Thank you for viewing my portfolio. I will graduate in May, 2015 and am currently looking for opportunities for full-time Product Designer/Product Manager roles. Please contact me if you are interested in working with me.
An urban traveler experiences information overload, frustration with plethora of choices, lack of authentic information, and high cost of decision making. She often has to navigate through plethora of apps (Yelp to make the decision, Google Maps to find actual location, etc.). With no native stranger to provide authentic information, an urban traveler is overwhelmed by fragmented discovery process.
With Drop, we are redefining the art of discovery. When we connect travelers with experts, the travelers can feel a sense of both spontaneity and ownership in what they find: the local, hidden gems. We want to capture the real interaction which isn’t with the UI — it’s with the city, with strangers, with friends, with those special memories tied that that special place. Drop brings information to the user without overwhelming the user. She can find a treasure without even looking for it! With Drop, you can leave visual stories about a place and let others discover these stories spontaneously.
We conducted 6 contextual inquiries, usability tests for 40 participants, and performed competitive analysis for 6 competitors.
We experienced the following design challenges - (A) Designing for watch's small form factor and (B) Creating seamless interactions from watch to smartphone. Iteration made a huge difference in our visual design and interactions.
Drop started out looking more like an app for navigation than one for social and sharing. It also lacked a modern design aesthetic.
Sprint I: We started with the contextual inquiries and competitive analysis to define our problem.
Sprint II: We then created task analysis, storyboards, and low fidelity mockups to define our tasks and feature set.
Storyboards and Scenarios
Sprint III: In our first redesign, we focused on the latter, and upgraded to material design. But we still found Drop’s phone UI clunky to navigate, with too many screens and steps to get to the key feature of the phone — sharing.
High Fidelity Mockups - Smartwatch and Smartphone
Iterating on Visual Design
Material Design Style Guide
Sprint IV: In our second major redesign, we pivoted on the functionality, opting to focus on visual media rather than text, thereby simplifying the app immensely. We also used a mode switch to help people distinguish between sharing with friends and sharing with the public, instead of complicated picking and choosing. And, we updated our privacy settings to use usernames and pictures, rather than anonymity for more accountability in public drops.
This product is targeted towards promoting healthy and active lifestyle amongst kids in the early years (8-10 years) using a smart watch app that gamifies physical activities amongst kids and parents who want to work out together.
TreasureTrail is a smartphone and smartwatch based app that allows families to gamify their workout routines. With TreasureTrail, we are redefining the way families exercise.
Our hypothesis is that: Children find activities attractive the moment you gamify it, so a device like this will keep them engaged. This will nudge kids to exercise more. Plus, the activity pushes parents to get some exercise themselves and also bond with their children. Children emulate parents, so developing healthy habits at an early age will have a positive impact on their future lifestyle choices. Children spend a lot of time on handheld devices; we want to leverage their interest to form healthier habits spontaneously.
We conducted 100 interviews with parents in the Bay Area and performed competitive analysis for 10 competitors.
Sprint I: We applied Steve Blank's Lean Launchpad approach and planned our UX research in a phased manner:
Phase 1: Quantify and validate user needs
Phase 2: Conduct quantitative UX research in a phased approach (goal is to interview 100 families)
Sprint II: We then created storyboards and scenarios to conduct phase 2 of the interview:
Storyboards and Scenarios
We collected feedback from the users to conceptualize our game. We used applied behavioral principles of cooperation and competition within the context of the family settings.
These interviews helped us in: a) identifying user journeys b) identifying hooks and haptic responses for the game
Based on the this quantitative data, we sketched out the game narrative:
Sprint III: In our first design phase, we focussed exclusively on interaction design. Using participatory design methodologies, we were able to create a cohesive design for the game:
High Fidelity Mockups - Smartphone
Iterating on Visual Design
ownCloud Inc. is Dropbox for open source community. The community was facing issues with organization of content. During the ideation phase it was proposed to create a Pocket+Instapaper solution for the open source community that will also leverage the APIs exposed by ownCloud's partners.
ReadLater app for the community helps to organize bookmarks for the ownCloud community. I designed and developed social bookmarking application for ownCloud, Inc. as part of my internship with GNOME Foundation.
