Neuron

Neuron

Neuron, is an innovative platform designed specifically for neuro-divergent individuals, offering an inclusive and accessible learning environment as well as a assistive organizing tool.

Client

Neurodiversity Belgium

DELIVERABLES

UX Conceptual Prototype

Year

2024

Role

Product innovator

Case Study · Inclusive Design

Neuron — learning that adapts to how your brain works

Neuron is an innovative platform designed specifically for neurodivergent individuals, offering an inclusive and accessible learning environment as well as an assistive organizing tool.

Role
UX Research, UX/UI Design, Prototyping
Type
Inclusive-design research project & interactive prototype
Tools
Figma, Framer, AI-assisted build
Scope
Expert interviews · Competitor analysis · Design system · Prototype
Live — move your mouse across the map to explore
Neuron home — the interactive knowledge map, running live. Open the full site ↗
01 · The Problem

Most interfaces overwhelm the people they should support

Neurodivergent users often experience cognitive overload, difficulty focusing, and heightened sensory sensitivities when using traditional digital interfaces. Most tools aren't designed for the specific needs of people with ADHD, autism, or dyslexia — so accessibility and satisfaction drop exactly where they matter most.

The opportunity: an adaptive, empathetic experience that offers customizable sensory input, intuitive navigation, and emotional support — helping people focus and learn with less strain. Online learning was the perfect place to prove it, because learning is where overload hurts the most.

02 · Research

Grounded in expertise and lived experience

I approached this as a human-computer interaction question, not a visual one. The research had three strands: an expert interview with a specialist on neurodiversity; a competitor analysis of tools already built for neurodivergent users (Brain in Hand, CogniFit, Avaz, Flare, Mightier, Otsimo, Thrive); and a synthesis of the recurring needs across them.

"Neurodivergent users require adaptive, user-centered applications that provide customizable sensory input, intuitive navigation, and emotional support — to manage tasks, focus effectively, and reduce cognitive strain."
Problem statement, research synthesis

Four needs surfaced again and again. They became the lens for every design decision that followed:

Cognitive load
Cluttered, dense interfaces overwhelm and make focus hard.
Sensory sensitivity
Motion, harsh contrast, and sound can be distressing.
Predictability
Routine and clarity lower anxiety; surprises raise it.
One size fits none
Needs differ across ADHD, autism, and dyslexia — adaptation matters more than a single 'accessible' default.
03 · Design Principles

Four principles, straight from the research

1
Minimal, low-distraction
Reduce visual clutter and unnecessary stimuli so the interface never becomes the source of overload. One idea in focus at a time.
2
Multimodal & customizable
Let learners choose how they take information in — read it, hear it (text-to-speech), or explore it visually — and adjust what they see.
3
Gentle pacing, visible progress
No timers, no pressure. Break learning into small modules with a calm sense of momentum: 'learn at your pace, without stress.'
4
Emotional safety
A supportive, predictable tone throughout — a friendly guide, room to re-read, and nothing that punishes a wrong move.
Principle 2, made concrete — one panel lets a learner switch on dark mode, a dyslexia-friendly font, reduced visual complexity, slower narration, or a sensory-quiet mode.
Principle 2, made concrete — one panel lets a learner switch on dark mode, a dyslexia-friendly font, reduced visual complexity, slower narration, or a sensory-quiet mode.
04 · The Solution

Neuron: neuroscience, made calm and clear

Neuron turns the principles into a real learning experience. A learner starts on a soft knowledge map — 'I want to learn' — and opens a topic. Inside, a 3D model anchors the subject, and the lesson can be read, heard, or explored. The tagline says the promise plainly: learn at your pace, without stress.

The entry point — a single question, one search field, and a quiet map of topics drifting in the background. Nothing competes for attention.
The entry point — a single question, one search field, and a quiet map of topics drifting in the background. Nothing competes for attention.
Neuroscience topic page — a 3D model anchors the topic, with a calm module navigator on the left and progress shown without pressure.
Neuroscience topic page — a 3D model anchors the topic, with a calm module navigator on the left and progress shown without pressure.
'I'm Neuron, your sensory-friendly mentor' — a gentle, predictable onboarding that sets a supportive tone from the first screen.
'I'm Neuron, your sensory-friendly mentor' — a gentle, predictable onboarding that sets a supportive tone from the first screen.
Every lesson offers Audio (text-to-speech), a Transcript, and an AR/VR view — the same content, multiple ways in.
Every lesson offers Audio (text-to-speech), a Transcript, and an AR/VR view — the same content, multiple ways in.
05 · Accessibility Spotlight

Explore by keyboard, not just by mouse

The idea I'm proudest of: you don't have to hunt around a 3D model with a mouse. Each part of the figure is numbered, and you can move focus with the keyboard — land on a part, and its explanation appears right beside the model. For a learner with motor differences, low vision, or anyone who finds precise mouse-work draining, the content is reachable a calmer way.

Pressing '1' focuses the first labelled part of the synapse and its explanation opens beside the figure — no pointer precision required. The hint stays visible until it is no longer needed.
Pressing '1' focuses the first labelled part of the synapse and its explanation opens beside the figure — no pointer precision required. The hint stays visible until it is no longer needed.

It pairs with the other multimodal affordances — text-to-speech audio and a full transcript on every lesson — so the same neuroscience is available however a given brain prefers to receive it. That's inclusive design as a default, not an afterthought bolted on at the end.

06 · Honest Scope

What's designed, and what's still ahead

Neuron is a research-driven prototype, and I'd rather be clear about its edges than imply a finished product.

One topic built out, not the whole catalog.
Neuroscience is the fully designed topic; the home knowledge map shows the wider vision, with other topics marked as coming soon.
Three of seven modules designed.
Meet the Brain, How Neurons Talk, and Neurotransmitters in Action are complete; the remaining modules are scaffolded.
Not yet usability-tested with neurodivergent learners.
The design is grounded in expert interviews and research, but the prototype hasn't been measured against real task completion.
07 · What I'd Do Next

From principled prototype to validated product

01
Usability-test with neurodivergent learners across ADHD, autism, and dyslexia — the design principles are hypotheses until they're validated with the people they're for.
02
Wire the sensory controls end to end, so every toggle in the accessibility panel visibly changes the learning surface, not just the chrome.
03
Extend keyboard exploration to every figure, with a persistent info panel and a visible focus order that screen readers can follow.
04
Build out the remaining modules and a second topic, then test whether the calm, multimodal model holds up at scale.
08 · Reflection

Designing for the edges makes it better for everyone

Building for neurodivergent learners changed how I design for anyone. Reducing clutter, offering the same content in more than one form, removing timers and pressure, setting a calm and predictable tone — none of that only helps a 'special' group. It's just better, more humane design. Neuron is where I learned to treat accessibility and empathy as the starting point of a product, not a checklist at the end.

Neuron

Neuron, is an innovative platform designed specifically for neuro-divergent individuals, offering an inclusive and accessible learning environment as well as a assistive organizing tool.

Client

Neurodiversity Belgium

DELIVERABLES

UX Conceptual Prototype

Year

2024

Role

Product innovator

UX / Service Design · B2B/B2C · 2020–2022

Sanatnama

Industrial Vision

Role
UX/UI Design Lead
Client
ISIPO, Iran
Platform
Web + Mobile
Tools
Figma · Unity · Miro · Maze
Year
2020 – 2022
Hero image — add in Framer right panel →
Overview

Invisible products. Fragmented connections.

