San Francisco · available for contract & full-time

Product
Designer

& Art
Director

01

The part that scales,
and the part that shouldn’t

I make the abstract legible. Currently a system that templatizes 600 behavior-change missions and the illustration standard three designers work to. Before that, an AI generated narrative game for you and all your friends, a dating app that helps two individuals agree on how they want to be seen. It’s a single practice: find the rule underneath then draw the thing that carries it.

Selected work

02
The mission system's three acts side by side — Preparation with about twenty templates, Action core with about twenty-five, Reflection with about ten — each listing its modules, and a dashed line running back from Reflection to show rating data feeding the next mission's recommendations.
Plate I

The Mission System

Sanofi · 2025–26 · product systems, design system, motion

One structure, swappable parts, six hundred missions.

Read the case study →
The Hidden Door story interface: the party illustrated on the left, the story log on the right. A player's action, "Marie destroys the universe", is struck through, and the Narrator answers in-voice in a highlighted pink block — telling them they aren't actually strong enough to do that, and that it honestly isn't clear why they'd want to.
Plate II

Impossible Intents

Hidden Door · 2022–24 · sole designer on product, game & visual design

Designing a ‘no’ that happens in front of everyone.

Read the case study →
illosguide.jpgstill of the loop
A still from the illustration guide: tilted white cards on a warm gradient — an FAQ card setting out a mission's what and why, and a card asking whether you've done your act of kindness, with hands and flowers drawn in the house style.
Plate III

House Rules

Sanofi · 2025 · design system, art direction, illustration

Naming what leadership could see but couldn’t say.

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Personal practice

03

thirty years of mark making. where i learned that an image carries meaning before anyone explains it, and how to work with the part that defies naming.

where the dreams and unnamable sensations of the days coalesce. i have 30 years of fine art under my belt that span from drawing and painting to experimental fine art and performance. i believe getting your hands on the material is the best way to understand the material of the self.

personal symbolism is how i metabolize the world around me. no symbol is bad or good in the same way your own reflection is bad or good. i am honored that there are people out in the world who want to carry my handcrafted symbols on their skins through their days.

for a while i was a cake decorator at a fancy bakery. i anchored on the joy i could create through my craft. it was here where i learned to trust the material as much as the process.

Taking on work now04
yobochua@gmail.com
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Plate I

The Mission System

Sanofi · 2025–26 · product systems, design system, motion

I didn’t design a mission. I designed the thing that makes them.

The mission system's three acts side by side — Preparation with about twenty templates, Action core with about twenty-five, Reflection with about ten — each listing its modules, and a dashed line running back from Reflection to show rating data feeding the next mission's recommendations.

The problem

Missions are opt-in tasks a user takes on to manage a chronic condition. A bit of reading. A daily walk. A moment of reflection. Nobody had built quite this before, and we needed around six hundred of them, diverse enough to stay interesting across a wide range of goals.

That number is the whole problem. At six hundred, every mission being its own bespoke thing is an unmaintainable mess. So the real question was never what makes one good mission. It was: what’s the smallest set of repeatable parts that can generate six hundred distinct-feeling missions without six hundred distinct builds?

What I did

Built the system from the floor up rather than imposing a taxonomy from above, working with our UX researcher and asking the same question over and over: what is the most basic mission that can exist? The simplest is reading plus illustration. Then an out-of-app behavioral task: park farther from work, take the extra walk, five days running. Growing the grammar outward from the simplest real units is more honest and more durable than starting from abstract categories.

One early decision did a lot of quiet work: missions run a fixed one to five days. Not because it was tidy. Every extra variable is one more thing a user has to be taught. Constraining the system protects their attention, not just the design.

Every mission shares one three-act spine: preparation, action core, reflection. Each act holds a kit of swappable modules, and modules appear only when the mission needs them. A walk needs step-tracking and a reminder; a reading mission needs neither. A mission is assembled, not drawn from scratch.

The fuller working diagram of the same system, laying out each act's module list alongside the thirteen module types the architecture is built to absorb.

What changed

Today the library runs about fifty-five modules across the three acts, and a new mission is a set of module choices rather than a new design. The reflection act closes the loop. Users rate a mission on a three-point scale, and that rating feeds what gets recommended next, so the system teaches itself as it runs. Future module types like AI chat, medication tracking and mood logging drop into the right act without disturbing the spine.

Honest scope: I designed the system and its module library. This work is current and unreleased, so what I can tell you is true about the structure and the decisions, not about how it performs in the world. Happy to walk through the full case live.

← All work
← All work
Plate II

Impossible Intents

Hidden Door · 2022–24 · sole designer on product, game & visual design

Designing a ‘no’ that happens in front of everyone.

