Design & User Research

Abigail
Garewal

systems thinker designing toward better futures

I'm a designer and researcher who thinks in systems. With a methods depth in human behavior and multi-stakeholder research and a domain focus in climate and environment, I'm eager to design products & experiences that facilitate social connection and immersive educational experiences.

Abigail Garewal, smiling, photographed outdoors under a willow tree

Selected work

2 projects

Street Seat hero

01

Product Research Prototyping

Street Seat

A modular, collapsible stool designed to reclaim public space for communities historically pushed out of it.

View case study →
Fieldr dashboard preview — Good morning Jared, with active field card showing Pampas 47 in harvesting status

02

UX Design Research

Fieldr

A mobile-first field tracking app for small hay farming operations in Imperial Valley.

View case study →
← Back to work
Street Seat — two founders seated on the prototype against a city map backdrop

Team

Jalil Cooper
Abby Garewal
Ingrid Nordberg
Nhu Pham

My role

Storyteller
Design Researcher
Physical Prototyping
Materials Research

Timeline

Jan – May 2025

Output

Physical product
Brand identity
GTM strategy

Problem statement

Infrastructure is exclusive by design.

Co-Design Placemaking Physical Prototyping Materials Research

Street Seat is a modular, collapsible stool designed to reclaim public space for the people who have historically been pushed out of it. Built by team Guerillaz, Street Seat responds to what we call the "criminalization of chill", the systemic practice of policing people for simply existing in public space, a reality that disproportionately affects BIPOC, low-income, and unhoused communities in urban areas.

"Why can't we just hang out?"

Through field research in East Palo Alto and Redwood City, interviews with residents, elders, high schoolers, and community organizers, we found that the answer wasn't a lack of desire to gather. It was a lack of infrastructure that makes gathering feel safe, sanctioned, and joyful. Hostile architecture, anti-loitering laws, and over-policing had turned the simple act of sitting outside into something fraught.

Street Seat is our response. A lightweight cardboard stool that assembles in under 30 seconds, fits flat in a backpack, costs $25, and is designed to be customized by whoever owns it. Minimal intervention. Maximum invitation.

01

User Research

Field research · User journey

Before we drew a line, we spent weeks in East Palo Alto and Redwood City, talking to residents, elders, high schoolers, and community organizers about what gathering really feels like, and what gets in the way.

Kaniyah, 17. East Palo Alto. Student. Needs access to third space and spontaneous social connection.

User journey map — Kaniyah, walking through discovery, loitering, connecting, and departing with Street Seat
Our user: Urban Youth, everyday space-makers

Field research · Findings & synthesis

Placemaking

, Cultural anchors give communities identity and belonging
, Sense of belonging is tied to physical space
, Access to resources determines who can participate in public life
, Safety is not guaranteed, it is designed in or out

Carceral infrastructure

, Hostile architecture is a deliberate technology of exclusion
, Proximity to Black and Latino families correlates with increased police militarization
, Surveillance is normalized in over-policed neighborhoods
, Anti-homeless design removes rest from public space entirely

Gathering

, People occupy space they don't own as an act of community
, Proximity to others brings both joy and a felt sense of safety
, Reciprocity, visibility, and care make a space feel alive
, Spontaneous gathering is one of the few free acts of resistance

"Everybody was friends with everybody. Once Amazon and Facebook bought up all the property, people were pushed out.", Phyllis, EPA resident
"They're designed so only one person can sit, they do it because they don't want unhoused people setting up at a bus stop.", Jason, South Central LA
"I think it's important that kids know they're important.", Honey, raised 10 kids in EPA

What we heard

Communities don't lack the desire to gather, they lack infrastructure that makes gathering feel safe, sanctioned, and joyful.

What we saw

Existing public seating is designed to exclude. Every hostile bench and anti-loitering law is a design decision that somebody made.

What we concluded

The opportunity isn't to build a better bench. It's to give people the tools to claim space on their own terms.

02

Ideation

How might we...

Four "How might we" questions, each one rooted in something we'd heard or seen in the field.

01

How might we encourage people to reclaim their space and connect with their community?

Communities don't lack the desire to gather, they lack infrastructure that makes gathering feel safe and sanctioned.

02

How might we design something that is easily moveable and portable?

Our users move through space without cars. Any solution requiring installation, permits, or a vehicle is already inaccessible.