Iran's industrial sector had a structural discovery problem. Manufacturers with quality products couldn't reach the right buyers. Procurement managers spent days manually verifying suppliers. Organizers had zero visibility into how value flowed across the ecosystem.

Physical exhibitions were expensive, time-bound, and geographically limited. What existed online was either outdated directories or generic B2B platforms with no industry context.

"Manufacturers with great products were invisible — buyers spent hours hunting suppliers, and organizers had no picture of who was connected to whom."


Problem

A sector failing to find itself

Manufacturers, suppliers, and distributors lacked a single trusted platform. Physical exhibitions were the primary touchpoint — costly, limited in reach, impossible to track. Procurement cycles dragged on for weeks due to unverified information and scattered communication.

Solution

Discover → Meet → Transact

Applying a hybrid Design Thinking and Service Design methodology, we built a desktop-first virtual exhibition that centralizes industrial profiles, enables 3D product stall exploration, and supports online purchasing — backed by real-time analytics.

40%
Increase in engagement after redesign
25%
Growth in visitor participation
50%
Improvement in loading speed

Design Process

Rather than a linear path, we moved fluidly between phases — testing assumptions, surfacing new constraints, refining solutions in tight iterative loops.

1

Empathize

Understanding the ecosystem before designing for it

Starting with real people, not assumptions

All research was conducted in Persian with industrial professionals. Semi-structured interviews with 8 participants (ages 23–50), followed by an online survey reaching 35–40 additional respondents. Findings clustered using open affinity mapping in FigJam.

Four themes that anchored the design

🧭

Navigation Confusion

Users consistently felt lost. Menus were unlabeled, category structures opaque, and there was no clear mental model to anchor exploration.

🔍

Search & Filter Failure

Participants could rarely find specific suppliers. Filters were too generic — making procurement research a manual, time-consuming process.

📋

Cluttered Interfaces

Existing platforms overwhelmed users with ads and competing hierarchies. Cognitive load during key tasks was far too high.

💳

Checkout Complexity

Multi-step checkout flows with no progress indicators caused high abandonment. Users quit midway when unsure what came next.

One phrase came up again and again: users felt existing options required too much effort to find something that should be obvious. Discovery friction was the central, systemic problem — not any single feature.

2

Define

Crystallising who we're designing for — and why it matters to them

Three archetypes. One ecosystem.

We identified three distinct user types representing the core of the Sanatnama value chain. Leila wants to be found. Omid wants to find quickly. Sarah wants to decide confidently.

Leila Moradi
image →
Leila Moradi
Manufacturer · Tehran
"I want my products to reach the right buyers."
Omid
image →
Omid
Regional Distributor · Isfahan
"Time is money in distribution."
Sarah Tehrani
image →
Sarah Tehrani
Purchasing Manager · Shiraz
"Finding the right supplier shouldn't take weeks."

Competitive Landscape

Four competitors mapped across strengths, weaknesses, unique features, user sentiment, and market share. No one combined immersive 3D with a smooth, role-aware UX flow — that was the gap.

Add image in Framer right panel →
Competitive analysis — strengths, weaknesses & market share

Point of View

Leila — Industrial Manufacturer, Tehran
needs a platform where her products are visible to qualified buyers, where credibility can be established without a physical meeting — because the cost and reach limitations of physical exhibitions are preventing her from growing beyond her current city and network, and she has no way to track who is even looking at her catalog.

How Might We

  • HMWMake it instant for buyers to find the right industrial supplier — without prior knowledge of the ecosystem?
  • HMWGive manufacturers tools to build credibility digitally — the way a physical stall builds trust face-to-face?
  • HMWLet organizers see, in real time, the economic connections and activity happening inside the exhibition?
  • HMWDesign onboarding that works for both a 25-year-old startup founder and a 55-year-old factory owner?
3

Ideate

Generating and stress-testing directions before committing

From questions to concepts

A cross-functional workshop with developers, product owner, and marketing. SCAMPER to reframe existing industrial exhibition formats. Crazy 8s for eight distinct interface sketches per person in eight minutes — speed forces instinct over polish.

Direction 01

Role-First UX

Platform detects the user's role and surfaces contextual CTAs and templates. Reduces cognitive load by narrowing choices at entry.

Direction 02

3D-First Experience

The exhibition floor as the primary navigation metaphor. Users walk the space, enter stalls, discover products spatially in Unity.

Direction 03

Search-First Experience

Optimised B2B search with advanced filters as the main entry point — built for procurement professionals who know exactly what they need.

Direction 04 — Chosen ✦

Hybrid Dashboard

Card-grid combining a 3D hall preview, smart filters, and quick analytics. Fast discovery and immersive exploration — serving all three personas without forcing one mental model.

The hybrid direction satisfied both speed (find the right supplier in under 15 minutes) and engagement (explore products in context). Role-first entry plus a hybrid dashboard without adding onboarding friction.

Key design trade-offs

Challenge

Full 3D navigation is immersive but increases onboarding complexity and performance cost — especially on older devices in the target market.

Resolution

Interactive 3D thumbnails as lightweight previews. Full 3D is opt-in with contextual onboarding that explains the interface before the user enters it.

Challenge

Rich stall templates help build trust but increase setup friction for a manufacturer's first stall.

Resolution

Templated stalls with sensible defaults, bulk upload, and inline guidance. Launch in under 20 minutes, refine progressively.

4

Prototype

From rough sketches to a testable high-fidelity system

Paper first, pixels second

Every key flow was sketched on paper before Figma was opened — forcing clarity about what actually needed to be on each screen. Three core flows: discovery and search, stall setup wizard, and 3D onboarding for first-time visitors. Each walked through with the development team before wireframing began.

Design System

Built using Atomic Design before any hi-fi screens — ensuring consistency across a platform developed iteratively over multiple sprints.

Typography

IRANSans for Persian content, optimised for RTL readability. Clear hierarchy across 5 type scales with system fallbacks for Latin.

Colour

Deep navy primary (#141414 interface, #1B4FD8 action) with warm grey surface and soft blue accents — professional and modern, not playful.

Components

Stall cards, product tiles, search inputs, and verification badges componentised with variant states for rapid iteration during usability testing.

Layout

Adaptive grid for 1440px desktop primary (validated by research) with mobile-first responsive breakpoints for the app layer.

Add image in Framer right panel →
Lo-fi wireframes — discovery flow
Add image in Framer right panel →
High-fidelity prototype screens

Final high-fidelity prototype

Sanatnama is a digital platform designed to connect industrial manufacturers with buyers, distributors, and procurement managers. The platform enables virtual 3D exhibition stalls, smart discovery, and online purchasing — backed by real-time analytics for organizers.

View Figma Prototype
Add image in Framer right panel →
Final high-fidelity prototype — desktop view
Add image in Framer right panel →
Mentor's page
Add image in Framer right panel →
Sign up pop-up
Add image in Framer right panel →
Topic selection pop-up
Add image in Framer right panel →
Checkout page
5

Test

At scale — and with intention

Usability testing with 190 participants

Two modalities: moderated task-based sessions with 50 participants across flows, and unmoderated testing at scale through Maze with 140 additional participants. Tasks were structured around primary job-to-be-done scenarios — not feature exploration. Each round treated as a structured learning moment, not a validation exercise.

