London

Mahin Jahan, product designer in London

I’m Mahin a product designer in London building AI products that feel a little bit alive .

I’m a product designer in London, shipping AI products people actually use and building tools that feel a little bit alive.

London’s weather is on its way. via Open-Meteo

Home

Playground: interaction and motion experiments by Mahin Jahan

Side quests I make to learn something new, or just for the fun of it .

A product site, motion studies, two worlds in VR, game UI, and one extension that shipped.

Bloomi’s site, scrolled from top to bottom The product site I designed for Bloomi, Jobi’s sister app: scroll-driven transitions build a month of habits from a single square, then open it into Chrome’s side panel. Bloomi • Website on jobi.life
Discord’s reply, rebuilt for its motion The small motion in Discord’s reply: the text field’s corners morph, and the reply button spins in and changes colour. Discord reply • Motion study
Productive, redesigned: the app icon, a sprout on a dark tile, beside three dark screens. Today shows a seven-day reading challenge shared with a friend above the day’s habits and their streaks; a habit’s page has its streak, a reading heatmap and a row of sprout faces for rating the day’s difficulty; and a third screen celebrates unlocking 21 days of Pro. A large sprout character with a white body stands to the right.
A habit tracker, redesigned in 24 hours My final design from Bending Spoons’ design competition, where the brief was to redesign Productive in a day: challenges you take on with a friend, a heatmap of every day you showed up, and a sprout that rates how hard the day was. Productive • Bending Spoons competition
A Sword Art Online scene, rebuilt in VR The anime’s interface, its sound cues and its world, put together so the moment feels the way it does on screen. Sword Art Online • VR
Trafalgar Square at night, with nobody else in it A VR mystery thriller made in a group for a university VR module: an immersive tour of Trafalgar Square with nobody else around. Lost in Trafalgar • VR game
Terms of Service, read for you A Chrome extension that summarises Terms of Service the moment one appears, explains the confusing clauses, and checks contracts and subscriptions for hidden changes. Printl • Shipped extension
TripUp screens: group expenses and shared trip photos in one app
Group trips without the spreadsheet A travel companion that merges group expenses with shared photos, so one app carries what a scattered set of tools did. TripUp • App concept
The Quest Up advert's storyboard in five cuts: a close-up of the pink-haired lead looking at her phone, the Quest Up app opening on screen, a burst of digital effects, the screen becoming a neon cyberpunk city she runs through, and her sprinting up skyscraper steps, with the lines Embark on your fitness journey and Conquer epic challenges. The advert's character sheet: the pink-haired lead in twin tails, a black and pink hooded track jacket, shorts and pink high-top trainers, from the front, side and back.
The Quest Up advert, before it moved The storyboard and character sheet behind Quest Up’s anime advert: she opens the app, the screen bursts into a neon city, and she runs it. Quest Up • Advert storyboard
A battle pass drawn like a hero’s notebook Deku’s Notebook as game UI: comic panels, halftones and bold type, with progression, purchases and rewards kept legible on a controller. Deku’s Notebook • Game UI

About Mahin Jahan

I’m a designer, a cook and a League player, hooked on progress you can see .

In my second year reading economics I was running a startup, Quest Up, and wanted to design it properly. A summer at BrainStation gave me the same kick the startup did: you make something, people use it, and the progress is right there in front of you. A Master’s in Human-Computer Interaction added the theory, and an internship at Pactto put my first feature into a public beta.

Off the clock I cook, play League of Legends and run (next race: London Winter 10K). Cooking is the one that maps onto the work: UI is the plating and UX is the food. One attracts, the other keeps them.

Say hi on LinkedIn, or read my CV.

Pactto

Collaboration that doesn't end when the call does.

Pactto is a canvas-based workspace where video teams meet, review and produce together. As a product design intern on a team of five designers I worked on all of it, from research to the final designs; Pin Comments and Smart Voice were my ideas.

