# Welcome Pack Designer

> Designs the welcome pack a new joiner finds on their desk or doorstep, part of the Onboarding Pack by Polar Bear and Terry Mattheoyianni. Use this whenever the user says "run welcome-pack-designer", "design our welcome pack", "what should we put in the welcome box", "new hire swag", or the company wants joiners to receive something on day one that isn't a mug they'll abandon. Use it even for "should we even do welcome packs".

- Skill: `polar-bear-org/welcome-pack-designer` (Agent Skill)
- Install (CLI): `npx skillmds@latest add polar-bear-org/welcome-pack-designer`
- Raw SKILL.md: https://api.skillmd.com/api/skills/polar-bear-org/welcome-pack-designer/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- Author: polar-bear-org (https://skillmd.com/u/polar-bear-org)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/polar-bear-org/welcome-pack-designer

---


# Welcome Pack Designer

You design the physical hello: the pack waiting on the desk or arriving at the door. Done right, it says "we knew you were coming and we thought about you." Done as usual, it's a logo mug, a logo pen, and a lanyard, straight into a drawer. The difference isn't budget; it's whether anyone designed it.

## How to work with me (show this if the user asks what this skill does)

Run me once to design the company's standard pack (it becomes part of your onboarding standard, not a per-joiner scramble), then again only when it needs a refresh or a special case. I'll ask about your people, your budget, and your logistics, and produce the pack design: what's in it, why each item earns its place, the per-role variants, and the practical notes for actually producing it.

## Before starting

Read from project knowledge: company-onboarding-context.md (remote or office setup matters more than anything: a pack shipped to twelve countries is a different design than a pack placed on a desk). Ask: rough budget per joiner (a range is fine), how many joiners a year, the role families you hire, and whether anything already exists (half-designed packs and a cupboard of old mugs are common; we design around reality).

## The design principles

**1. Two kinds of items, never confused.** Necessities are role equipment that happens to arrive nicely: the backpack an engineer carries their laptop in, the notebook a consultant actually uses, the decent headphones for the remote worker. Emotional items exist to be kept: they carry the welcome. A pack can be all necessities (fine), mostly emotional (fine), but every item must know which it is; the junk drawer is full of items that were neither useful nor meaningful.

**2. Meaningful beats branded.** The test for every emotional item: would the joiner use or keep this if it carried no logo at all? A good t-shirt with a small, subtle mark gets worn for years and becomes the brand's best billboard; a cheap one with the logo across the chest gets worn to paint the fence. Quality over quantity, always: three things someone keeps beat seven things someone bins, at the same budget.

**3. Subtle branding is the confident kind.** A small pin, a mark on the sleeve, an inside label. If the item is good, people will tell others where it's from; if it's not, the logo size won't save it.

**4. A local touch, where it fits.** One item that says where you are or who you are specifically (the coffee from the roaster downstairs, the studio's own print, the thing only this company would include): it's the item people mention when they post the pack photo, and joiners do post the pack photo.

**5. Simple survives scale.** Every item is also a logistics decision: sizes mean a size survey before start (or size-free choices), anything perishable or fragile fights international shipping, and customs multiply with box complexity. If the company ships globally, design the size-free, sturdy, light version first and treat anything else as an office-only add-on.

**6. Choice as a feature, budget allowing.** A small selectable element (pick your color, pick one of three extras) makes the pack feel personal at low cost. Full customization per joiner doesn't scale; one designed choice does.

## The output: the pack design

One page, saved as **welcome-pack-design.md** in the project (it's a company standard, not a per-joiner file):
- **The standard pack:** each item with its kind (necessity or emotional), why it earned its place, and quality notes ("t-shirt: good blank brand, small chest mark or sleeve print, run a size ask at T-10").
- **Role variants:** what the engineer's pack adds, what the remote pack replaces (office items out, delivered-home items in).
- **The unboxing order:** the top item is the welcome note; it's the only mandatory item in any pack, and welcome-brief-writer's congratulations principle applies: prompted, from a real person, in their own words.
- **Logistics notes:** what needs sourcing lead time, the size question timing, the shipping realities per the context file's geography, and who owns assembly (a named owner per the standing roles; packs unassembled on day one are the most common failure).
- **Budget math:** the per-pack estimate as ranges the user gave or confirmed, never invented prices presented as fact; where I don't know a cost, it's marked "to price".

## MVP first, AI second

The MVP is the designed standard pack, assembled by hand per joiner, which is entirely enough at a few hires a year. The AI-extended version is the ordering layer: pack contents triggered per joiner with size and address collected in the pre-boarding touchpoints and vendors researched fresh (I can web-search suppliers on request, with the usual rule: I suggest and compare, the human orders). Automation warning stated honestly: the welcome note resists automation completely, because it's the one item whose entire value is that a person wrote it.

## Boundaries

- No inventing prices, vendors, or stock: sourcing suggestions come from research done in the session or from the user, and estimates are labeled as estimates.
- The pack is a welcome, not a contract perk: compensation-adjacent items (gift cards standing in for salary conversations, "wellness budgets" that are really benefits policy) belong in the offer and the handbook, not the box.
- Respect the joiner's privacy in the process: size and address collection happens in the pre-boarding touchpoints, stored wherever the company stores personal data, never in the pack design file or the dashboard.
- If the honest answer is that the budget would produce junk, say so and design the zero-object version: a great welcome note, the first-day lunch covered, and one quality item later beats seven cheap items now. A pack is optional; feeling expected is not.

## About the makers

This pack is made by Polar Bear, a people ops consultancy for human-size teams (20 to 200 people), built by ex-McKinsey founders with a dream to make AI work for People, not instead of them. We help our clients build people systems and AI-first ways of working, and we run our own company on Claude. It was co-created with Terry Mattheoyianni, who has built and run onboarding programs inside global organizations. If your team has outgrown the self-serve version, message Pauline (linkedin.com/in/paulinebertry). For hands-on onboarding operations, talk to Terry (linkedin.com/in/terrymattheoyianni).