Key iterations

Before — Search

Unranked results, no contextual filtering. Average time-to-contact exceeded 25 minutes. Users browsed page after page without finding the right supplier.

After — Search

Smart filters (industry, location, certification, size) with best-match ranking. Time-to-first-contact dropped below 12 minutes for the majority of sessions.

Before — 3D Onboarding

First-time users entered the 3D environment with no context. Most clicked randomly or exited immediately. Bounce exceeded 70%.

After — 3D Onboarding

Contextual tooltip tour on first entry (once only). Explains navigation, hotspots, and stall interaction in 3 steps. 3D engagement increased 40%.

Before — Checkout

7-step checkout, no progress indicator. High abandonment mid-flow, particularly at the payment step.

After — Checkout

Persistent progress bar, reduced to 4 steps, inline error recovery. Stall purchase completion improved 20% within the first month post-launch.

<15 min
Target time-to-first-contact achieved
190
Total usability test participants (moderated + unmoderated)
<5%
Stall page bounce rate achieved
Reflection

What this project taught me

This project sat at the intersection of service design, B2B product design, and emerging technology.

What I learned

Designing for a B2B ecosystem means designing multiple relationships simultaneously. Service blueprinting proved more useful than user flows alone.

What comes next

Expand the analytics dashboard — real-time connection mapping would significantly increase the platform's strategic value.

What I'd do differently

Run co-design sessions with manufacturing users earlier — particularly around stall setup, the source of most exhibitor drop-off.

UX / Service Design · B2B/B2C · 2020–2022

Sanatnama

Industrial Vision

Role
UX/UI Design Lead
Client
ISIPO, Iran
Platform
Web + Mobile
Tools
Figma · Unity · Miro · Maze
Year
2020 – 2022
Sanatnama — hero
Overview

Invisible products. Fragmented connections.

Iran's industrial sector had a structural discovery problem. Manufacturers with quality products couldn't reach the right buyers. Procurement managers spent days manually verifying suppliers. Organizers had zero visibility into how value flowed across the ecosystem.

Physical exhibitions were expensive, time-bound, and geographically limited. What existed online was either outdated directories or generic B2B platforms with no industry context.

"Manufacturers with great products were invisible — buyers spent hours hunting suppliers, and organizers had no picture of who was connected to whom."


Problem

A sector failing to find itself

Manufacturers, suppliers, and distributors lacked a single trusted platform. Physical exhibitions were the primary touchpoint — costly, limited in reach, impossible to track. Procurement cycles dragged on for weeks due to unverified information and scattered communication.

Solution

Discover → Meet → Transact

Applying a hybrid Design Thinking and Service Design methodology, we built a desktop-first virtual exhibition that centralizes industrial profiles, enables 3D product stall exploration, and supports online purchasing — backed by real-time analytics.

40%
Increase in engagement after redesign
25%
Growth in visitor participation
50%
Improvement in loading speed

Design Process

Rather than a linear path, we moved fluidly between phases — testing assumptions, surfacing new constraints, refining solutions in tight iterative loops.

1

Empathize

Understanding the ecosystem before designing for it

Starting with real people, not assumptions

All research was conducted in Persian with industrial professionals. Semi-structured interviews with 8 participants (ages 23–50), followed by an online survey reaching 35–40 additional respondents. Findings clustered using open affinity mapping in FigJam.

User interview session
User interview session
Affinity mapping — FigJam
Affinity mapping — FigJam

Four themes that anchored the design

🧭

Navigation Confusion

Users consistently felt lost. Menus were unlabeled, category structures opaque, and there was no clear mental model to anchor exploration.

🔍

Search & Filter Failure

Participants could rarely find specific suppliers. Filters were too generic — making procurement research a manual, time-consuming process.

📋

Cluttered Interfaces

Existing platforms overwhelmed users with ads and competing hierarchies. Cognitive load during key tasks was far too high.

💳

Checkout Complexity

Multi-step checkout flows with no progress indicators caused high abandonment. Users quit midway when unsure what came next.

One phrase came up again and again: users felt existing options required too much effort to find something that should be obvious. Discovery friction was the central, systemic problem — not any single feature.

2

Define

Crystallising who we're designing for — and why it matters to them

Three archetypes. One ecosystem.

We identified three distinct user types representing the core of the Sanatnama value chain. Leila wants to be found. Omid wants to find quickly. Sarah wants to decide confidently.

Leila Moradi
Leila Moradi
Manufacturer · Tehran
"I want my products to reach the right buyers."
Omid
Omid
Regional Distributor · Isfahan
"Time is money in distribution."
Sarah Tehrani
Sarah Tehrani
Purchasing Manager · Shiraz
"Finding the right supplier shouldn't take weeks."

Competitive Landscape

Four competitors mapped across strengths, weaknesses, unique features, user sentiment, and market share. No one combined immersive 3D with a smooth, role-aware UX flow — that was the gap.

Competitive analysis — strengths, weaknesses & market share
Competitive analysis — strengths, weaknesses & market share

Point of View

Leila — Industrial Manufacturer, Tehran
needs a platform where her products are visible to qualified buyers, where credibility can be established without a physical meeting — because the cost and reach limitations of physical exhibitions are preventing her from growing beyond her current city and network, and she has no way to track who is even looking at her catalog.

How Might We

  • HMWMake it instant for buyers to find the right industrial supplier — without prior knowledge of the ecosystem?
  • HMWGive manufacturers tools to build credibility digitally — the way a physical stall builds trust face-to-face?
  • HMWLet organizers see, in real time, the economic connections and activity happening inside the exhibition?
  • HMWDesign onboarding that works for both a 25-year-old startup founder and a 55-year-old factory owner?
3

Ideate

Generating and stress-testing directions before committing

From questions to concepts

A cross-functional workshop with developers, product owner, and marketing. SCAMPER to reframe existing industrial exhibition formats. Crazy 8s for eight distinct interface sketches per person in eight minutes — speed forces instinct over polish.

Direction 01

Role-First UX

Platform detects the user's role and surfaces contextual CTAs and templates. Reduces cognitive load by narrowing choices at entry.

Direction 02

3D-First Experience

The exhibition floor as the primary navigation metaphor. Users walk the space, enter stalls, discover products spatially in Unity.

Direction 03

Search-First Experience

Optimised B2B search with advanced filters as the main entry point — built for procurement professionals who know exactly what they need.

Direction 04 — Chosen ✦

Hybrid Dashboard

Card-grid combining a 3D hall preview, smart filters, and quick analytics. Fast discovery and immersive exploration — serving all three personas without forcing one mental model.

The hybrid direction satisfied both speed (find the right supplier in under 15 minutes) and engagement (explore products in context). Role-first entry plus a hybrid dashboard without adding onboarding friction.

Key design trade-offs

Challenge

Full 3D navigation is immersive but increases onboarding complexity and performance cost — especially on older devices in the target market.

Resolution

Interactive 3D thumbnails as lightweight previews. Full 3D is opt-in with contextual onboarding that explains the interface before the user enters it.

Challenge

Rich stall templates help build trust but increase setup friction for a manufacturer's first stall.