I started with user research based on a relatively high level concept provided by my mentors at ownCloud. To confirm user needs and validation of the developed product, I completed the following: (a) Performed competitive analysis modeling of 6 competitorsand (b) Conducted requirements analysis by working with ownCloud's product designers, developers, and partners
I had the following goals in mind when preparing for the usability and needs assessment: (a) Investigate factors that motivate or deter people from bookmarking content on ownCloud infrastructure and (b)Determine what attributes of a social bookmarking are most engaging for the users
I collaborated with product designers and developers over IRC channels to drive requirements towards a MVP using wireframes and paper prototypes.
Iterating over these prototypes in git issues and IRC channels made a huge difference in improving the overall interactions.
With the abundance of available music, discovering music is a difficult task. Especially when as a user you want to visualize global music trends and also want to consume the music within the same app.
Music Map helps enhance your experience of discovering popular and trending music worldwide. The map tells you which tracks and artists are top-ranked across the world. Exploring further will uncover top trending charts for each city. As much as it is a delight for music fans, music trend analysts and event organizers may also find this useful in understanding consumption patterns globally.
Sprint I: We started by performing user research by using competitive analysis to discover gap analysis for existing apps in the music industry.
We created the following paper prototypes:
Sprint II: We then created MVP of our web app using Last FM APIs and Youtube APIs.
Sprint III: We completed usability tests for 10 users to validate our interaction design.
This was a Information Organization Lab course project, where we worked to create a fun web app for solving a common issue that we faced - Finding good brunch places quickly.
We had the following goals in mind when preparing for the usability and needs assessment: (a) Investigate issues that users face while searching for local brunch places and (b) Determine the decision making costs for users.
Sprint I: We started out by performing UX audit for 7 top rated food apps on iOS platform
Sprint II: While creating our interactive prototype, we had to balance the complexity of implementing our visualization algorithm in D3.JS and also focus on presenting a consistent narrative style. We reiterated on our low fidelity designs several times before arriving at our final design that could be easily developed in an engaging narrative:
As a group we learned more about visualizing and exploring consumer behaviours and search patterns. We also learned about creating engaging user experiences by simplifying cost of decision making.
This was a Needs and Usability Assessment course project, where we worked with a third party client, United States Initiatives of Peace's organization INPROL. The International Network to Promote the Rule of Law (INPROL) is a global, online community of law practitioners from 300 organizations. Members come from a range of relevant disciplines and backgrounds to work on rule of law reform issues in post-conflict and developing countries, from a policy-, practice- or research-perspective.
INPROL was facing numeours issues with their existing platforms and infrastructure for user retention and growth.
We performed the quantitative UX research for existing platform. The purpose of our research was to learn about INPROL’s existing and prospective users, their needs and goals so we can provide useful recommendations for INPROL team to improve the user experience of the platform.
To confirm user needs and validation of the developed product, we designed an online survey with 30 respondents. We also outreached to rule of law communities across the world for telephonic interviews. Conducted usability testing for 8 participants and performed competitive analysis modeling of 2 competitors.
We had the following goals in mind when preparing for the usability and needs assessment: (a) Investigate factors that deter the end users from engaging with INPROL and (b) Identify channel partnerships for INPROL to increase their user base
We collaborated with INPROL users (remotely located in post conflict and developing countries like Afghanistan), channel partners from US Army, federal law enforcement agencies worldwide, etc. We outreached online to obtain survey and interview responses. We learned the motivations and deterrents as to why people engage with the INPROL platform. To understand their intent and pain points further, we asked about their content sharing concerns (especially in war zone states).
We created key performance indicators to quantitatively evaluate user experiences:
We created user personas to present user experience issues:
Three broad themes emerged after we completed the heuristic evaluation, the usability tests, and the in-depth interviews: (a) Top-down culture of platform, (b) Misleading prompts/messages, and (c) Lack of standards.
There are only 100,000 radiologists across india for a rural population of 1 billion plus. There is a dearth of quality healthcare services. For every single diagnostic procedure rural population must share the burden of painful logistics of traveling to a city, staying there, and often doing repeat visits for their diagnosis. This places immense burden on individuals and also the government's healthcare providing machinery.
Diagnomax’s proposed solution consists of three main things:
1. Set up diagnostic centers strategically across rural India
2. Provide remote repoting - connecting group of elite radiologists in the urban areas to ensure quick turnaroudn and high quality
3.Develop a teleradiology platform that is customized only for India. - which means taking care of three top things: a) functionaing in low bandwidth, internet areas, b) poviding high collaboration between doctors and radiologists, and c) providing seamless UX to promote engagement between these two target users
My goal in this project was to shape the MVP for software platform, do user research, and to scope product strategy for platform. I started out with UX research which included evalutaing 4 key competitors for Diagnomax and interviewing the stakeholders and end-users of the product. The radiology market in india is estimated to be a 2 billion market and based on official figures available for tier 1, 2, and 3 cities the market reach for teleradiology solutions is only 3%.
