WeMake.Works · Autism at Work

UX leadership across brand strategy, brand identity, microsite UX and content strategy, and a Progressive Web App empathy game built around behavioral design and gamification principles.

Brand Strategy/ Brand Identity/ Microsite UX/ Content Strategy/ Progressive Web App/ Behavioral Design/ Non-profit · 501(c)(3)
Details

A nonprofit, a workplace, and a game that lets you feel what neurodivergent employees feel.

WeMake is a 501(c)(3) nonprofit creating an innovative model for employing adults with autism. Unlike traditional workplaces that ask autistic employees to adjust to neurotypical environments, WeMake builds workplaces, physical and procedural, around the specific needs and abilities of autistic talent. The first facility opened in Pennington, New Jersey, with employees assembling vinyl fencing and railing components for leading home-improvement retailers.

Atmosphere Proximity led a multi-phase engagement to build the WeMake brand, digital presence, and public-engagement strategy. As Director of User Experience, I led the UX across the full engagement: brand architecture, brand identity, microsite IA and content strategy, and the empathy-game PWA that anchored public engagement. The PWA is the case's most distinctive artifact. The surrounding brand and digital work is the evidence of how the engagement scope ran.

5
Engagement phases
Discovery, brand strategy, brand identity, brand toolkit, microsite + brand book.
7
PWA properties
Progressive, responsive, connectivity-independent, fresh, installable, linkable, maintainable.
3
Design principles
Simple gameplay. Informative awareness. Sticky and shareable.
5min
Experiential reframe
What players feel in 5 minutes is what an autistic employee feels in a poorly designed workplace every day.

Goals

Outcomes the engagement had to make possible against WeMake's mission of redefining workplaces around autistic employees.
  • Build a brand and digital presence that lets WeMake's mission carry the weight of fundraising, partnership development, and recruitment simultaneously.
  • Convert abstract awareness of autism in the workplace into embodied understanding for non-autistic audiences (donors, employer-partners, the broader public).
  • Establish a service-design and content model that could scale as the WeMake workplace concept expanded to additional sites and industries.
  • Deliver every public-facing artifact (brand, site, and product) in a single coherent voice.
  • Ship the empathy game as a Progressive Web App, with a familiar baseline mechanic that surfaces neurodivergent strengths and challenges rather than testing for them.

Engagement scope

A five-phase engagement plus an extension. Brand at one end. Product at the other. One coherent voice through both.

Atmosphere Proximity took the engagement on as a multi-phase build for a 501(c)(3) going from idea to launch. The brief was a brand, a workplace identity, a digital presence, and the artifacts to make all three felt by the audiences WeMake needed (parents, autistic adults, employer-partners, donors, and the broader public). The engagement ran across five phases, with the empathy-game PWA and an animated brand video added as scope extensions.

Phase 01 · Mar 2017

Discovery and content audit

Stakeholder interviews with WeMake founders. Audit of existing materials. Audience-segment definition: parents of autistic adults, prospective employer-partners, donors, the autistic community itself.

Phase 02 · Apr 2017

Brand strategy & architecture

Five candidate company names evaluated. Mission, vision, values, positioning, audience definition. The strategic foundation everything that followed sat on.

Phase 03A · May 2017

Brand identity system

Logo and tagline. Lockup system. Typography and color. Key brand materials: business cards, packaging, product identification.

Phase 03B · Jun 2017

Brand toolkit

Imagery guidelines. Brand voice document. Letterhead, presentation template, t-shirts, facility signage, press release. The system extended to every public surface.

Phase 03C · Jul–Dec 2017

Microsite + brand book

Microsite IA, wireframes (V0.1 → V1.0 across seven iterations), and a comprehensive brand guidelines document. The full website copy deck shipped Jan 2018.

Beyond original SOW

PWA empathy game + brand video

The empathy-game Progressive Web App and an animated brand video, added through extension SOWs. The PWA became the engagement's centerpiece artifact.

Cover of the WeMake brand architecture and naming deck, March 2017, by Atmosphere Proximity.
Figure 01 · Brand architecture deckPhase 02, March 2017. Five candidate names evaluated. The mission, vision, values, and positioning the rest of the work sat on top of.
Interior spread of the WeMake brand architecture and naming deck, showing the candidate naming evaluation.
Figure 02 · Naming workFive candidate names. The one that won said the most in the fewest letters.
Cover of the WeMake brand identity deliverable, May 2017.
Figure 03 · Brand identityPhase 03A, May 2017. Logo, lockup, typography, color, key brand materials.
Interior spread of the WeMake brand identity deliverable showing typography and color treatment.
Figure 04 · Identity in applicationThe identity system as it appeared across brand materials.
Cover of the WeMake comprehensive brand book, December 2017.
Figure 05 · Brand book · December 2017The comprehensive brand guidelines document. Every public-facing surface lived inside one consistent voice.