Resolution

Templated stalls with sensible defaults, bulk upload, and inline guidance. Launch in under 20 minutes, refine progressively.

4

Prototype

From rough sketches to a testable high-fidelity system

Paper first, pixels second

Every key flow was sketched on paper before Figma was opened — forcing clarity about what actually needed to be on each screen. Three core flows: discovery and search, stall setup wizard, and 3D onboarding for first-time visitors. Each walked through with the development team before wireframing began.

Design System

Built using Atomic Design before any hi-fi screens — ensuring consistency across a platform developed iteratively over multiple sprints.

Typography

IRANSans for Persian content, optimised for RTL readability. Clear hierarchy across 5 type scales with system fallbacks for Latin.

Colour

Deep navy primary (#141414 interface, #1B4FD8 action) with warm grey surface and soft blue accents — professional and modern, not playful.

Components

Stall cards, product tiles, search inputs, and verification badges componentised with variant states for rapid iteration during usability testing.

Layout

Adaptive grid for 1440px desktop primary (validated by research) with mobile-first responsive breakpoints for the app layer.

Lo-fi wireframes — discovery flow
Lo-fi wireframes — discovery flow
High-fidelity prototype screens
High-fidelity prototype screens

Final high-fidelity prototype

Sanatnama is a digital platform designed to connect industrial manufacturers with buyers, distributors, and procurement managers. The platform enables virtual 3D exhibition stalls, smart discovery, and online purchasing — backed by real-time analytics for organizers.

View Figma Prototype
Final high-fidelity prototype
Final high-fidelity prototype — desktop view
Mentor's page
Mentor's page
Sign up pop-up
Sign up pop-up
Topic selection pop-up
Topic selection pop-up
Checkout page
Checkout page
5

Test

At scale — and with intention

Usability testing with 190 participants

Two modalities: moderated task-based sessions with 50 participants across flows, and unmoderated testing at scale through Maze with 140 additional participants. Tasks were structured around primary job-to-be-done scenarios — not feature exploration. Each round treated as a structured learning moment, not a validation exercise.

Usability testing session
Usability testing session
Before / After iteration
Before / After iteration

Key iterations

Before — Search

Unranked results, no contextual filtering. Average time-to-contact exceeded 25 minutes. Users browsed page after page without finding the right supplier.

After — Search

Smart filters (industry, location, certification, size) with best-match ranking. Time-to-first-contact dropped below 12 minutes for the majority of sessions.

Before — 3D Onboarding

First-time users entered the 3D environment with no context. Most clicked randomly or exited immediately. Bounce exceeded 70%.

After — 3D Onboarding

Contextual tooltip tour on first entry (once only). Explains navigation, hotspots, and stall interaction in 3 steps. 3D engagement increased 40%.

Before — Checkout

7-step checkout, no progress indicator. High abandonment mid-flow, particularly at the payment step.

After — Checkout

Persistent progress bar, reduced to 4 steps, inline error recovery. Stall purchase completion improved 20% within the first month post-launch.

<15 min
Target time-to-first-contact achieved
190
Total usability test participants (moderated + unmoderated)
<5%
Stall page bounce rate achieved
Reflection

What this project taught me

This project sat at the intersection of service design, B2B product design, and emerging technology.

What I learned

Designing for a B2B ecosystem means designing multiple relationships simultaneously. Service blueprinting proved more useful than user flows alone.

What comes next

Expand the analytics dashboard — real-time connection mapping would significantly increase the platform's strategic value.

What I'd do differently

Run co-design sessions with manufacturing users earlier — particularly around stall setup, the source of most exhibitor drop-off.

★ AI-driven redesign · My Viking app · Internship + part-time
UX Design & Engineering · Mobile App · 2025 – 2026

My Viking

Redesigning a telecom's only storefront — with AI at the center

Role
UX Designer / Researcher + UX Engineer
Client
Mobile Vikings, Belgium
Platform
Mobile app (iOS / Android)
Tools
Figma · Figma Make · NotebookLM · Claude · Cursor
Duration
Internship + part-time · 2025–2026
Hero image — final Home dashboard
Export the redesigned unified Home screen from Figma
Overview

No physical store. No UX foundation. One app holding the whole relationship.

Mobile Vikings is a Belgian telecom and internet provider that runs almost entirely online — there are no physical stores, so the app is the relationship with the customer. I joined first as a UX intern and then part-time alongside it, which meant I saw the operational workflows, the support load, and the business constraints firsthand.

The redesign of the My Viking app became the most complete product experience in my portfolio — one where AI sat at the center of both what I designed and how I built it.

"A designer's job isn't to hand over beautiful screens — it's to clarify and defend the process. If you can't explain why research comes before a design system, the team won't follow the structure."


Problem

Fragmented app, conflicting audiences, zero UX practice

The app had grown fragmented over years, but the deeper problem was structural: there was no UX foundation in the company at all — no personas, no research practice. And the user base wasn't one audience: a prepaid user, a streaming household, and a multi-product family all wanted different things, and nobody had defined who they were.

Solution

Research-led structure, a control-hub Home, and AI self-service

A user-centered redesign built from scratch: the company's first personas and segmentation, a five-tab structure with Home as a control hub of cross-app shortcuts, and an AI-powered self-care layer designed to deflect repetitive support before a ticket is ever created.

1st
UX research foundation, personas & journey maps the company ever had
delivered
5
core tabs designed as one connected system
delivered
8+
AI & automation tools woven into the design workflow
delivered

Design Process

An end-to-end user-centered process — built from scratch, accelerated with AI, and run in weekly OKR cycles with stakeholders across product, marketing, content, and engineering.

01
1
Empathize

Building a research foundation from zero

No UX existed — so I started there

Since there was no research practice in the company, I ran the discovery myself. I pulled together every available signal — existing surveys and interviews, app-store reviews, support tickets, internal analytics, stakeholder and marketing input, and competitor benchmarking — and structured the loose continuous-discovery notes the team already kept into something usable.

To handle the volume, I used NotebookLM to synthesize the research — clustering interview notes, survey responses, and recurring ticket themes into patterns far faster than by hand.

Research synthesis (NotebookLM)
Clustered themes from interviews, surveys & tickets
Continuous-discovery board
App strategy, reviews, stakeholder feedback, competition

What the research revealed

🧭

A fragmented experience

The app had grown cluttered and inconsistent over years without a major update — routine tasks felt heavier than they should.

👥

Conflicting audiences

Prepaid, subscription, streaming, and multi-product family users all wanted different things — and none of them were defined.

🎟️

Repetitive support load

Live chat, calls, and Zendesk tickets carried real cost — mostly the same SIM, eSIM, and billing questions over and over.

💎

Untapped loyalty

Partner deals and points were a real retention lever, but buried — value the app wasn't showing its customers.

The signal was clear: the segments' priorities differed, but they overlapped. The opportunity was to find the shared, high-priority needs and surface them consistently — for everyone.

Competitive analysis
Telecom-app patterns: bottom navigation, clear usage graphs
02
2
Define

The company's first personas — and the common spine

Segmentation, built from scratch

From the synthesized research I built the company's first personas and user segmentation — distinct customer types, each with their own goals and frustrations. They became the language the team used to make decisions: when we argued about a layout, we argued through the personas, not opinions.

I then mapped how each segment moved through the product — journey maps and service mapping linking front-stage user actions to the back-stage systems and support touchpoints behind them, surfacing where the experience broke down.

