Portfolio
Touching Experiences: How Older Adults Envision Tangible and Ambient Social Technology
User-Centered Design, Co-Design, Socio-Technical Qualitative Research, Thematic Analysis
OnShape, Arduino, MAXQDA
Published: CHI 2025 PDF
Project Type: Multi-phase user research and exploration of design space
Project Timeline: 6 months
My Role: Lead Researcher
Overview
This study uses a socio-technical, community-based co-design approach to explore social technologies for older adults. Motivated by the challenges of social isolation and the slow adoption of existing digital tools, I focused on designing ambient and tangible technologies that align with older adults' values and lifestyles.
The study engaged 25 retiring older adults (ages 56-90) and 5 community members (ages 26-54) across two phases. First, I facilitated four ideation workshops to identify design opportunities. As an intermediary stage, I led a design walk-through with researchers, evaluating 12 concepts against participant-driven criteria. Finally, I conducted four group elicitation sessions to gather responses to the prototypes and further understand participants' perceived use cases for ATT.
Process
Phase 1 : Ideation
Phase 1 : Ideation
In each ideation workshop, I used up to three personas and corresponding scenarios as prompts. In order to not interrupt rich conversation, not all scenarios were presented in each session. The personas had varying ages, living environments, and goals for socializing. The associated scenarios were framed around an imaginary ambient and tangible technology, however the implementation or interactions of the device were left out from the scenario in order to broaden the scope of discussion.
Scenarios were presented one at a time to the whole group. I invited a sketcher to the workshops who tracked participant ideas and discussion through drawings (examples on right). At the end of each scenario discussion, I presented a proposed design sketch for the scenario. The design sketches were inspired by literature and were intentionally imperfect. They were presented as points of discussion about what does and doesn’t work with a particular design and to encourage sharing of incomplete ideas.
Phase 2 : Elicitation
Informed by preliminary analysis of the ideation workshop findings, I ran a design walkthrough with eight HCI experts on 12 design concepts (two examples on right). The experts were asked to consider four areas of interest that had emerged from initial findings: Engagement and Exchange, Expression, Contextual Interaction, and Effort to Participate.
The design concepts varied along multiple dimensions, for example between solely ambient and solely tangible as well as synchronous to asynchronous. One of the findings from the ideation workshops was a participant interest in tools that fostered legacy building, so some concepts were developed with that in mind. I wanted to select probes that provided a coverage of the four areas of interest and avoid being biased towards designs that developed from the original three probes. The HCI experts were not aware of the three design probes we had used in the ideation study.
The three probes were presented through posters and prototypes. Participants interacted with the probes in pairs and responded to open ended prompts such as “I think this design would be helpful when…” and “This design seems best suited to use with my (e.g., neighbour, cousin, friend) because…”
For example, Reaching Out (presented below) involved two frames that were filled with memory foam. Participants could push into one frame, which was warm to the touch, and a lit outline of a hand appeared on the other. The concept was that groups of social partners would all have their own frames and , when one partner pushed into theirs, the corresponding indent and an LED outline would show on partner frames for a time period related to how much pressure the person had used.
Results and Reflections
Participants preferred ambient technologies that reduce social pressure and fit seamlessly into their routines. They also valued tangible technologies for their ability to convey emotional expression and context more effectively than digital alternatives. Participants approached value assessment of potential technologies through a lens of time that differs from younger generations and may not be captured in existing technology design approaches. Key findings revealed that participants desired immersive, expressive technologies that support spontaneous interaction and lessen the burden of maintaining social connections. Design opportunities for co-created and community legacy were also identified from the findings. Please see the CHI 2025 paper for more details.
This case highlights critical considerations for designing social technology that caters to the unique needs of older adult communities, offering insights that challenge prevailing assumptions in HCI research.
This research was the material of a Master's thesis and a CHI 2025 paper.
AIDobe: Skilling users of creativity tools using AI
Participatory Design, Personas, Journey Mapping, Design Walkthroughs
Figma
Project Type: Small scale participatory design and proof of concept
Project Timeline: 6 weeks
My Role: Creative Lead

Overview
Aiming to address the concern of AI assistance deskilling software users, we designed a proof of concept for AI integration into creativity software to not only support novice through expert users, but also actively develop their skills in the creative process and use of the tool. In this project, we aimed to redesign Adobe Illustrator to improve user efficiency and experience through AI-driven task suggestions, customizable processes, and better history management. Our process followed a structured, user-centered approach, integrating participatory design, iterative prototyping, and design walkthroughs.
Process
We began by conducting story interviews with key users, including mechanical engineers and visual designers, to identify pain points. These insights guided our brainstorming sessions, which focused on solutions like shortcut automation and adaptive tutorials tailored to user expertise.
Participatory design was central to our process, involving users in activities such as persona creation and interaction with paper prototypes. This allowed us to explore their needs in a hands-on way. We further refined our designs through a generative walkthrough, which included feedback from HCI experts.