03

How might we build safety and bring joy simultaneously?

Safety for our users isn't just physical, it's the feeling of being seen, welcomed, and not at risk of being policed for simply existing.

04

How might we facilitate connection and cultural exchange through the experience?

The seat should be a medium, something that carries stories, invites customization, and reflects the identity of whoever uses it.

These four questions pointed to one answer

A minimal intervention with maximum invitation.

03

Prototyping

Physical prototyping & materials research

I led the physical prototyping and materials research for Street Seat, testing what could carry a person's weight while staying lightweight, collapsible, and cheap to produce. The constraint was the design.

"Every material decision served three rules."

  • Cost$10 cost of goods sold
  • PortabilityFits flat in a standard backpack
  • Assembly30 seconds, no tools
  • StrengthHolds adult body weight
  • IdentityCustomizable surface, ownable

Prototyping evolution

Four students sitting on milk crates outside the studio, talking

01

Milk crates

Testing whether the act of sitting creates community. It does! This was the insight that shaped everything.

Lo-fi cardboard stool prototype made from corrugated book boxes

02

Lo-fi cardboard stool

Testing structure and load-bearing with layered cardboard. Proved the form and material choice worked.

Black foam mini prototype with blue tape, sitting on a workbench

03

Paper & mini prototypes

Testing modularity and assembly logic at small scale before committing to full materials.

Hands opening the checkerboard-wrapped collapsible Street Seat, lid lifting off

04

Final collapsible stool

Assembled in under 30 seconds, fits flat, weighs almost nothing, looks like something you'd actually want to own.

From the workshop

scroll →

Hexagonal stool sketches laid out on Post-its over a sheet of cardboard
Three students at a green pegboard workbench, planning the build
Drilling holes through a cardboard panel on a SKIL drill press
Student scoring and folding a sheet of corrugated cardboard
Team assembling the cardboard hexagonal frame around a workbench
Tape-wrapped hexagonal cardboard prototype standing on the bench
Finished cardboard stool prototype on the studio floor

04

The Product

The product

Street Seat

  • Lightweight collapsible cardboard kit
  • Assembles in under 30 seconds, no tools required
  • Fits flat in a standard backpack
  • Customizable by whoever owns it

"In a world of over-designed spaces, a seat is simple. Adaptable. Activatable."

Why Street Seat

Street Seat uniquely combines high customization, strong community engagement, playful interaction, and street-readiness, without the barriers of heavy infrastructure or permanent installations. No permits. No tools. No installation. Just sit.

ProductCustomizationPortabilityCommunity
Street Seat High High High
Soofa Smart Bench Low Low Medium
WikiSeat DIY Stool High Medium Medium
Parklets (SF/NYC) Medium Low High
Two friends seated on Street Seats, laughing together outside a campus courtyard
A man perched on a Street Seat drinking from a red cup, alone in front of a hedge
Audience seated on Street Seats watching a student band perform outdoors
Group of friends gathered around a porch swing, three of them sitting on Street Seats
Hand holding the checkerboard-wrapped Street Seat panels, flat-packed against red flowers
Two people playing Scrabble on top of a Street Seat, tiles spelling STREET and SEAT
Side-by-side view of the Street Seat closed and opened, hands lifting the lid

05

Brand Identity

Brand identity

Street Seat is rebellious, fun, and inviting.

Keeping a consistent brand identity across every touchpoint, the product, the wrap pattern, expo materials, the Build Day, was essential. The visual system had to feel as claimable as the stool itself.

Primary typeface Oswald
Secondary typeface Urbanist
Brand personality Rebellious · Fun · Inviting

Spring Green

#2a7d4e

Sage Green

#a8c5a0

Tangerine

#ff6b35

Cerulean

#2e86ab

Resene Nero

#252525

Seal Brown

#582F0E

Cornsilk

#F8F6F1

What we learned.

Designing for and with a community is fundamentally different from designing for a user. Our most important research happened not in a classroom but outside Pizza My Heart in Redwood City, talking to Hugh, Phyllis, Honey, and Jason. They didn't tell us what to build, they told us why it mattered. The seat was always secondary to the act of showing up.

If we did this again, we would have gotten into the community earlier and stayed longer. We would have hosted a Build Day in East Palo Alto before the final expo, not just planned one for after. And we would have trusted the scrappiness of the milk crate prototype sooner, the most sophisticated version of Street Seat is not necessarily the most powerful one.