It is live — see the product site

Team

1 Product Design Intern (Me)

5 Designers

2026 · Shipped

Too long didn’t read

Pactto puts the whole video production workflow on one canvas. The problem we took on was the gap between live and async work: feedback given on a call was lost once it ended. We anchored feedback to the asset itself, so it outlives the meeting.

Success Metrics

From usability testing with people on the private-beta waitlist: the video teams Pactto is built for.

~65%Less Tool SwitchingFeedback, tasks and the conversation stayed in one place instead of across several apps
~40%Faster ReviewsA round of review took less time with feedback pinned to the work itself
P0Shipped in the Open BetaThe commenting suite, Pin Comments included, was the beta’s top priority
Context

Too Many Tools

The video editing workflow is fragmented. Teams juggle separate tools for feedback, tasks and communication, and lose context with every switch.

The video editing workflow is fragmented: a scatter of app icons around that line: Miro, Monday, Wondershare Filmora, Slack, Zoom, Descript, Gmail, Premiere Pro, Google Drive, Photoshop, Notes and CapCut

Enter Pactto: One Room, Full Story

Pactto brings live calls and the editing workflow into one canvas-based “Room”, where feedback, decisions and production happen in the same place.

Research

Validating the Friction

We synthesised the research into an affinity map. It surfaced several friction points, and we chose one key insight to tackle first.

Research finding, board one
Research finding, board two
Research finding, board three
Research finding, board four
Research finding, board five
Deep Dive: Is Pactto a conferencing or collaboration tool?

When I first joined, Pactto faced a core positioning dilemma: compete as a conferencing app or a collaboration workspace.

Positioning against conferencing tools

I initially advocated for the conferencing route based on competitive defensibility. Legacy tools like Zoom and Teams would struggle to copy our unique Canvas UI without completely breaking their users' established cognitive models. In contrast, competing as a collaboration tool meant facing off against giants like Miro and FigJam, who already owned the canvas format and simply needed to add a video call feature to close the gap.

Positioning against collaboration tools

However, after realigning with the founders, we committed to the collaboration model. The business strategy was to scale vertically (targeting specific creative workflows) rather than horizontally (building a generic meeting tool for everyone). Returning to our primary goal of reducing tool-switching, we realized Pactto couldn't just be a temporary meeting link. It needed to be the persistent, singular home where the entire end-to-end workflow actually happens.

The Problem We Focused On

On the map, one insight stood out as the root cause of the fragmentation.

Mapping out Insights: the research affinity map, clustered into pros and perceived negatives of AI usage, what makes a feedback session successful, pain points narrowed down, pain points in presenting work, and the tools used for filmmaking, note taking, video conferencing and design
Key insight: the “Async Gap”

42.9% of users were blocked by unclear feedback, and Pactto was purely synchronous. Miss the meeting and you miss the context. We needed a Contextual Library so feedback persists on the asset, not just in the moment.

User Insights: Beyond the Async Gap

The async gap came first, but the research turned up three more insights that shaped the final design.

Cognitive Load of the Canvas: Video editors found the infinite canvas “alien” because they are accustomed to working inside linear timelines. This paradigm shift meant we needed to provide structured starting spaces to reduce initial friction.

Structured starting spaces on the canvas

The Need for Presentation Control: Presenters lost their flow when audience members jumped ahead or crowded the screen with cursors. Users explicitly noted they needed to control the pace to prevent visual chaos and maintain sharp, focused feedback.

Presenter pace and cursor control

AI for Admin, Not Art: Creatives firmly stated they want AI to handle administrative tasks rather than generative creative work. They highly valued tools that quietly turn conversations into itemized notes so they can stay in their flow state.

AI turning conversation into itemised notes
How might we

preserve feedback context in async video reviews so decisions stay clear, traceable, and tied to the work?

This question shaped the core feature: one canvas where feedback stays attached to the work.

Design process

Build, Test, Review, Every Week

We built, tested and updated prototypes on a weekly cycle, so every week ended in a round of validation.

The weekly iterative loop: build, test, update, review

Accelerating Prototyping with AI

Our stakeholder cycle required us to present functional features every week. Static mocks couldn't capture the complexity of video scrubbing or interaction timing, so we inverted the traditional workflow.

