Holm
Holm Radio & Companion · 2026
Holm is a screen-free, first device for teens that leverages radio technology to provide a path to pure discovery without digital footprints.
Radio is separated into its private and social halves: a base unit for listening alone and a companion for listening together.
It directly addresses the negative impacts of passive screen behavior on adolescent concentration and decision-making.
01 — Context
Design for teens has always been design about time.
Short-form social content has optimized that time to generate engagement and data, and the impact on teenagers has been quietly corrosive.
02 — Validating Assumptions
Asking the parents who grew up online.
I wanted to understand the views of parents who had grown up with social media themselves, and whether they were concerned about their own children using the same technology.
Findings
[EDIT — drop in your key findings from the parent conversations. Keep it to the 2–3 that actually shaped a design decision.]
Analysis
[EDIT — what the findings meant for the product. The throughline that led you toward radio as the answer.]
03 — Why radio
A medium that can't track, curate, or expire.
A phone vanishes into your pocket and invites endless, frictionless swiping. A radio takes up space. It sits on a desk or shelf and demands intentional usage. Holding an object you own builds a pride and care that no app icon earns and its physical presence makes every use a deliberate choice instead of a reflex. That friction makes consumption intententional again.
04 — Process
From the page to the components.
Sketching moved the work from open-ended form-finding to a design dictated by its hardware — the electronic components, the materials, and what radio-frequency performance demanded of both.

Iterative 3D prints, Priming and painting


05 — Packaging Design and brand identity
Packaging designed to hold its own on a shelf.
06 — Final
Holm, resolved.