Designing for Impact: What a Partnership with Sandbox Brings to Hite Institute of Art + Design Students

September 24, 2025
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College of Arts & Sciences

By Stephanie Godward, Communications and Marketing Director, College of Arts & Sciences  

When the Hite Institute of Art + Design launches its Interaction Design program in the next two years, it will do so at a pivotal moment—one that aligns perfectly with a bold new opportunity that is now available for undergraduate students to lead real-world innovation: a collaboration with Sandbox.  

Assistant Professor of Fine Arts Trysh Wahlig, Head of the Graphic Design Program and Director of Undergraduate Studies in Design, says it’s a game-changer for students.  

“Sandbox is an 18-credit capstone where interdisciplinary teams come together to develop and launch actual tech startups—not hypotheticals or simulations, but real products with the potential to reach users and attract investment,” Wahlig said.  

That real-world focus is exactly why Wahlig sees Sandbox as such a valuable addition to the design curriculum at Hite.  

“When Ryan Quinn reached out last summer about bringing Sandbox to UofL, I was immediately interested. My background is in innovation, so the opportunity to help build something that gives undergraduates direct experience launching real ventures felt like a strong fit,” Wahlig said.  

Quinn, Associate Professor in the College of Business, emphasizes the uniqueness of the opportunity for students.  

“They build a software business from scratch. If they are successful, 100% of the equity for their business remains their own, the university takes none,” he states.  

For design students—whether in the well-established Graphic Design program or the upcoming Interaction Design track—Sandbox presents a chance to apply their creative skills at a strategic, career-building level.  

“Our students graduate with a well-rounded skillset: they’re strong visual thinkers with experience in research, systems, and communication. What Sandbox adds is a chance to collaborate in interdisciplinary teams and take on design leadership roles in a real-world context,” she states.  

Designers won’t just be styling interfaces—they’ll be shaping products from the ground up.  

“Within Sandbox, they’ll apply that knowledge to shape not only what a product looks like, but how it works, how it communicates, and why it matters. They’ll be asked to advocate for users, make design decisions based on research, and contribute meaningfully to the direction of the venture,” she said.  

Quinn notes that the course is intentionally immersive.  

“It is almost entirely experiential,” he said. “They can take this class in lieu of 18 credit hours required for their majors, so they can graduate just as quickly as if they took the ‘normal’ classes.”  

The kinds of projects students will tackle are both open-ended and practical. The teams will develop digital products—apps, platforms, or systems—that respond to real user needs. Projects start with research and discovery, not predefined briefs. Students identify meaningful challenges and frame opportunities through their own experiences and inquiry.  

Designers will also have the opportunity to influence every part of the process—from branding to UX strategy to product storytelling—while working closely with fellow students in business and engineering.  

“Success in Sandbox isn’t measured solely by visual execution. The work is evaluated based on its traction: Does it meet a user need? Does it resonate in the market? Is it viable?” Wahlig explains. “In some cases, students may go on to pitch to investors or apply to accelerators like Y Combinator, where the expectation is a working MVP, demonstrated user engagement, and a clear articulation of team dynamics and business potential. Sandbox helps students build toward those outcomes.”  

Not only does Sandbox offer a launchpad for innovation, but it also gives students a standout portfolio experience—one that can accelerate their careers.  

“They’ll leave with a portfolio piece that includes real-world constraints, cross-functional collaboration, and multiple iterations informed by user feedback. They’ll also gain experience presenting their work to stakeholders—both technical and non-technical—and articulating how design contributes to business strategy and user experience,” Wahlig said.  

Quinn adds that the lessons extend far beyond entrepreneurship.  

“This teaches students to be entrepreneurial, even if they take traditional jobs. It doesn’t teach them facts about what it’s like to be entrepreneurial, they actually learn to do it,” Quinn said.  

Students who’ve gone through Sandbox programs elsewhere have seen an average 24% increase in starting salaries, which speaks to how much employers value candidates who can think and work across disciplines, lead through design, and communicate the value of their contributions. With strong industry partnerships, built-in mentorship, and a focus on design leadership, Sandbox is more than a capstone—it’s a launchpad.  

“As we expand our interaction design offerings, Sandbox has the potential to be a defining experience—one that prepares students not just to design well, but to lead thoughtfully and collaboratively in complex, high-stakes environments,” Wahlig said.