Persona image
Deal-Seeking Viking
Rewards-driven · App-active
"Easily access and track deals, so I can earn points with every purchase."
Persona image
Data-Hungry Viking
Heavy data · Always connected
"Accurate data predictions, so I can upgrade before my connection slows down."
Persona image
Reassurance-Seeking Viking
Value-driven · Low risk
"A clear overview of balance and bundles, so I can keep spending predictable."
Persona image
Minimal Viking
Low-engagement · Prepaid
"Simple, clear controls, so I can handle essential tasks without confusion."

Point of view

The combo customer — mobile + home internet
needs one clear place to see and manage everything they pay for, with deals and support within easy reach — because the current app keeps mobile and the new home-internet services apart, hides key settings, and makes its most distinctive feature confusing.

How might we

  • HMWGive combo users one dashboard that shows mobile and home-internet usage at a glance?
  • HMWMake Viking Deals clear and prominent, so customers understand and act on the offer?
  • HMWSimplify the top-up process so users can check and top up data quickly?
  • HMWMake support easy to access, with AI-guided answers for common questions?
Persona panels — pain points & brainstorming
One solution-sketch panel per Viking segment
Journey / service map
Front-stage actions linked to back-stage systems
03
3
Ideate

One spine, five tabs, an AI front door

A control-hub structure

Rather than design five disconnected experiences, I built the IA around the shared, high-priority needs — so the same core actions lived in predictable places for everyone. I reduced a sprawling structure to five core tabs and designed the Home tab as a control hub: a single place pulling the most important widget from every other tab — usage overview, a quick top-up or pay-invoice action, the Viking Wallet, campaigns, and self-care tips — each a shortcut into its parent tab.

IA — five-tab structure
Home control hub + four destinations
Low-fidelity wireframes
Content prioritisation & navigation blueprint

★ The headline idea: make AI the front door to support. Most ticket volume was repetitive — the same SIM, eSIM, and billing questions. Guided self-service could deflect it before a ticket is ever created.

Designing the AI self-care layer

Instead of just redesigning the contact form, I designed an AI-powered self-care search as the entry to support. Search "SIM card" and it surfaces the relevant journeys — activate a SIM, set up or transfer an eSIM, troubleshoot — and walks the user through them inline. Paired with predictive notifications (accurate delivery and timing expectations), the goal was to remove repetitive tickets at the source.

The hard part wasn't the search box — it was the system around it: defining notification priority, category, and form (in-app, pop-up, banner) and the order information should appear in, so the AI layer reduced confusion instead of adding noise. That's where service design and AI met: designing the logic, not just the interface.

AI self-care search & notification logic
Search → suggested journeys → guided self-service

Designing within real constraints

The challenge

Some ideas were user-friendly in concept but hard to build on the current backend — and the domain was genuinely complex: roaming governance, billing cycles, usage tracking.

How I resolved it

I pulled developers in early, learned the domain, and decided what not to show — e.g. payment history, which analytics showed almost nobody used — designing with implementation in mind.

04
4
Design

A documented system, built AI-fast

One system, not a pile of screens

I designed the app as a single system on Mobile Vikings' brand style guide. Components were built with states and variants — so one usage card could express healthy, critical, or depleted data, or a plan tier, from one source of truth. Across the tabs, the same patterns repeat, so it feels like one product.

Home control hub

Usage overview, quick top-up / pay-invoice, Wallet, and campaigns — shortcuts into every tab.

Household management

Permission-based multi-user control: view-only vs. full access, so a parent can oversee a child's plan safely.

Loyalty as the surface

Viking Wallet, partner deals (shop-and-earn), and auto-applied combo benefits framed as visible value.

AI self-care + support

AI search, guided journeys, self-care articles, and order/incident notifications in one tab.

Documented to outlast me

Because I was laying the company's first UX foundation, documentation was a deliverable. I wrote UX documentation in Confluence — component behavior, notification logic, validations, and the rationale behind decisions — so the design could survive past my internship and give developers an unambiguous reference at handoff.

Home dashboard
Deals + Viking Wallet
Confluence UX docs

★ The AI-assisted workflow

Just as AI shaped the product, it reshaped how I worked — I built the redesign with an AI-accelerated toolchain rather than the slow way:

Figma Make

Generated layout and component-state starting points from prompts, then refined with design judgment.

NotebookLM

Synthesized research and surfaced themes across interviews, surveys, and support tickets.

Claude + Cursor

Drove the design-and-build workflow, including prototyping the experience as real, navigable code.

Make

Automations that removed repetitive manual steps from the process.

AI didn't replace the design work — it compressed the routine parts so I could spend more time on prioritization, systems logic, and the why. Knowing when to trust an AI output and when to override it became its own skill.

Interactive prototype, built as real code

Using Claude and Cursor, I prototyped the experience as a live, navigable build — the control-hub Home, AI self-care search, Deals, and account management — not just clickable frames.

↗ View the live prototype
Prototype — device view
Final hi-fi, mobile frame
05
5
Test, Collaborate & Handoff

Validating, in tight cross-functional loops

Usability & A/B testing

The redesign was evaluated through usability testing with colleagues and stakeholders, A/B testing discussions, and iterative rounds on low-fidelity prototypes before higher-fidelity exploration. Feedback was folded continuously into both the UX structure and component-level decisions — testing treated as a learning loop, not a final sign-off.

Usability test session
A/B / before-after comparison

Running on OKRs, Jira & Slack

The project ran on weekly OKRs and tight feedback loops with a cross-functional group — product stakeholders, marketing, content, developers, and the UI/design-system team. Work was scoped and tracked as Jira tickets across sprints, while Slack channels and threads were where issues got raised, decisions discussed, and meetings spun up. Designing for feasibility meant pulling developers in early so the design could actually be built.

Weekly
OKR cycles measuring progress across the team
delivered
5+
stakeholder functions aligned via Jira & Slack
delivered
↓ tickets
AI self-service designed to deflect repetitive support load
goal
Reflection

What this project taught me

This internship bridged academic study and professional practice. As both designer and prototype developer, I learned to apply user-centered methods under real constraints — and that a designer's responsibility is to clarify and defend the process itself.

What I learned

If a designer can't explain why research and prioritization come before a design system, the team won't follow the structure. Communication is the work.

AI as a force multiplier

Used well, AI compressed the routine work and freed me to focus on prioritization, systems logic, and judgment — while I stayed responsible for the why.

What I'd do differently

Share work in progress sooner instead of polishing in private — it sped up iteration and improved the final outcome.

★ AI-driven redesign · My Viking app · Internship + part-time
UX Design & Engineering · Mobile App · 2025 – 2026

My Viking

Redesigning a telecom's only storefront — with AI at the center

Role
UX Designer / Researcher + UX Engineer
Client
Mobile Vikings, Belgium
Platform
Mobile app (iOS / Android)
Tools
Figma · Figma Make · NotebookLM · Claude · Cursor
Duration
Internship + part-time · 2025–2026
Hero
Overview

No physical store. No UX foundation. One app holding the whole relationship.

Mobile Vikings is a Belgian telecom and internet provider that runs almost entirely online — there are no physical stores, so the app is the relationship with the customer. I joined first as a UX intern and then part-time alongside it, which meant I saw the operational workflows, the support load, and the business constraints firsthand.