Instead of perfecting pixels first, we used Google AI Studio to “vibe code” functional prototypes.

Strategy: we built interactive code prototypes to validate interaction feel, like drag-to-comment, in weekly reviews. Benefit: this let us iterate on complex mechanics in real-time, then codify visual specs in Figma. Handoff: engineers received a dual handoff, the code prototype for behavior and the Figma design system for visuals.

Strategy

We built interactive code prototypes to validate interaction feel (like drag-to-comment) in weekly reviews.

Benefit

This let us iterate on complex mechanics in real-time, then codify visual specs in Figma.

Handoff

Engineers received a dual handoff: Code Prototype for behavior, Figma Design System for visuals.

Solution

Designing for Expressive Feedback

Defining the MVP Together

We ran group reviews in Google Sheets, weighing Priority against Effort to decide what was critical for the Open Beta and what could wait.

Prioritizing Async Collaboration

With the live tools already stable, the Commenting Suite became our P0: a feedback layer that persists alongside the real-time workflow.

The collapsible sidebar proposal that was rejected
Rejected Idea: The Collapsible Sidebar Proposal
The original top-anchored webcam layout

The original top-anchored webcams ate a third of the screen and stole focus from the canvas. They also failed to scale: at twenty people the strip collapsed over the presentation.

The proposed collapsible sidebar for video feeds

I designed a collapsible sidebar for the feeds, like Google Meet, letting users hide the webcams entirely and focus on the work.

Stakeholders rejected it. Human connection was meant to be an unavoidable pillar of Pactto, and hiding the feeds undermined that.

So the cameras scale instead of hiding. The more people join, the smaller each feed becomes, so the container never grows, so the room stays human without costing canvas.

Foundations: Contextual Commenting

We designed three ways to comment, one for each kind of creative feedback. Pin Comments was the one I proposed.

My idea

Pin Comments (Spatial)

Anchors feedback to a precise coordinate on the frame. Click exactly where the issue is, and there is no ambiguity about which pixel needs attention.

Drag Comments (Area)

Draws a box around a region to define the scope of a change, without having to describe where it is.

Timeline Comments (Temporal)

Spans a duration rather than a single frame, so pacing, audio sync and action can be critiqued by marking start and end on the scrubber.

Design constraint: unified interaction

Distinct commenting tools for distinct needs, but reached through a Single Interaction Point, so the choice never costs the user attention.

Design Decision: The “Comment vs. Task” Friction

The crossroads: generic comments like Figma’s, or strict accountability. For video editors, generic comments meant no way to tell a casual “maybe” from a critical “must-do” in a flood of feedback.

Unified Activity Panel

A lightweight “Task” toggle inside the comment box. Chat and work coexist in one stream, and the feed filters down to a prioritised checklist of action items.

Design decision trade-off

The toggle adds a moment of friction: is this a task? We accepted that cost when writing a comment to remove a far larger one at review, trading a minimal UI for clear accountability.

Smart Voice: AI Inside the Flow

Of the AI tools we explored, Smart Voice is the one I brought to the team. I wanted AI built into the review itself, not a separate “AI island” that feels like a gimmick, so it lives in the comment box people are already using and settles the conflict between speed and documentation.

My idea

Smart Voice

Transcribes spoken feedback and anchors it to the timeline. Reviewers give nuanced context without typing; editors get precise text synced to the exact moment.

Design constraint: integrated AI

Built in, never bolted on. Assistance appears where the person is already working, not in another tab.

Developer handoff

The Handoff: From Prototype to Production

The System

We grew Pactto’s existing UI into a modular design system (type, colour, components) so every screen stayed consistent.

The Logic

We mapped every user flow to its vibe-coded prototype, so engineers had a reference for exact animation behaviour.

The Priority

We tagged every feature with an MVP priority, separating open-beta must-haves from fast-follows to keep scope in check.

Takeaways

Key Takeaway

An Extra Should Never Block the Core

We let a P1 feature, AI meeting summaries, hold up the core commenting system for two weeks, and it was cut from the open beta anyway. An enhancement should never hold the core loop hostage.

