Touch Grass

Touch Grass was created as a wellness app for teens (ages 10–18) that encourages kids to step away from screens and connect offline.

As Co-Founder and Head of Product, I turned that idea into a shipped product. I defined the vision and roadmap, designed the first version and coordinating development through launch. App Store launch June 2025.

Touch Grass was created as a wellness app for teens (ages 10–18) that encourages kids to step away from screens and connect offline.

As Co-Founder and Head of Product, I turned that idea into a shipped product. I defined the vision and roadmap, designed the first version and coordinating development through launch. App Store launch June 2025.

ROLE

Head of Product, Co-Founder

RELEASE DATE

June 2025

My role

Defined product vision and roadmap;

Led design of onboarding, activity discovery, and parental dashboards;

Operationalized the design process and coordinated with early contributors;

Established brand identity and design principles focused on gentle nudges and an avoidance of addictive loops.

Impact

Launched on the App Store (June 2025)

Early adoption among pilot schools and families in Virginia and DC area

Delivered v1 feature set: personalized activity nudges, community tracking, and parent dashboards

Created foundation for research with teens and parents to inform future roadmap

Established a brand that resonated with both parents (safety/trust) and teens (autonomy/fun)

Challenge

The challenge was to design a product that encourages behavior change without relying on exploiting dopamine loops. Teens wanted autonomy; parents wanted oversight. The business goal was to launch a simple but credible MVP that could prove traction with families while staying aligned to “gentle tech” principles.

Design Principles

  1. Gentle nudges - Soft tone that encourages self-connection

  2. Movement, Not Metrics - Forget steps and streaks, just go outside

  3. Aesthetic Calm - No dopamine loops, no gamification, minimizing compulsive behaviors


My role

Defined product vision and roadmap;

Led design of onboarding, activity discovery, and parental dashboards;

Operationalized the design process and coordinated with early contributors;

Established brand identity and design principles focused on gentle nudges and an avoidance of addictive loops.

Impact

Launched on the App Store (June 2025)

Early adoption among pilot schools and families in Virginia and DC area

Delivered v1 feature set: personalized activity nudges, community tracking, and parent dashboards

Created foundation for research with teens and parents to inform future roadmap

Established a brand that resonated with both parents (safety/trust) and teens (autonomy/fun)

Challenge

The challenge was to design a product that encourages behavior change without relying on exploiting dopamine loops. Teens wanted autonomy; parents wanted oversight. The business goal was to launch a simple but credible MVP that could prove traction with families while staying aligned to “gentle tech” principles.

Design Principles

  1. Gentle nudges - Soft tone that encourages self-connection

  2. Movement, Not Metrics - Forget steps and streaks, just go outside

  3. Aesthetic Calm - No dopamine loops, no gamification, minimizing compulsive behaviors


My role

Defined product vision and roadmap;

Led design of onboarding, activity discovery, and parental dashboards;

Operationalized the design process and coordinated with early contributors;

Established brand identity and design principles focused on gentle nudges and an avoidance of addictive loops.

Impact

Launched on the App Store (June 2025)

Early adoption among pilot schools and families in Virginia and DC area

Delivered v1 feature set: personalized activity nudges, community tracking, and parent dashboards

Created foundation for research with teens and parents to inform future roadmap

Established a brand that resonated with both parents (safety/trust) and teens (autonomy/fun)

Challenge

The challenge was to design a product that encourages behavior change without relying on exploiting dopamine loops. Teens wanted autonomy; parents wanted oversight. The business goal was to launch a simple but credible MVP that could prove traction with families while staying aligned to “gentle tech” principles.

Design Principles

  1. Gentle nudges - Soft tone that encourages self-connection

  2. Movement, Not Metrics - Forget steps and streaks, just go outside

  3. Aesthetic Calm - No dopamine loops, no gamification, minimizing compulsive behaviors



Core Features

Mood Logging.

Event Creation. Plan meetups tagged by mood and interest (e.g., food, movement, study).

Parental Approval.

In-App Messaging. Secure chats with built-in content moderation.

Post-Event Feedback.​

Approach

Research & Discovery – Parent/teen interviews, competitive analysis of wellness + habit apps

Product Strategy – Defined principles of “gentle tech” (calm nudges, intentional notifications, focus on action over attention)

Design & Build – Prototyped onboarding and activity nudges, designed parent dashboards, and tested with pilot families

Launch – Released v1 on App Store, collected feedback through schools and family beta testers


Outcomes & Success Metrics

By launch, we aim to track:

Event creation and attendance rates

Mood check-in streaks and emotional trend improvements

Parental engagement without friction

Growth in peer-to-peer supportive actions (tagging, replies, event invites)


Learnings

Behavioral Design: How to design nudges that encourage healthy habits without addictive loops

Designing for Parents & Teens: Navigating the tension between teen autonomy and parent oversight

From Vision to MVP: Translating a big-picture wellness vision into a shippable product under tight constraints


Core Features

Mood Logging.

Event Creation. Plan meetups tagged by mood and interest (e.g., food, movement, study).

Parental Approval.

In-App Messaging. Secure chats with built-in content moderation.

Post-Event Feedback.​

Approach

Research & Discovery – Parent/teen interviews, competitive analysis of wellness + habit apps

Product Strategy – Defined principles of “gentle tech” (calm nudges, intentional notifications, focus on action over attention)

Design & Build – Prototyped onboarding and activity nudges, designed parent dashboards, and tested with pilot families

Launch – Released v1 on App Store, collected feedback through schools and family beta testers


Outcomes & Success Metrics

By launch, we aim to track:

Event creation and attendance rates

Mood check-in streaks and emotional trend improvements

Parental engagement without friction

Growth in peer-to-peer supportive actions (tagging, replies, event invites)


Learnings

Behavioral Design: How to design nudges that encourage healthy habits without addictive loops

Designing for Parents & Teens: Navigating the tension between teen autonomy and parent oversight

From Vision to MVP: Translating a big-picture wellness vision into a shippable product under tight constraints


Core Features

Mood Logging.

Event Creation. Plan meetups tagged by mood and interest (e.g., food, movement, study).

Parental Approval.

In-App Messaging. Secure chats with built-in content moderation.

Post-Event Feedback.​

Approach

Research & Discovery – Parent/teen interviews, competitive analysis of wellness + habit apps

Product Strategy – Defined principles of “gentle tech” (calm nudges, intentional notifications, focus on action over attention)

Design & Build – Prototyped onboarding and activity nudges, designed parent dashboards, and tested with pilot families

Launch – Released v1 on App Store, collected feedback through schools and family beta testers


Outcomes & Success Metrics

By launch, we aim to track:

Event creation and attendance rates

Mood check-in streaks and emotional trend improvements

Parental engagement without friction

Growth in peer-to-peer supportive actions (tagging, replies, event invites)


Learnings

Behavioral Design: How to design nudges that encourage healthy habits without addictive loops

Designing for Parents & Teens: Navigating the tension between teen autonomy and parent oversight

From Vision to MVP: Translating a big-picture wellness vision into a shippable product under tight constraints

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