Summary
Throw was a beta macOS app that enabled quick collaboration and connection with co-workers through an easy to access sidebar.
I conceptualized, prototyped and designed new approaches to the solutions offered by existing apps in the productivity space.
The problem
From our exploratory research, we uncovered a theme while talking to founders, managers and People Ops leaders; their teams were struggling to build a sense of camaraderie while working remotely.
Our hypothesis was that top performing teams build trust not only through work but also by developing informal relationships, but these conversations weren’t happening on remote teams.
With Throw, we set out to help remote teams develop the relationships and trust that in-person teams naturally build. To encourage more informal and fun interactions, we introduced the Throw sidebar, offering a sense of presence, along with quick access to chat, screen sharing, mini-games, emoji "throwing" and more.
Throwing
Early in our exploration, we came up with the idea of "throwing" emojis. It became a fun, low-effort way to say "hi" without diving into a full conversation. It also added a playful way to celebrate achievements—like tossing fire emojis to cheer someone on.
Calls and screen share
Quickly jump into a voice huddle straight from the sidebar. Share your screen, and, yes, even throw emojis to highlight key points and react to presentations.
"Synergy" power-ups
To encourage social interaction, we introduced "synergy" points. Users earned points for each social action within Throw, and reaching 1,000 points filled your synergy meter to activate fun, mischievous power-ups.
The more you engage with the Throw app, the more you level up—unlocking additional power-ups and mini-games along the way.
Trailer
A quick trailer that helped us get teams excited about testing Throw.
A pivot to web
When we created Throw, we imagined teams keeping the app open all day to connect and collaborate. However, we found that none of our testers wanted to use it this way. Instead, they preferred using Throw to make all-hands, status meetings, and social hours more fun and engaging.
We also faced a challenge with accessibility—being a beta, Throw was only available on macOS, which made companies hesitant to adopt it if PC users would be excluded from events.
With these insights, we built a web version of Throw. We reworked our mini-games and designed an event-focused experience centered around fun—and, of course, we kept emoji-throwing as a core feature.
Additional Credits: 3D rendered elements created by Denis Kovalev.