Ship the Core First, the Extras After

Next time I would release the core and the enhancements separately, so the main workflow is validated straight away instead of waiting on a secondary feature.

The Pactto team together in the studio The Pactto team in the office, gathered around a table

Unfortunately I couldn’t make it in person, so please enjoy these completely un-edited photographs of me with the team.

Jobi

A companion for the job hunt, not an autopilot for it.

Jobi is a browser-extension companion for the job search, built around how people feel while applying rather than how many applications they send. I designed it with two other designers and built it myself, from the first screen to a private beta.

It is live — see the product site

Team

1 Designer & Developer (Me)

2 Designers

1 Software Engineer

2026 · Shipped

Too long didn’t read

Most job-search tools try to bring you more postings or make each application faster. Jobi is built for the other half of the search: keeping up the habit of applying every day, and bouncing back after a rejection. It is a companion in your corner, running as a browser side-panel alongside the search.

Success Metrics

From the private beta. The numbers below are about behaviour and speed rather than scale, which is what an early build can honestly show.

2–4 minTo a First ResultFrom finishing onboarding to a job analysis, a tailored CV or a cover letter in hand
57%Changed the Default CompanionMost looked at all four before deciding, so the choice earns its place at the start rather than buried in settings
39%Of Letters RewrittenThe check for machine-sounding wording caught them and rewrote them before they were sent
Secondary Research

The Search Damages Mental Health

We started with published surveys. They show that the job search harms most of the people going through it, not a small minority. What they do not show is why. That is what our interviews were for.

Job searching takes a serious toll on mental health and leads to burnout

72% say the job search has harmed their mental health (Resume Genius, 1,000 US job seekers, August 2024), and 55% of recently unemployed adults describe themselves as completely burned out (Insight Global, 501 US adults, July 2023).

Primary Research

Three Focus Points for Investigation

The surveys showed the damage but not its causes, so we built the interview guide around three questions a survey cannot answer.

Three questions a survey could not answer. Methods: how do people actually track applications once the volume climbs? Friction: which parts of applying cost the most time, and which cost the most energy? Emotion: what makes someone lose momentum, and what gets them started again?
01 Methods

How do people actually track applications once the volume climbs?

02 Friction

Which parts of applying cost the most time, and which cost the most energy?

03 Emotion

What makes someone lose momentum, and what gets them started again?

Interviews & Competitive Analysis

The Tools Organise the Work. None of Them Question It.

We interviewed five job seekers mid-search, applying to anywhere from four roles a week to thirty, then audited the two tools they kept mentioning. Teal and Simplify both autofill forms, track statuses and help you apply to more jobs. Not one of our interviewees said that applying to more jobs was their problem.

Research overview: the affinity map; a participant quote, I copy-paste the same answers into every single form; 92% experience unclear feedback or conflicting opinions; 15 minutes to 3 days per application, with every one restarting the same work from scratch; mostly silence, since most applications get no reply; the user interview transcripts; competitor audits of Simplify and Teal; and the persona, Mark, 27, eight months in, applying to 10 to 30 roles a week across Excel, Notion and Google Docs.
Analysis

What the Interviews Kept Saying

We sorted every interview quote into an affinity map. The clusters that came out were all about emotional fatigue, not about a missing feature.

Mapping out Insights: the interview affinity map, clustered into resume and CV management, repetitive forms and platforms, tracking and organisation, cover letters and research, and the emotional toll and feedback gap Three insight cards: statuses are logged by hand and go stale; a participant quote, I usually take a week off after a rejection from a final round; research is paid upfront, before a word is written.

The three insights a product could answer. The fourth cluster, silence from employers, is outside any product's control: no feature makes a company reply.

Key insight: the volume trap

Indeed's own data shows the highest-volume applicants are 39% less likely to get a positive response. Every tool in the category is built to increase volume, which is the very thing that lowers people's odds.

How might we

reduce the emotional cost of the job search, without taking the search out of the user's hands?

This question shaped everything that follows.