The redesign of the My Viking app became the most complete product experience in my portfolio — one where AI sat at the center of both what I designed and how I built it.

"A designer's job isn't to hand over beautiful screens — it's to clarify and defend the process. If you can't explain why research comes before a design system, the team won't follow the structure."


Problem

Fragmented app, conflicting audiences, zero UX practice

The app had grown fragmented over years, but the deeper problem was structural: there was no UX foundation in the company at all — no personas, no research practice. And the user base wasn't one audience: a prepaid user, a streaming household, and a multi-product family all wanted different things, and nobody had defined who they were.

Solution

Research-led structure, a control-hub Home, and AI self-service

A user-centered redesign built from scratch: the company's first personas and segmentation, a five-tab structure with Home as a control hub of cross-app shortcuts, and an AI-powered self-care layer designed to deflect repetitive support before a ticket is ever created.

1st
UX research foundation, personas & journey maps the company ever had
delivered
5
core tabs designed as one connected system
delivered
8+
AI & automation tools woven into the design workflow
delivered

Design Process

An end-to-end user-centered process — built from scratch, accelerated with AI, and run in weekly OKR cycles with stakeholders across product, marketing, content, and engineering.

01
1
Empathize

Building a research foundation from zero

No UX existed — so I started there

Since there was no research practice in the company, I ran the discovery myself. I pulled together every available signal — existing surveys and interviews, app-store reviews, support tickets, internal analytics, stakeholder and marketing input, and competitor benchmarking — and structured the loose continuous-discovery notes the team already kept into something usable.

To handle the volume, I used NotebookLM to synthesize the research — clustering interview notes, survey responses, and recurring ticket themes into patterns far faster than by hand.

Research synthesis (NotebookLM)
Continuous-discovery board

What the research revealed

🧭

A fragmented experience

The app had grown cluttered and inconsistent over years without a major update — routine tasks felt heavier than they should.

👥

Conflicting audiences

Prepaid, subscription, streaming, and multi-product family users all wanted different things — and none of them were defined.

🎟️

Repetitive support load

Live chat, calls, and Zendesk tickets carried real cost — mostly the same SIM, eSIM, and billing questions over and over.

💎

Untapped loyalty

Partner deals and points were a real retention lever, but buried — value the app wasn't showing its customers.

The signal was clear: the segments' priorities differed, but they overlapped. The opportunity was to find the shared, high-priority needs and surface them consistently — for everyone.

Competitive analysis
02
2
Define

The company's first personas — and the common spine

Segmentation, built from scratch

From the synthesized research I built the company's first personas and user segmentation — distinct customer types, each with their own goals and frustrations. They became the language the team used to make decisions: when we argued about a layout, we argued through the personas, not opinions.

I then mapped how each segment moved through the product — journey maps and service mapping linking front-stage user actions to the back-stage systems and support touchpoints behind them, surfacing where the experience broke down.

Deal-Seeking Viking
Deal-Seeking Viking
Rewards-driven · App-active
"Easily access and track deals, so I can earn points with every purchase."
Data-Hungry Viking
Data-Hungry Viking
Heavy data · Always connected
"Accurate data predictions, so I can upgrade before my connection slows down."
Reassurance-Seeking Viking
Reassurance-Seeking Viking
Value-driven · Low risk
"A clear overview of balance and bundles, so I can keep spending predictable."
Minimal Viking
Minimal Viking
Low-engagement · Prepaid
"Simple, clear controls, so I can handle essential tasks without confusion."

Point of view

The combo customer — mobile + home internet
needs one clear place to see and manage everything they pay for, with deals and support within easy reach — because the current app keeps mobile and the new home-internet services apart, hides key settings, and makes its most distinctive feature confusing.

How might we

  • HMWGive combo users one dashboard that shows mobile and home-internet usage at a glance?
  • HMWMake Viking Deals clear and prominent, so customers understand and act on the offer?
  • HMWSimplify the top-up process so users can check and top up data quickly?
  • HMWMake support easy to access, with AI-guided answers for common questions?
Persona panels — pain points & brainstorming
Journey / service map
03
3
Ideate

One spine, five tabs, an AI front door

A control-hub structure

Rather than design five disconnected experiences, I built the IA around the shared, high-priority needs — so the same core actions lived in predictable places for everyone. I reduced a sprawling structure to five core tabs and designed the Home tab as a control hub: a single place pulling the most important widget from every other tab — usage overview, a quick top-up or pay-invoice action, the Viking Wallet, campaigns, and self-care tips — each a shortcut into its parent tab.

IA — five-tab structure
Low-fidelity wireframes

★ The headline idea: make AI the front door to support. Most ticket volume was repetitive — the same SIM, eSIM, and billing questions. Guided self-service could deflect it before a ticket is ever created.

Designing the AI self-care layer

Instead of just redesigning the contact form, I designed an AI-powered self-care search as the entry to support. Search "SIM card" and it surfaces the relevant journeys — activate a SIM, set up or transfer an eSIM, troubleshoot — and walks the user through them inline. Paired with predictive notifications (accurate delivery and timing expectations), the goal was to remove repetitive tickets at the source.

The hard part wasn't the search box — it was the system around it: defining notification priority, category, and form (in-app, pop-up, banner) and the order information should appear in, so the AI layer reduced confusion instead of adding noise. That's where service design and AI met: designing the logic, not just the interface.

AI self-care search & notification logic

Designing within real constraints

The challenge

Some ideas were user-friendly in concept but hard to build on the current backend — and the domain was genuinely complex: roaming governance, billing cycles, usage tracking.

How I resolved it

I pulled developers in early, learned the domain, and decided what not to show — e.g. payment history, which analytics showed almost nobody used — designing with implementation in mind.

04
4
Design

A documented system, built AI-fast

One system, not a pile of screens

I designed the app as a single system on Mobile Vikings' brand style guide. Components were built with states and variants — so one usage card could express healthy, critical, or depleted data, or a plan tier, from one source of truth. Across the tabs, the same patterns repeat, so it feels like one product.

Home control hub

Usage overview, quick top-up / pay-invoice, Wallet, and campaigns — shortcuts into every tab.

Household management

Permission-based multi-user control: view-only vs. full access, so a parent can oversee a child's plan safely.

Loyalty as the surface

Viking Wallet, partner deals (shop-and-earn), and auto-applied combo benefits framed as visible value.

AI self-care + support

AI search, guided journeys, self-care articles, and order/incident notifications in one tab.

Documented to outlast me

Because I was laying the company's first UX foundation, documentation was a deliverable. I wrote UX documentation in Confluence — component behavior, notification logic, validations, and the rationale behind decisions — so the design could survive past my internship and give developers an unambiguous reference at handoff.

Home dashboard
Deals + Viking Wallet
Confluence UX docs

★ The AI-assisted workflow

Just as AI shaped the product, it reshaped how I worked — I built the redesign with an AI-accelerated toolchain rather than the slow way:

Figma Make

Generated layout and component-state starting points from prompts, then refined with design judgment.

NotebookLM

Synthesized research and surfaced themes across interviews, surveys, and support tickets.

Claude + Cursor

Drove the design-and-build workflow, including prototyping the experience as real, navigable code.

Make

Automations that removed repetitive manual steps from the process.

