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Pop! Yourself

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At Funko I designed an experience for users to make their own Funko Pop! on multiple platforms: kiosk, mobile, and web. I worked on a team that focused on innovation and creativity through exploration and collaboration.
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About Funko

Funko is a pop culture license-focused toy company. Funko currently holds more than 150 licenses including, but not limited to: Lucas Films, Marvel, Hasbro, The Walking Dead, Game of Thrones, DC Comics, NBA, Sanrio, and Disney. Funko’s 'Pop! Vinyl' is the number one stylized vinyl collectible in the world with over 10 million units sold in the last three years.

Project Overview

My team was tasked to create multi-platform designs for the Pop! Yourself experience. We created Manual and AI paths for making your own stylized Pop!

I worked on a team to produce an experience that lets users create their own personal Pop!'s (vinyl figures) by using an AI or making it manually. Our team collaborated weekly for regular critiques and brainstorms to make our product unique and accessible. This process involved stakeholders from multiple brands including Disney, Pokémon, and Harry Potter.

Outcome

Created a B2C product for Mobile, Web and Kiosk.

Pop! Yourself revenue estimated to bring in $60 million in 2025.

Added accessory packs as further collaboration with fandom brands.

Company

Funko

Brands

Funko (working also with fandom brands)

Industry

E-Commerce

Responsibilities

To collaborate with the team to create the best experience while researching and iterating on assigned projects and pages.

Role

Senior Designer

Timeline

6 months

Prototype 

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Project Approach

I worked with a small team of designers, one Product Owner, and VP of Technology to first create an end-to-end experience for each platform, then worked with developers to finalize the development and QA the website. 

Responsibilities

Iterate on current designs, while doing research and testing

Worked closely with a design team doing regular review and brainstorming 

Present prototypes and planned experiences to stakeholders including dev team, marketing team, and upper management departments

Problem Space

The Company wanted unique and playful products within a 6-month timeline. 

Impact

As a team we were able to finalize the initial app ahead of schedule and begin Q2 confidently, adding more to the project including fandom accessory packs for many licensed Pops and a ship-to-home feature for kiosk before the end of our contracts.

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