Branding

Growth Was the Only Honest Promise

Every competitor's brand promises the outcome: the job. That is the one thing no product controls. What we could promise honestly is growth, because skills and habits build long before anyone says yes. So the brand is designed to calm you down, not to keep you hooked.

The identity on one sheet: the sprout wordmark, a three-colour palette, Google Sans Flex, the icon set, and the mascot in its working poses.

The metaphor lives in the system, not the logo

A seed with two leaves, and a palette named to match: Seed Black, Sprout Grey, Bloom Pink. The metaphor ends up in every screen, not just the mark.

Supportive, never cheerful

“You apply. We got your back” is the promise; “Keep growing” is the line. Both had to hold after a rejection, not just after a win.

Calm Is the Feature, Not the Decoration

A face is the quickest way to give a mascot personality. But a mouth is also what makes a face look like it is judging you. People mid-search are already anxious about being assessed, and Jobi reads their CVs, cover letters and interview answers all day. So the mascot has no mouth in any pose: it cannot frown, smirk or look disappointed. Everything it expresses comes through its eyes and its posture, and nothing it does reads as a verdict.

Jobi
Miss Jobi
Sir Jobi
Lady Jobi
The rig the app ships, in its four companions. Each arrives, waves and settles; the eyes and the tilt of the body carry every pose.
The trade-off

Without a mouth there is far less expressive range, so the warmth has to come from motion, which is harder to get right and slower to build. Worth it: a companion you feel judged by is not a companion.

Solution

One Companion, End to End

Jobi runs as a browser side-panel next to the job search. You choose which roles to go for; Jobi handles everything around them: the research, the documents, the tracking and the practice. Each of the three insights has a feature behind it. One more thing the interviews asked for, autofill, was built and then removed; the reason is further down.

Break down a job description before you apply.

78
Match score
Linear

Four years on data-dense product surfaces is the core of this posting, and your shipped work shows it.

The gap is scale: they want someone who has run a system across several teams.

Tracker: every application in one place, from applied through to offer

Speak your answers straight into the application form.

Practice interviews by speaking out loud.

Storage: your CVs, letters and links, filed and ready to send

Keep a streak going, one application at a time.

Deep Dive: Shipping fewer features than either competitor

The obvious way to look credible next to two funded products was to match their feature count. Jobi went the other way: one chat, one tracker, one practice room. Anything that did not answer a research finding was cut before it was built.

Panel opens onboarding on first run only Chat the home screen Jobs tracker every application, one pipeline Mock interview voice or fully typed Momentum forgiving streak and goals Cover-letter editor opens in its own tab CV editor content back, your layout Settings & storage CVs, letters, saved links
Every feature is one tap from the home screen. There are no sub-menus.
The trade-off

Jobi loses any feature-by-feature comparison, and power users who want dashboards and bulk tooling are better served elsewhere. Accepted, because the person we designed for is not shopping for features. They are tired.

The Chat: Judgement on Tap

Answers the third insight: the research you have to do before you can write a word.

The home screen is a chat. Paste a job posting and Jobi tells you whether it is worth applying for, tailors your CV and cover letter, and researches the company, so you stop juggling tabs.

Two steps, labelled in the graphic. One, Meet Jobi: the extension sits a tab away on any job page. Two, Analyse the job: open a posting and Jobi scores your fit, here 82 out of 100 on a Senior Product Designer role at Wise, with what is in your favour and what to watch.
Deep Dive: Why autofill was built, then cut

Autofill was in the first build. To be useful it has to fill the details that repeat on every form: phone, email, address, place of birth. Storing those means holding sensitive personal data we would be liable for. We cut it entirely. Without those fields, what was left did not justify installing an extension.

The trade-off

The most repetitive part of applying stays manual, and one research finding is left deliberately unanswered. A smaller tool is better than holding data we cannot promise to protect.

Interview Practice

Answers the silence from employers: when replies are rare, the few interviews you get have to count.