Throughout, we employed methods like storyboarding, paper and video prototyping, and interaction tables. Our process was iterative, incorporating user insights and adapting designs to better fit their workflows. Although we worked within a tight timeline, the project provided deep insights into user behaviors and design opportunities, ultimately resulting in a medium-fidelity prototype of AIDobe (shown in video on left) .
Results and Reflections
The AIDobe project produced valuable insights into how users interact with complex design software like Adobe Illustrator. By involving participants in various design exercises, we discovered that users often struggled with repetitive tasks and the overwhelming number of features. They frequently had to relearn functions, which slowed their workflows. Our redesigned system, which included customizable processes and AI-driven task suggestions, directly addressed these pain points, offering solutions to streamline operations and enhance productivity.
While the project successfully employed methods such as participatory design and generative walkthroughs to generate user-driven ideas, we recognized the need for more rigorous evaluation. The tight timeline limited the extent of user testing and feedback we could gather, meaning we were unable to draw definitive conclusions about the long-term impact of the redesign. Ideally, future iterations would involve a broader user base and more comprehensive evaluation, ensuring that the solutions not only meet initial user needs but also adapt over time. Despite these limitations, the process was a rich learning experience, revealing both the challenges and opportunities in improving user-centered design tools.
MoMote: Tangible Accessory for Mobile Interaction
User-Centered Design, Rapid Prototyping, Statistical Analysis
Unity, Arduino, OnShape
Project Type: Full cycle creation of a working prototype evaluated through a research experiment
Project Timeline: 12 weeks
My Role: Prototype Lead
Overview
The 3D rendering market has been growing steadily over the last decade, but most software for creating or manipulating 3D media is designed for desktop computers. We were interested in the situation where these software need to be used on a smartphone and how to better optimize screen space and interaction techniques for comfortable and efficient manipulation of 3D media.
Process
Functional Paper Prototype
To build context for our design, we conducted eight user interviews. Building on user insights, we created four video prototypes as design probes and used a survey to collect responses. We found that users prefer familiar designs and were concerned with the learning curve associate with back-of-device touch inputs. Based on the results, we narrowed onto a tangible smartphone accessory that facilitates tactile input. We ran a qualitative user study to evaluate component choices and layout of the device.
Experiment Snapshot
We modelled our design in OnShape, incorporating user feedback through multiple iterations, to be 3D printed. The working prototype was evaluated against touchscreen phone interaction. The experiment measured time to complete a task and error rates as well as user experience information collected through a survey.

Results and Reflections
We found that while the touchscreen was overall faster, users reported that MoMote was more enjoyable to use. The evaluated prototype served as a proof of concept and following studies would need to evaluate a slimmer and more portable prototype used in tandem with a touch screen device against the use of touch screen devices alone. The project concluded with a conference style paper.
Ensemble: Supporting addiction caregivers
Scenario Driven Design, Literature Review, Journey Mapping, Serious Games
Figma
Project Type: High fidelity prototype
Project Timeline: 5 weeks
My Role: UX Designer
Overview
Ensemble was a project exploring serious games and mental health. The mobile application supports caregivers of individuals with alcohol use disorders by
1. Alleviating the stress for the support persons
2. Building trust and fostering stronger connections between the support person and the individual dealing with addiction
With design decisions grounded in topical research and previous literature, the app offers collaborative and solo activities, such as stress-relieving games and self-care exercises, while maintaining a minimalistic design to avoid triggering emotional responses. Although we did not run a formal study, we developed an experiment framework to test the app’s potential impact on trust, communication, and connection between caregivers and those in recovery.
Process
The design of Ensemble aimed to address the emotional needs of caregivers for individuals with alcohol use disorders. Our research began with an in-depth literature review that highlighted the lack of attention given to caregivers in existing addiction support technologies. With this foundation, we focused on creating an application that would both alleviate caregiver stress and foster stronger connections between caregivers and those in recovery.
Initial design decisions emphasized simplicity, with a minimalistic user interface and neutral content to avoid triggering emotional responses. We also carefully selected colors to promote a calming atmosphere, using yellow for positivity and blue for tranquility. The app incorporated collaborative and solo activities, such as games and self-care exercises, to promote interaction between users while offering opportunities for personal reflection.
Through scenario-based design (example video prototype on right) and usability testing, we ensured that Ensemble was intuitive and supportive for both caregivers and care receivers. The design decisions could be further refined through iterative feedback loops, where participants provide insights on improving user interaction, fostering trust, and reducing the emotional load associated with caregiving. This collaborative process allowed us to shape Ensemble into a tool that could be practically integrated into recovery routines.
Results and Reflection
The Ensemble project addressed the need to support caregivers of individuals struggling with alcohol use disorders, focusing on fostering trust, communication, and stress relief. Our mobile app aimed to alleviate the emotional burden placed on caregivers by offering collaborative activities, self-care practices, and stress-reducing games.
Although we did not run a formal study or experiment, we designed a framework for future testing of Ensemble’s impact on caregiver relationships. Our hypothesis was that dyads using Ensemble, alongside family counseling, would report increased communication, trust, and connection over three weeks. The experiment design included recruiting participants through therapists and rehab centers, with regular app use, weekly therapist sessions, and self-reports.
Through the design process, we gained valuable insights into how technology could alleviate the emotional burden of caregiving and strengthen the bond between caregivers and individuals in recovery. While the app prototype showed promise in promoting trust and emotional relief, the next step would involve rigorous testing to validate these potential outcomes. We identified limitations such as the potential for self-selection bias and recognized the need for a larger sample size in future studies. Expanding Ensemble to address other substance use disorders would also broaden its scope and impact.
View the presentation for more details.