototype and an investor-ready pitch, built on interviews with the teens it was designed for.

INDUSTRY
WELLNESS
PLATFORM
MOBILE APP
SIZE
SEED
wellness
·
mobile app
·
product design
At a glance

Three Phases. Five-Week Sprint

W1
W2
W3
W4
W5
W6
W7
W8
W9
W10
W11
W12
01
Weeks 1 — 2
Research
Map the ecosystem, turn beliefs into seven assumptions, interview target users including teens with CF, benchmark the market, and build two personas.
02
Weeks 3 — 4
Design
Translate findings into information architecture, three core flows, and a high-fidelity Figma prototype.
03
Weeks 5 — 7
Design
Translate findings into information architecture, three core flows, and a high-fidelity Figma prototype.
04
Week 8
Pitch
Prototype testing, then market sizing, a business model, and a funding roadmap for investors.
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team
3 Seniors
PM - Design - Research
research
6 interviews
Including teens with CF
output
Hi-fi prototype
3 core flows in Figma
TIMELINE
5 weeks
Idea to investor pitch
The Client

A wellness product built

by the teen who needed it.

WELLNESS · PRODUCT DESIGN
MPL Gaming player base

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10M+
Grace Rose Bauer, Living with CF
3
Teen mental wellnesS,Anxiety, depression, chronic illness
$30K
Seed funding raised
The Challenge

A heartfelt idea was not yet an investable product.

A first-time founder with a powerful story was entering a category owned by well-funded incumbents, and a cause does not raise a software round on its own.

Problem 01

An idea, not a product.

Checkout was a vision and a name. There was no validated audience, no defined feature set, and no evidence of real demand. Conviction is not a product, and passion alone does not de-risk an investment.

Problem 02

A crowded, well-funded category.

Teen mental wellness sits inside the meditation and mindfulness market, already occupied by incumbents like Calm and Headspace. Checkout needed a position those players could not copy.

Problem 03

A believer without an investment narrative.

Grace could rally a room around a cause. Raising capital for a software product is a different language: addressable market, business model, product roadmap, and use of funds. Without it, the app would stay an idea.

Problem 04

Compliance.

Every U.S. state regulates real-money gaming differently. The experience had to flex across jurisdictions, surfacing the right legal, age, and responsible-gaming requirements without burying players in fine print or blocking legitimate signups.

Problem 05

Scalability.

MPL needed a system, not a one-off page. Without a shared design language and component library, every new segment, promotion, or market would mean rebuilding from scratch. The experience had to scale as fast as the roadmap.

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Our Role

From discovery to a fundable prototype.

01
Product strategy and assumptions mapping
02
Secondary market research and a meditation-app benchmark
03
Six qualitative user interviews, including teens living with CF
04
Two validated user personas
05
Information architecture and three end-to-end user flows
06
High-fidelity UX/UI prototype in Figma
07
Prototype testing with target users
08
Investor pitch deck with market sizing and funding roadmap
Research

Before we designed a screen, we asked the teens it was for.

We turned the team's beliefs into seven assumptions, then validated them through six interviews (two with teens living with CF), thirty-four prior survey responses, and a benchmark of the leading meditation apps.

01
assumptions

Tested, not assumed.

Every belief about teens, anonymity, and willingness to pay was written down and checked against real users rather than taken on faith.

02
Deepest need

“They don’t get it the way someone with CF would.”

Across interviews, the sharpest pain was not a lack of information. It was feeling unseen, which made anonymous community and a private journal core features, not extras.

03
The market gap

The category leaders spoke past teens.

Participants had tried Calm and Headspace and liked the look, but sessions ran long, few let them set a goal, and some guidance (“take a breath”) ignored bodies like theirs.

Two very different users.

Persona 01
Casual gamer persona

Mia, 17.

High schooler in LA, diagnosed with CF at twelve. Anxiety arrives without warning, and she is not a fan of closing her eyes for long.

CF
ANXIETY
Goal-led
Persona 02
Committed player persona

Lauren, 24.

Early-career, stressed for time, mood shifting day to day. Dislikes the word “meditation” and wants to move through anxiety fast.

Time-poor
SKEPTICAL
Wants speed
The Strategy

Own the one thing the incumbents

Couldn't

3 principles →
Principle 01Trust
01

By teens, for teens.

Not another meditation app built for adults. Checkout's authenticity, from its founder to its content, was the position no competitor could copy.

Principle 02Segment
02

Meditation with a goal.

Teens pick a goal based on their mood and get sessions chosen for that moment, instead of an open-ended library to navigate alone.

Principle 03Bingo
03

An anonymous community.

A supportive space to share thoughts without exposure, answering the isolation the interviews kept surfacing.

Principle 01 of 03
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THE KEY INSIGHT

The best features weren't ours.

They were theirs.

The strongest parts of Checkout, anonymous sharing, a password-locked journal, a daily goal that made teens feel empowered, were not designed for users. They were named by them, unprompted, in interviews.

Founder-market fit was the moat: a product built by a teen with CF, for teens like her, could say things Calm and Headspace could not. Our job was to hear it clearly and give it a shape investors could back.

MPL redesign surface
MPL redesign surface
MPL redesign surface
MPL redesign surface
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MPL redesign surface
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Outcomes

What the sprint produced.

In under five weeks, Checkout went from a name to a validated, tested, fundable product.

01 · Validation
0 → 1
A concept proven with real users
before a screen was designed
02 · Position
By teens
A claim no incumbent could copy
founder-market fit as the moat
03 · Product
3 flows
A hi-fi prototype, tested and build-ready delivered in Figma
04 · Raise
Pitch-ready
Market, model, and roadmap for the next round TAM sized at 38M teens

Figures reflect engagement outputs and market sizing produced during the sprint. Checkout was not launched by WANDR, so no in-market performance metric exists for this project.

Client Voice

In their words.

I came to WANDR with a cause and a name, and left with a real product I could put in front of investors. They understood what teens like me actually go through, and it showed in every screen.
Grace Rose Bauer
Founder, Grace Rose Foundation
See full Clutch review
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