What this project taught us about design: the most radical interventions are often the simplest ones. A seat is not just a seat. It is a statement about who belongs.

← Back to work

Design & User Research

Abigail
Garewal

Let's design something together.

Abigail Garewal, smiling, photographed outdoors under a willow tree
← Back to work

UX Design · Field Research · 2025–2026

Fieldr

Field management platform for small farming operations

Client

R.S. Garewal & Sons Inc.
Imperial Valley, CA

My role

UX Designer
Researcher

Status

Prototyping phase
Figma system in progress

Platform

Mobile-first

Fields 4 active
North Mesa Harvesting
Cut 3 · 142 acres
JR
MC
River Bottom Baling
Cut 2 · 88 acres
TS
South Flat Ready to cut
Cut 4 · 210 acres
JR
LG
Dry Lake Field Growing
Cut 1 · 176 acres
MC

A field-management tool built alongside a working farmer.

Mobile UX Field Research Systems Design

Fieldr is a mobile-first field-tracking app for small farming operations. It started as a personal project. My father runs R.S. Garewal & Sons in Imperial Valley, and the entire operation lives in his head. After months working the fields with him, I started designing a tool that could carry that institutional memory without replacing the judgment that makes the farm run.

"The app holds memory so the farmer can hold judgment."

01, Discovery

Live the problem

Months of immersion on the farm, working alongside the main operator, and watching how decisions actually get made.

02, Synthesize

Map what's there

Four wall-sized research boards distilling pain points, daily tracking, what already works, and what an app would need to do.

03, Define

Set the rules

Four design principles created collaboratively to guard every decision: Memory, not judgment. Surface, don't demand. Protect the business. Disappear into the work.

04, Design

Build the system

Figma foundations first: color, type, primitives, then components. Currently converging into a working prototype.

05, Iterate

Test with farmers

In progress. Next step is putting screens in front of real operators and crew, and rebuilding from what they tell us.

Each phase below is covered in more depth in the sections that follow.

Four boards on a wall, one farmer in the room.

Aside from time spent immersed on the the farm, user research consisted of extensive conversations with my user and collaborative brainstorming, all documented with a wall full of sticky notes. We mapped what Jared tracks, what already works, where it breaks down, and what an app would actually need to do. For this project, a scrappy and personal research accommodated to the needs of the user.

Post-it board titled 'What Jared tracks', split into 'in notes app' (bale counts, field names, active fields) and 'in his head' (weather patterns, crew deployed, next cut estimate)

01

What Jared tracks

Jared's tracking system for his fields is split between his phone's notes app and his own memory. Memory is what carries the high-stakes, time-sensitive information. This isn't a problem, but something to be built into the solution.

Post-it board titled 'What works now' — decades of experience, established client relationships, fast accurate decisions, good intuition, flexible when needed, can check off fields when done

02

What works now

The farm thrives on generations of experience, fast intuition, and deep relationships to the land. This could never be replaced by an app, so instead we need to build something that enhances it.

Post-it board titled 'Pain points' — most info in his head, potential to forget, can't communicate to crew, can't easily hand off, fields don't follow a linear cycle, no way to see field location

03

Pain points

Right now there is single-person dependency, no shared record, and no easy hand-off.

Post-it board titled 'What the app needs to do' — show all fields at once, track individual field status, assign crew to fields, remember field details, store cut history, easy and low-effort detail entry, not feel like a Google form

04

What the app needs to do

Show every field at a glance, track status, crew, and history. It needs to be easy enough to update mid-task, and it should never feel like a Google form.

Pinned on the wall, day one of design

Hand-written paper sheet titled 'DESIGN PRINCIPLES' listing four numbered principles: app holds memory but farmer holds judgement; surfaces information never demands; protects business from single-user dependency; disappears into the current workflow, zero interface is the goal

These four came directly out of the research. Every screen has to earn its way past them.

01

The app holds memory · The farmer holds judgment

Fieldr records, surfaces, and organizes, but the farmer always decides. Every design choice protects that division of labor.

02

It surfaces, never demands · Information finds the farmer

No stressful notifications. Fieldr only shows what's relevant when the farmer opens the app, ensuring that it works around the farmer's rhythm.

03

It protects the business · From single-person dependency

Institutional knowledge gets distributed across the team, so the operation can still run when the operator is unavailable.