Microsite UX and content strategy

Five primary pages. A four-part homepage story. Seven wireframe iterations. One copy deck Ben led.

The microsite was built around five primary pages addressed to the audiences WeMake needed to reach. The IA shipped through seven wireframe iterations (V0.1 → V1.0, with a separate Press wireframe) between October 2017 and final delivery. The full website copy deck shipped January 2018.

Five primary pages

i.
Our Mission
ii.
What We Do
iii.
Our Workspace
iv.
Our People
v.
Our Press

A four-part homepage story

The homepage was structured as a four-part narrative built to land with audiences who arrived with very different starting points (a parent looking for their adult child's next chapter, a hiring manager evaluating a partnership, a donor weighing where to put resources, a curious visitor). The frame held four moves in sequence: introduce the mission, validate the audience's existing awareness, frame the model, signal the scale ambition.

WeMake homepage wireframe V1.0, October 2017. Desktop layout with hero image/video block, 'The Why Behind we make' four-part narrative section, three icon-card content modules, a facility feature block, paired Support the Mission and Getting Started CTAs, and a footer. Shown alongside the mobile layout and mobile navigation overlay.
Figure 06 · Homepage wireframe · V1.0, October 2017The four-part homepage story rendered at wireframe fidelity. Desktop and mobile shown together, with the mobile-navigation overlay on the right. Introduce, validate, frame, scale.
WeMake 'What We Do' page wireframe V1.0, October 2017. Desktop layout with hero image block, primary body copy, secondary image/video, supporting body copy, and a three-card infographic row at the bottom. Shown alongside the mobile layout with infographic carousel.
Figure 07 · What We Do wireframe · V1.0, October 2017The page-level pattern carried from the homepage story into the supporting pages. Hero, body, supporting media, and a three-card infographic row.

Brand voice across the site

The brand voice document I led on landed on a three-word voice. It carried through every line of copy, every section header, every microsurface across the site:

Human Sincere Straightforward
Look at employees in a different way. Align skill sets with ideal roles. Help people gain control of their employment journey. That's the work, in the voice it shipped in. WeMake website copy · January 2018
Interior spread of the WeMake comprehensive brand book showing brand voice and tonal guidelines.
Figure 08 · Brand book interior · voice guidelinesBrand voice rendered as operating contract. Human, Sincere, Straightforward as the across-surface filter.

The empathy-game mechanic

The strategic move at the heart of the engagement's centerpiece artifact. Not awareness. Embodied understanding.

A game about autism is information delivery wrapped in interaction. A game whose mechanics simulate sensory sensitivity converts the player's experience into the awareness itself. The player feels the disruption (visual noise, unpredictable element behavior, the sense of trying to focus through interference) and the case for redesigning workplaces around autistic needs becomes self-evident from the inside.

Move 1

Familiar baseline

Levels open with a simple, well-understood puzzle pattern: the kind of game players already know how to play without instruction. A nod to games we all played.

Move 2

Sensory variables introduced

As levels advance, random variables enter gameplay simulating symptoms common to autism spectrum disorder: visual noise, unpredictable element behavior, sensory overload that disrupts focus.

Move 3

The reframe

The player experiences in five minutes what an autistic employee experiences in a poorly designed workplace every day. Awareness becomes embodied understanding.

Not a game about autism. A game whose difficulty curve simulates sensory sensitivity. Mechanic principle · WeMake PWA · 2017–2018
WeMake empathy-game storyboard showing the gameplay sequence and the introduction of sensory-sensitivity variables across levels.
Figure 09 · Empathy-game storyboardThe mechanic at storyboard fidelity. The disruption is in the gameplay, not in a description of it.
A nod to the familiar: reference visuals for the game's baseline mechanic, drawn from puzzle games players already know how to play without instruction.
Figure 10 · A nod to the familiarThe baseline. A simple puzzle pattern players already know. Familiarity is the on-ramp.
Mechanic · difficulty curve

A familiar baseline disrupted by sensory variables. Same underlying gameplay. Two completely different felt experiences.

DIFFICULTY CURVE · SAME GAME · TWO FELT EXPERIENCES COGNITIVE LOAD high mid low LEVEL 1 LEVEL 2 LEVEL 3 LEVEL 4 LEVEL 5+ baseline + pace + visual noise + unpredictability + overload neurotypical sensory-sensitivity the felt-experience gap FAMILIAR BASELINE · SENSORY VARIABLES INTRODUCED · SAME GAME · TWO EXPERIENCES
Neurotypical gameplay · smooth ramp from familiar to challenging Sensory-sensitivity variant · same game with disruption variables
Diagram · WeMake empathy mechanic · gameplay levels × cognitive load · what players feel in 5 minutes is what autistic employees feel every day

Why a Progressive Web App

The platform choice was deliberate. Seven properties of a PWA, mapped to the mission.

