designed at

TIMELINE
November 2019 - May 2020: 7 Months
TEAM
UI Designers, Design Directors
ROLE
Designer - leading navigation, learning model, and UX architecture, contributed to screen design, and collaborated with clients and testers.
CLIENT
Microsoft R&D and NIMHANS
DISCLAIMER
To comply with my non-disclosure agreement, I have omitted and obfuscated confidential information in this case study. All information in this case study is my own and does not necessarily reflect the views of Icarus, Nimhans, MSR.

Context

Approach
User needs and Setting
01
02
03
User Experience Strategy
01
NAVIGATION ↔ USER JOURNEY
02
Content Modeling & Taxonomy
04
gamification
Game-like concepts to encourage active learning and foster continued engagement. By staggering content across levels, providing repeatable interactions, and making it easy to return to content, gamified modules can help learners retain information and stay motivated on their journey to mastery.
04
VISUALISATION
We wanted to create a character that everyone could relate to, regardless of their gender. We designed a gender neutral character that expresses a variety of emotions as you progress through the app. We named our character "EMOTOT" to reflect its emotional journey.

One of my key contribution and new learning was to design dynamic prototypes with Axure RP to create a realistic app experience for testing. I programmed inputs from sliders, text inputs, and MSQs to reflect on subsequent screens, giving responders a coherent experience.
Impact