04

It disappears into the work · Zero interface is the goal

In a busy and relentless industry like agriculture, the most effective tool is the one you stop noticing. Each interaction should be ten seconds or less.

The problem

Farming runs on institutional memory that lives in one person's head.

Operations like RSG juggle dozens of fields, multiple crews, and overlapping harvest cycles entirely from memory. When that memory is unavailable, the operation stalls.

  • No single source of truth for field status
  • Crew coordination happens through informal calls and texts
  • Cut history lives in notebooks or not at all
  • One person's absence can stall the whole operation

The solution

A living record of every field. Always current. Always accessible.

Fieldr surfaces the right information at the right time without demanding attention. Crew members update field status in seconds; the operator sees the whole farm at a glance; the business stops depending on any one person.

  • Real-time field status across the entire operation
  • Crew assignment and progress tracking
  • Cut history and yield records per field
  • Designed to be used in the field, not at a desk

Every field has a state. The app makes that state visible.

A finite, named set of field statuses was one of the first decisions. Every visual element in the app, from badge colors, progress bars, card ordering derives from them. The language is the farmer's, not a designer's invention.

Harvesting

Active harvest in progress. Crew on field. Highest priority.

Baling

Cut hay drying and being baled. Follow-on from harvesting.

Ready to cut

Field has reached maturity. Awaiting crew & equipment.

Growing

Active growth cycle underway. No crew action required.

Fields list

The whole farm, one glance.

Every active field, sorted by status urgency. Status badge, crew assignment, current cut progress, and acres on a single card. No menus, no filters required to see what matters today.

Field detail

Full memory, per field.

Cut history, yield records, crew assignments past and present, location on the map, and notes. Everything an operator currently keeps in their head, written down once and stored forever.

Crew assignment

Who's where, when.

Assign a crew to a field, see who's deployed across the farm, hand off mid-cycle without re-explaining anything. The handoff cost drops to near zero.

Status updates

Two-tap progress.

Crew on the field bumps status in seconds. It requires no forms and the operator sees the change immediately.

Simple, legible, and accessible.

Branding lives in the Figma file: color tokens, typography scale, primitives, and the component library that drives every screen.

Fieldr typography scale: title/screen, title/section, body/strong, body/default, body/secondary, label/caption, label/overline — each token paired with example usage
Fieldr color tokens — brand, status, status backgrounds, neutral and text groups
Fieldr spacing and radius tokens — space-1 through space-5, radius-sm through radius-full

Currently converging → foundations and components, on the way to a working prototype.

The work so far is the system underneath the screens: primitives, base components, and composite components. Next, these converge into a real, clickable Figma prototype. After that, screens go in front of farmers, and the cycle diverges again: iterate, rebuild, create something that fits the work.

Live in Figma Open the prototype in progress →
Fieldr composite components — dashboard summary cards (active fields, crew out, acres today, next cut) and the full field list with status, crew, progress, and next-cut date

01

Diverge

Research with the farmer, on the farm.

02

Synthesize

Four research boards, four design principles.

03

Converge

Foundations + components → working Figma prototype.

In progress

04

Test with farmers

Put screens in front of real operators and crew.

05

Diverge, again

Iterate, rebuild, keep working with farmers until it fits.

Designing such a personal project offers unmatched insight.

Most design work starts at a distance. You read interview transcripts, study journey maps, and try to imagine your way into a stranger's day. With Fieldr, I started from the inside. I spent months on the farm with my father, working the cuts, watching the decisions get made in real time, and learning the seasonal logic of a hay operation by living it. The research was the work, and the work was the research.

That proximity is both an advantage and a risk. The advantage is that I understand the context in a way no amount of interviews could replicate. The risk is making assumptions about the version of the problem you think you understand rather than the one that actually exists. I had to stay curious and keep asking questions even when I thought I already knew the answer, and I'll continue to as I iterate on this project.

The most important design decision in this project was not a UI choice, but rather choosing to build a tool that acts as a working memory and organizational reference rather than a decision-making tool. That distinction came straight from my father in one of our earliest conversations, and helped me understand the true need for farmer intuition in this industry.

What I am taking forward into every project after this one is the value of going deep before going wide. Sitting with a problem until I can understand its nuance. Designing alongside the people who live it instead of for them. The fastest path to a tool that fits the work is to do the work first.