AI didn't replace the design work — it compressed the routine parts so I could spend more time on prioritization, systems logic, and the why. Knowing when to trust an AI output and when to override it became its own skill.

Interactive prototype, built as real code

Using Claude and Cursor, I prototyped the experience as a live, navigable build — the control-hub Home, AI self-care search, Deals, and account management — not just clickable frames.

↗ View the live prototype
Prototype — device view
05
5
Test, Collaborate & Handoff

Validating, in tight cross-functional loops

Usability & A/B testing

The redesign was evaluated through usability testing with colleagues and stakeholders, A/B testing discussions, and iterative rounds on low-fidelity prototypes before higher-fidelity exploration. Feedback was folded continuously into both the UX structure and component-level decisions — testing treated as a learning loop, not a final sign-off.

Usability test session
A/B / before-after comparison

Running on OKRs, Jira & Slack

The project ran on weekly OKRs and tight feedback loops with a cross-functional group — product stakeholders, marketing, content, developers, and the UI/design-system team. Work was scoped and tracked as Jira tickets across sprints, while Slack channels and threads were where issues got raised, decisions discussed, and meetings spun up. Designing for feasibility meant pulling developers in early so the design could actually be built.

Weekly
OKR cycles measuring progress across the team
delivered
5+
stakeholder functions aligned via Jira & Slack
delivered
↓ tickets
AI self-service designed to deflect repetitive support load
goal
Reflection

What this project taught me

This internship bridged academic study and professional practice. As both designer and prototype developer, I learned to apply user-centered methods under real constraints — and that a designer's responsibility is to clarify and defend the process itself.

What I learned

If a designer can't explain why research and prioritization come before a design system, the team won't follow the structure. Communication is the work.

AI as a force multiplier

Used well, AI compressed the routine work and freed me to focus on prioritization, systems logic, and judgment — while I stayed responsible for the why.

What I'd do differently

Share work in progress sooner instead of polishing in private — it sped up iteration and improved the final outcome.

Set image in the right panel
Case Study · Conceptual Prototype

Float — designing trust into the browser

A concept for a secure, fast and private web browser, born from a research question rather than a product brief: people say privacy matters to them — so why do they keep using browsers that harvest their data?

Role
UX Research, UX/UI Design, Prototyping
Type
Conceptual prototype for a research project
Tools
Figma, Google Forms
Scope
Survey · Landing page · Concept screens · Lo-fi prototype
Float landing page — hero. Dark, weightless forms: browsing that feels unobserved.
Float landing page — hero. Dark, weightless forms: browsing that feels unobserved.
01 · The Problem

The gap isn't a missing feature — it's a missing understanding

Most people experience online privacy as something that happens to them. Cookie banners are accepted to make them go away. Personalization feels convenient, and its price stays invisible. The browsers with the largest market share are made by companies whose business model depends on the data those browsers collect.

You can't want a privacy-first browser if you don't know what your current browser is doing. That awareness gap became the design brief.

02 · Research

A survey on how people perceive browser privacy

To ground the concept in real attitudes instead of my own assumptions, I ran a survey on privacy-centric browsers (~21 respondents, mixed ages and occupations): browsing habits, awareness, perceived control over personal data, and barriers to switching.

Most respondents felt they had little control over their data in traditional browsers, and many equated privacy with Incognito mode — which does not stop tracking. The most-expected features (ad-blocking, tracking protection, HTTPS, private search, cookie control, VPN) directly shaped Float's feature set. The main reservations were website compatibility, performance, unfamiliarity and cost.

"They use my information and ask for it, and I have to allow cookies. On the other hand, I can not use websites… there is no balance."
— Survey respondent
"I don't see myself as an important person, who needs to be tracked."
— Survey respondent
"No tracking, no desire to monetise my data, not knowing what I am doing/searching."
— Survey respondent

Two attitudes kept recurring and became the informal user lenses for the design: The Resigned, who knows tracking happens and has given up, and The Deliberate, who actively values privacy but finds current tools inconvenient. These lenses are assumption-based syntheses of survey patterns — design hypotheses, not validated personas.

User journey — mapping how a visitor moves from unawareness to informed choice
User journey — mapping how a visitor moves from unawareness to informed choice
03 · Design Principles

Three principles from the research

1
Educate before you convince
The audience doesn't know what's being taken from them. The landing page must close the awareness gap before it sells anything.
2
Make control visible and real-time
"Some control" isn't enough. Users should see what is blocked, when, and decide per site.
3
Remove the switching anxiety
Compatibility, performance and familiarity fears are the real blockers — the concept has to answer them directly.
04 · The Landing Page

A scrollytelling page, because conviction comes before features

The research showed the audience needed a reason to care before a list of features. So the page is built as a narrative in three acts: what you think is happening, what actually happens, and only then — the solution.

Act 1 — 'What you think is happening.' Real survey voices as anonymous testimonials.
Act 1 — 'What you think is happening.' Real survey voices as anonymous testimonials.
The industry's promise, taken at face value: 'The more data you share, the more personalized your search results are!'
The industry's promise, taken at face value: 'The more data you share, the more personalized your search results are!'
Act 2 — 'But what actually is happening.' The Cambridge Analytica scandal as concrete proof: 87 million profiles harvested.
Act 2 — 'But what actually is happening.' The Cambridge Analytica scandal as concrete proof: 87 million profiles harvested.
The turn — 'Now that you know your personal information is more valuable than you knew, let's protect your privacy.'
The turn — 'Now that you know your personal information is more valuable than you knew, let's protect your privacy.'
Act 3 — the solution: six protection layers, revealed as cards. 'We care about your privacy, do you?'
Act 3 — the solution: six protection layers, revealed as cards. 'We care about your privacy, do you?'
Each feature answers a researched expectation: HTTPS encryption, VPN & private search, ad/tracker blocking, cookie management, privacy dashboard.
Each feature answers a researched expectation: HTTPS encryption, VPN & private search, ad/tracker blocking, cookie management, privacy dashboard.

The visual language — deep black space with soft, floating organic forms — came from a moodboard of fluid, cloud-like elements drifting in space: browsing that feels weightless and unobserved. That's also where the name comes from.

05 · Concept Screens

Control made visible

Beyond the landing page, key screens show how the principles would work inside the browser itself — each one answering a fear or expectation from the survey.

Float browser — main window concept
Float browser — main window concept
Privacy Dashboard — see who already has access, revoke it
Privacy Dashboard — see who already has access, revoke it
Consent Management — consent as an ongoing, readable choice
Consent Management — consent as an ongoing, readable choice
Real-time data control — revoke access as it happens
Real-time data control — revoke access as it happens
Permissions — per-site control over what a website can do
Permissions — per-site control over what a website can do
SSO opt-out — sign in without cross-service tracking
SSO opt-out — sign in without cross-service tracking
Import — switching without losing your setup
Import — switching without losing your setup
06 · Honest Scope

What this project is — and isn't

Float was a conceptual prototype for a research project, and I'd rather be transparent about its limits than imply a process that didn't happen.

The user lenses were not validated personas.
They synthesize survey patterns, but no interviews or diary studies backed them.
No usability testing was conducted.
The prototype demonstrates the concept; it was never measured against real task completion.
This is not a full product design.
The full browser UI, edge cases, settings architecture and onboarding flows were out of scope.