Once I had the competitive landscape quantified and validated with the stakeholders, I started interviewing end users of the product. Based on these contextual inquiries, I shaped the overall user stories and product roadmap. User stories were essential to ensure that the stakeholders are on board with what is being designed and also for the engineering team to understand high level requirements.
These are the four different personas I created and validated with several stakeholders:
Based on the user stories and personas, I created task analysis for these users, this task analyis helped in identifying the branches and paths that users were taking to achieve a certain goal.
I then created low-fi prototypes and validated these different solutions with the stakeholders:
Crime against women has been a bane of India's development efforts.
From the last decade's crime statistics, we see sharp number of crimes registered under ‘Cruelty by Husband and his Relatives’. It also appears that the same category has had the most dramatic rise over the years. This is a surprising insight since the popular media is rife with news of rapes, which appear to be the most rampant and high profile of all the crimes. No other crime has been given as much attention in the media than Rape, with a significant increase in the last few years owing to cases like the Delhi Gang Rape, Scarlett Keeling Case in Goa, etc. which made international headlines.
The hype in the media compels us to believe that rapes are on a dramatic rise. However, the data reveals that rapes have more or less followed a flat trend. This raises a lot of questions - if the number of rapes was always the same (or this high), why all the sudden media attention? Where was the media in earlier years? Could the data hiding the truth for the last few years?. There could be any one or more of multiple possible explanations.
The goal of this project was to get insights from this decade old worth of data and analyze it in context of other variables like literacy, male/female ratio, etc.
We used Crime against Women data from the Open Government Data Platform of India (data.gov.in), which had various catalogs, downloadable in common formats like xls, csv, json, xml, ods and also accessible via APIs. The most current data
available is for the year 2012. We also used data from Wikipedia for Literacy Rate and Sex Ratio of Indian states for the same year. We extensively used Tableau for our exploratory data analysis and some of the
final visualizations. We used Highcharts for some of the easier visualizations where
we just had to plug in the data and D3.js for more complex visualizations. We also
responsive framework for our UI.
We then sketched out several wireframes for visualizing the data.
We also wanted the visualization to be useful, so we did usability tests to analyze our designs. Some of our specific findings:
The most reported and convicted crimes were under the domestic abuse
category (Cruelty by husband or his relatives). It also appears that the same
category has had the most dramatic rise in number of reported crimes over
ince the popular Indian media is rife with news of rapes, it appears to be
the most rampant and high profile of all the crimes. No other crime has
been given as much attention in the media, with a significant increase in the
last few years owing to cases like the Delhi Gang Rape, Scarlett Keeling Case
in Goa, etc. which made international headlines. The hype in the media
compels us to believe that rapes are on a dramatic rise. However, the data
reveals that rapes have more or less followed a flat trend. We also tried to complete the perpetrator’s profile using age and gender data
We also tried to map the crime hotspots in India. A chloropleth map of India allowed us to instantly visualize the
states having the highest cases registered under Crime against
Women. West Bengal, Andhra Pradesh, Uttar Pradesh and Rajasthan
(in that order) seem to be the crime ‘hotspots’ going by cases
registered. We also used a hierarchical bar chart to understand the breakdown of
crime statistics by state and the long tail of distribution of these
A small percentage of people arrested for various different categories of
crimes actually end up getting convicted. This reveals a gaping hole in the
judicial system of India, which can be attributed to either loopholes in the
legal systems or lack of talented lawyers. Alternatively, it could be the case
that acquittals happen due to insufficient evidence, victims turning hostile
(institution of family is strong in India, women are very likely to develop
compassion or fear towards their perpetrators if they belong to the same
family and consequently withdraw their statements.) or maybe even false
positive cases (though this seems contrary to all existing evidence).
Based on the media reports on low literacy rates and dwindling sex ratio’s impacts
in the states of Haryana, we wanted to examine the impact of these external
factors on the crime trends. An interesting question here is whether you would
expect higher values of literacy rate (more awareness) and sex ratio (more women
in society) to be associated with higher (more reporting of crimes) or lower
(reduced number of crimes) number of cases registered.