The game shipped as a Progressive Web App rather than a native iOS or Android download. The decision was a deliberate one. For a nonprofit with a public-engagement mission, the PWA format removes most of the production, distribution, and maintenance barriers that would otherwise gate participation.

i.

Progressive

Works for every user regardless of browser. Built on progressive-enhancement principles.

ii.

Responsive

Fits any form factor: desktop, mobile, tablet, or whatever comes next.

iii.

Connectivity-independent

Service workers enable offline operation and 2G-grade network performance with no UX degradation.

iv.

Fresh

The service-worker update process keeps the experience current without store reviews or update prompts.

v.

Installable

Users can add the experience to their home screen without an app-store gate.

vi.

Linkable

Shareable via URL. Viral by default. No complex installation.

vii.

Maintainable

Single source of truth. No fragmented version landscape across the install base.

Solution · the game design

The game design integrated three principles, each addressed to a different layer of the public-engagement strategy.
Principle i

Simple gameplay

Game elements reflected real-world challenges autistic employees face every day, rendered in mechanics anyone can understand within seconds. No tutorial. No instruction screen. The familiarity is the on-ramp.

Principle ii

Informative

The experience generates awareness for the cause without lecturing. The awareness comes through the gameplay itself, not from an interstitial slide between levels.

Principle iii

Sticky and shareable

Designed for habit formation and viral sharing. Leaderboards. Shareable game-over states. Score-based progression. The mechanic carries itself further than any post about it would.

Game elements

The gameplay surface mapped real-world challenges autistic employees encounter, rendered as elements players already know how to read. The challenges were embedded in the mechanic, not narrated alongside it.

Game elements diagram showing how real-world challenges autistic employees face every day are represented as familiar puzzle elements inside the WeMake empathy game.
Figure 11 · Game elementsReal-world challenges rendered as familiar puzzle elements. The challenge is in the mechanic, not in a description of it.

Gameplay screens

Mid-game levels where the sensory-sensitivity variables become felt. The game stays simple to read. The cognitive load is what changes.

WeMake empathy-game screenshot from a mid-game level showing sensory-sensitivity variables introduced into the gameplay.
Level 5 · 4
WeMake empathy-game screenshot from a mid-game level showing sensory-sensitivity variables introduced into the gameplay.
Level 5 · 7
WeMake empathy-game component diagram showing the game's structural pieces.
Components

Informative · awareness surfaces

Awareness moments came inside the experience, not bolted on alongside it. The onboarding sequence introduced the experiential framing without instruction overhead. The game then carried the message.

WeMake empathy-game onboarding screen introducing the experiential framing of the gameplay.
Onboarding 2
WeMake empathy-game onboarding screen continuing the experiential framing of the gameplay.
Onboarding 3
WeMake empathy-game onboarding screen completing the experiential framing of the gameplay.
Onboarding 4

Sticky · habit and share

The game-over surface and the sharing surface were designed to carry the message further than the player would. A game-over state that's shareable is a message that moves on its own.

WeMake empathy-game game-over screen with score, leaderboard reference, and share affordance.
Figure 12 · Game-over surfaceThe end-of-session moment, designed to carry the message into the next conversation.
WeMake empathy-game sharing interface allowing players to share their game-over state and the experiential framing of the gameplay.
Figure 13 · Sharing surfaceThe virality layer. The message moves further than any post about the cause would.

Outcomes

What the engagement shipped, and what the engagement set up beyond the artifacts.
  • A full public-engagement stack for a 501(c)(3) going from idea to launch. Brand strategy, brand identity, comprehensive brand book, microsite IA, full website copy, animated brand video, and the empathy-game PWA. Every surface lived inside one coherent voice.
  • The empathy game became the engagement's most-shared public artifact. Installable, linkable, and viral by default. The mechanic carried the case further than any post about the mission would.
  • One brand model talking to four audiences. Parents of autistic adults, prospective employer-partners, donors, and the autistic community itself, in a single voice. Mission → workplace → game, as one coherent through-line.
  • A service-design and digital model that could replicate. The framework the brand and digital work shipped against was designed to scale as the WeMake workplace concept expanded to additional sites and industries.

Talk to Ben about your work

Awareness campaigns mostly fail because they describe a thing instead of letting you feel it.

The work that lands gets the audience inside the experience, not next to it. If you're building toward a mission that has to be felt to be understood, the mechanic question is the right question. And if the engagement runs from brand through product through public surface, the coherence question matters just as much. The conversation starts here.