These aren't omissions to hide — they define what the next iteration of this work would be.

07 · What I'd Do Next

From concept to validated design

01
Validate the lenses with interviews across 'resigned' and 'deliberate' users, and evolve them into evidence-based personas.
02
Usability-test the landing page narrative — does perception-vs-reality actually shift understanding and intent to switch?
03
Design and test the core browser flows, especially first-run onboarding where privacy education has to continue.
04
Prototype the Privacy Dashboard with real data, to learn whether visible control builds trust or overwhelms.
08 · Reflection

The design problem was belief, not features

Every competitor has an ad-blocker. What people lack is a reason to care, and a feeling of agency once they do. Structuring an entire page around changing someone's mental model — and being honest about where the concept stops and validation should begin — shaped how I've approached every project since.

Case Study · Inclusive Design

Neuron — learning that adapts to how your brain works

Neuron is an innovative platform designed specifically for neurodivergent individuals, offering an inclusive and accessible learning environment as well as an assistive organizing tool.

Role
UX Research, UX/UI Design, Prototyping
Type
Inclusive-design research project & interactive prototype
Tools
Figma, Framer, AI-assisted build
Scope
Expert interviews · Competitor analysis · Design system · Prototype
Live — move your mouse across the map to explore
Neuron home — the interactive knowledge map, running live. Open the full site ↗
01 · The Problem

Most interfaces overwhelm the people they should support

Neurodivergent users often experience cognitive overload, difficulty focusing, and heightened sensory sensitivities when using traditional digital interfaces. Most tools aren't designed for the specific needs of people with ADHD, autism, or dyslexia — so accessibility and satisfaction drop exactly where they matter most.

The opportunity: an adaptive, empathetic experience that offers customizable sensory input, intuitive navigation, and emotional support — helping people focus and learn with less strain. Online learning was the perfect place to prove it, because learning is where overload hurts the most.

02 · Research

Grounded in expertise and lived experience

I approached this as a human-computer interaction question, not a visual one. The research had three strands: an expert interview with a specialist on neurodiversity; a competitor analysis of tools already built for neurodivergent users (Brain in Hand, CogniFit, Avaz, Flare, Mightier, Otsimo, Thrive); and a synthesis of the recurring needs across them.

"Neurodivergent users require adaptive, user-centered applications that provide customizable sensory input, intuitive navigation, and emotional support — to manage tasks, focus effectively, and reduce cognitive strain."
Problem statement, research synthesis

Four needs surfaced again and again. They became the lens for every design decision that followed:

Cognitive load
Cluttered, dense interfaces overwhelm and make focus hard.
Sensory sensitivity
Motion, harsh contrast, and sound can be distressing.
Predictability
Routine and clarity lower anxiety; surprises raise it.
One size fits none
Needs differ across ADHD, autism, and dyslexia — adaptation matters more than a single 'accessible' default.
03 · Design Principles

Four principles, straight from the research

1
Minimal, low-distraction
Reduce visual clutter and unnecessary stimuli so the interface never becomes the source of overload. One idea in focus at a time.
2
Multimodal & customizable
Let learners choose how they take information in — read it, hear it (text-to-speech), or explore it visually — and adjust what they see.
3
Gentle pacing, visible progress
No timers, no pressure. Break learning into small modules with a calm sense of momentum: 'learn at your pace, without stress.'
4
Emotional safety
A supportive, predictable tone throughout — a friendly guide, room to re-read, and nothing that punishes a wrong move.
Principle 2, made concrete — one panel lets a learner switch on dark mode, a dyslexia-friendly font, reduced visual complexity, slower narration, or a sensory-quiet mode.
Principle 2, made concrete — one panel lets a learner switch on dark mode, a dyslexia-friendly font, reduced visual complexity, slower narration, or a sensory-quiet mode.
04 · The Solution

Neuron: neuroscience, made calm and clear

Neuron turns the principles into a real learning experience. A learner starts on a soft knowledge map — 'I want to learn' — and opens a topic. Inside, a 3D model anchors the subject, and the lesson can be read, heard, or explored. The tagline says the promise plainly: learn at your pace, without stress.

The entry point — a single question, one search field, and a quiet map of topics drifting in the background. Nothing competes for attention.
The entry point — a single question, one search field, and a quiet map of topics drifting in the background. Nothing competes for attention.
Neuroscience topic page — a 3D model anchors the topic, with a calm module navigator on the left and progress shown without pressure.
Neuroscience topic page — a 3D model anchors the topic, with a calm module navigator on the left and progress shown without pressure.
'I'm Neuron, your sensory-friendly mentor' — a gentle, predictable onboarding that sets a supportive tone from the first screen.
'I'm Neuron, your sensory-friendly mentor' — a gentle, predictable onboarding that sets a supportive tone from the first screen.
Every lesson offers Audio (text-to-speech), a Transcript, and an AR/VR view — the same content, multiple ways in.
Every lesson offers Audio (text-to-speech), a Transcript, and an AR/VR view — the same content, multiple ways in.
05 · Accessibility Spotlight

Explore by keyboard, not just by mouse

The idea I'm proudest of: you don't have to hunt around a 3D model with a mouse. Each part of the figure is numbered, and you can move focus with the keyboard — land on a part, and its explanation appears right beside the model. For a learner with motor differences, low vision, or anyone who finds precise mouse-work draining, the content is reachable a calmer way.

Pressing '1' focuses the first labelled part of the synapse and its explanation opens beside the figure — no pointer precision required. The hint stays visible until it is no longer needed.
Pressing '1' focuses the first labelled part of the synapse and its explanation opens beside the figure — no pointer precision required. The hint stays visible until it is no longer needed.

It pairs with the other multimodal affordances — text-to-speech audio and a full transcript on every lesson — so the same neuroscience is available however a given brain prefers to receive it. That's inclusive design as a default, not an afterthought bolted on at the end.

06 · Honest Scope

What's designed, and what's still ahead

Neuron is a research-driven prototype, and I'd rather be clear about its edges than imply a finished product.

One topic built out, not the whole catalog.
Neuroscience is the fully designed topic; the home knowledge map shows the wider vision, with other topics marked as coming soon.
Three of seven modules designed.
Meet the Brain, How Neurons Talk, and Neurotransmitters in Action are complete; the remaining modules are scaffolded.
Not yet usability-tested with neurodivergent learners.
The design is grounded in expert interviews and research, but the prototype hasn't been measured against real task completion.
07 · What I'd Do Next

From principled prototype to validated product

01
Usability-test with neurodivergent learners across ADHD, autism, and dyslexia — the design principles are hypotheses until they're validated with the people they're for.
02
Wire the sensory controls end to end, so every toggle in the accessibility panel visibly changes the learning surface, not just the chrome.
03
Extend keyboard exploration to every figure, with a persistent info panel and a visible focus order that screen readers can follow.
04
Build out the remaining modules and a second topic, then test whether the calm, multimodal model holds up at scale.
08 · Reflection

Designing for the edges makes it better for everyone

Building for neurodivergent learners changed how I design for anyone. Reducing clutter, offering the same content in more than one form, removing timers and pressure, setting a calm and predictable tone — none of that only helps a 'special' group. It's just better, more humane design. Neuron is where I learned to treat accessibility and empathy as the starting point of a product, not a checklist at the end.

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