The Hidden Door story interface: the party illustrated on the left, the story log on the right. A player's action, "Marie destroys the universe", is struck through, and the Narrator answers in-voice in a highlighted pink block — telling them they aren't actually strong enough to do that, and that it honestly isn't clear why they'd want to.

The problem

In a shared story anyone can attempt anything, including things the world can’t allow. The question was never whether to block the action. It was how to deny it without breaking immersion or the player’s trust in front of everyone else at the table.

Three refusal directions compared on a blue ground. Lightweight block, marked most feasible: the struck-through intent with an info affordance, which meets the safety need but hides the why and reads colder. In-character refusal, marked my recommendation: the Narrator denies the action in-voice, strikes the impossible intent and redirects with humor, keeping the moment inside the story. Private "why", marked future state: the narrator delivers the reason as a private message, so a player learns the limit without being corrected in front of the group.

What I did

Explored three directions and took a position. A lightweight block was the most feasible: it meets the safety need but hides the why and reads cold. A private message was the future state. I recommended the in-character refusal. The narrator denies the action in-voice, strikes the impossible intent, and redirects with humor, keeping the moment inside the story instead of breaking it.

What changed

I presented the range and the tradeoffs to the founders. We shipped the lightest slice, and I documented the richer in-character and private-message versions as the path forward.

I left before seeing it implemented, so this study is about the problem, the exploration and the decision rather than a measured outcome.

← All work
← All work
Plate III

House Rules

Sanofi · 2025 · design system, art direction, illustration

Naming what leadership could see but couldn’t say.

The problem

The product’s initial visual direction came from an agency. Leadership loved it. It arrived without a style guide.

Designer after designer tried to extend it and came back with notes. The work kept missing something nobody could name. Illustration became a point of contention in design reviews. Even when images were labelled as placeholders, leadership would zero in on them instead of the flows.

The Illustration Guidelines document: five numbered sections — purpose and role, tone and mood, visual language, do's and don'ts, and concept development approach. Rules include 'playful, not childish' and 'insightful, not academic', and a visual language built from photographic cutouts, minimal line accents and neutral backgrounds, shown against example mission cards.

What I did

I was tasked with designing a novel part of the experience: Missions. Small, doable activities, each a step toward a user’s health goal. They’re heavy with illustration and carried a lot of the agency’s original influence. So I studied what the agency delivered and what other designers had attempted, to understand what leadership was reaching for and what it was rejecting.

Photographic cutouts, singular and clearly silhouetted, on a neutral ground. One to three objects with room to breathe. Graphic accents like motion lines and sparkles that add energy without dominating. One consistent lighting direction, soft, no harsh contrast. Natural tones with pops of bright color, never deep saturation or muddy hues.

The harder half was tone, because that was the part getting picked apart. I wrote it as boundaries rather than adjectives: playful, not childish. Insightful, not academic. Warm, not saccharine. Conceptually clever, not punny for pun’s sake. Grounded in realism, but with an imaginative twist. Every rule names the edge it stops at, which is the thing an adjective on its own can’t do.

Then the method: read the mission, find the emotional core, brainstorm objects that carry it, add one twist. A real goose beside a decoy for a mission called Fact or Fiction. Capture the essence, not the action.

What changed

Eight months as the sole illustrator left a large library of illustrations, elements and motion the team could build on, then a team of three producing to the standard. Designers pull from the repository and feel safe in reviews. The tone has become legible to people who have never opened the style guide.

Leadership can now identify my work without being told. They call it out, and they ask me to carry that quality across the app, to find ways to bridge rougher moments with motion, illustration, or interaction.

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It’s me, Mel

About

I’m a big time dreamer and product designer with an extensive background in fine art

  • Based — San Francisco
  • Now — contract product & motion design at Sanofi, leading art direction and a team of three designers
  • Open to — senior and lead product design, motion, art direction. Contract or full-time.
  • Elsewhere — Instagram, LinkedIn, yobochua@gmail.com
melportrait.jpglandscape
Mel outdoors at the coast in profile, wearing a fleece-collared coat, printed as a lavender-and-red duotone.

Background

I’m a product designer (and tattooist) who creates their best work in collaboration with others. I received my bachelor’s in fine art at UCSC, matriculated into an experimental fine art program at Kunstakademiet i Trondheim, Norway, completed a full-time, immersive UX/UI bootcamp and survived a year long tattoo apprenticeship.

I cut my teeth at Brain Racers, an edtech/gaming startup, before leaving to pursue complicated challenges and mentorship at CanWe, a dating app startup, and ironed out some complex problems regarding the limitless potential of AI and the limits of safe user interactions at Hidden Door. After some time fulfilling my life long dream of tattooing, I hopped back into design at Sanofi.