UX/UI Design Product Design Interaction Design

TOGA

An early-stage RSVP and event management concept for Greek life organizations.

Role Lead Designer
Tools Figma
Category UX/UI Concept
Year 2026

Toga started with a pretty simple observation: rush week is chaotic if you don't already know someone. Events get passed around by word of mouth, flyers get torn down, and if you're new to campus and genuinely curious about Greek life, there's no real place to just see what's going on or who each chapter actually is....

The idea was to give that experience a home. A place where chapters could show their personality beyond a flyer stapled to a bulletin board, and where someone going through rush could actually keep track of where they're supposed to be and when.

The calendar became the center of it because that's the real problem. Greek life runs on a schedule that lives in ten different places at once. Toga brings that into one view, designed to make the week feel manageable instead of overwhelming.

A close friend studying finance became an early sounding board, someone who thought about the organizational side of chapters in a way I didn't. Those conversations pushed the designs past the surface and into questions about what different people actually need to see.

From there the concept found its way into conversations with startup investors interested in campus social infrastructure. Those conversations confirmed the problem was real and worth solving. The designs are what came out of that process.

Toga Primary Icon Mark Toga Construction Geometry Grid

The logomark is a Greek column that doubles as a ‘T’ for Toga. A column holds things up — that felt like the right metaphor for an app built to help people navigate Greek life.

Phase 1

Problem Definition & Domain Research

Toga is a concept prototype, four screens designed to high fidelity to explore what this product could be. The process was treated as if it were going to ship.

  • Collaborated closely with a finance major to understand the organizational layer beneath the social one, event costs, chapter treasury workflows, and accountability structures.
  • Identified the core tension: Greek life is social but event coordination is logistical, and nothing was designed to bridge both for someone trying to find their place in it.
  • Focused on a single user: someone going through rush who doesn't know where to be, who each chapter is, or how to keep track of the week.
Phase 2

UI & Interaction Design

  • Mapped the full UI across three zones: Home Feed, Explore, and Events, each with a distinct job and none overlapping.
  • Built low-fidelity wireframes for all primary screens with speed of use as the primary constraint.
  • Designed a collapsible calendar interaction on the Events tab, a scroll list by default that expands into a full monthly view on tap, balancing screen real estate with temporal context. Showing both states side by side in Figma was how the interaction logic was resolved before touching high fidelity.
  • Drew direct inspiration from Apple's Dynamic Island: the idea that a UI element can shift its shape and context fluidly based on what the user needs in the moment, without navigating away.
Phase 3

Visual Design

  • Committed to a single strong blue and held it across every touchpoint: the bottom nav, CTAs, active states, badges, and calendar highlights, so every element reads as part of one system.
  • The Explore screen, chapter cards with cover images, taglines, and member counts, was designed as the product's most distinctive surface, the screen that answers “why is this not just a group chat.”
  • Brought four screens to high fidelity: Home Feed, Explore, Events List, and Calendar View.
Phase 4

Concept Validation

  • Presented designs to Greek life members and chapter leadership for informal feedback
  • Took the concept into early conversations with investors in the campus social infrastructure space
  • Used that feedback to understand what the product would need to become — and to confirm the problem space was worth solving