Step four, Practise the interview, labelled in the graphic: a mock interview out loud, with questions drawn from your CV and a debrief at the end. The interviewer, Lauren, speaks while a waveform moves beneath her, and the debrief scores the run 78, nearly interview ready, noting specific, well-paced answers and a conflict question that drifted before reaching its outcome.

The Tracker

Answers the first insight: statuses logged by hand go stale.

Step three, Track every application, labelled in the graphic: every job you apply to lands in one place, sorted by stage, with the date you applied and the letter you sent. The tracker lists Wise, Octopus Energy, Starling Bank, Deliveroo and Monzo under Applied, with Interview and Offer one tap away.
Key decision

Standard trackers weight every status equally in traffic-light colours, so a search that accumulates rejections becomes a wall of anxiety. Statuses split into Active and Closed instead: rejection is real but tucked away, and colour survives only in a small dot, at the cost of closed applications being harder to scan.

Momentum

Answers the second insight: a rejection can stop the search for a week.

Three things in the tracker are there to get you going again. Reminders bring a role back before it goes quiet. Rejections move to Closed, so the pipeline you look at every day is the live one. And the streak counts the days you showed up: it never warns you that you are about to lose it, and after a rejection it goes quiet instead of loud.

Design Process

Designed Together, Built Solo, Debugged With an Engineer

The three designers, me included, ran research, ideation and design together in Figma. I built the MVP alone and released it as a private beta, then worked with a software engineer to debug it.

How Jobi was made: four people, never all at once. Five steps in order. One, research: five interviews and two competitor audits, by three designers. Two, ideate and design: brand, mascot and flows in Figma, lo-fi to mid-fi, by three designers. Three, build the MVP: every screen built in Claude Code, by me alone, with one shared context for every screen and one agent per job so none drifted. Four, private beta: real users, measured on speed and behaviour, by me alone. Five, debug: tracked down what broke and fixed it, with a software engineer, the first time anyone else read the code. Every build decision traced back to a research finding.

I am a designer, not an engineer, so I set the build up as a system before any of it was written. Claude Code held every interview, map and decision as one shared context, and each agent had a single job, which kept the build tied to the research.

Takeaways

Key Takeaway

Building It Myself Was Fast, and Unchecked

Building and shipping alone up to the beta meant a decision could be in the product the same day it was made. It also meant nobody else read the code until an engineer joined to debug it. The panel reached 13,700 lines in one file before I noticed, and untangling it was work I had created by moving faster than I was reviewing.

The Privacy Call Was Right, and It Came Too Late

Autofill was built before we asked what storing phone numbers and addresses would oblige us to protect. Cutting it was the right call, but it came after the build instead of before it. Research told us re-typing was a real problem. It could not tell us we would need a different answer to it.

Nothing

The right tools, exactly when you need them.

Essential Context is a concept for Nothing OS that I designed alone in 48 hours: hold a button, say what you’re doing, and the phone builds a temporary home screen with only the tools for that moment.

Team

1 Product Designer (Me)

Concept · 48 hours

Too long didn’t read

The Challenge: One evening out can mean jumping between Uber, Messages and Wallet, each found by digging through an app grid. That hunting is friction the moment doesn’t need.

The Solution: Hold the essential button and say the situation. Nothing OS builds a temporary home screen for it, then puts the normal one back when it’s over.

Scenario

A Home Screen for the Moment You’re In

Heading out for the evening, you don’t want to dig through app drawers for a ride and the booking. Essential Context builds a temporary screen with only those tools, so your attention stays on the evening.

The regular home screen beside the Essential Context screen, annotated: a weather widget giving real-time climate for the evening ahead, a reservation widget surfacing booking details, a quick contact widget for one-tap calls and messages to the night's priority contact, and a curated app row filtered to the moment.

Mapping the Journey

Holding the essential button on the lock screen opens the setup, with a sweep of light. Choosing “Date Night” drops you into the curated screen, and the Glyphs show the time left before it expires. A yellow pill stays in the top right, so you can change the settings, or leave and get the normal home screen back.

A six-step flow: holding the essential button on the lock screen, configuring Date Night and its preference chips, a brief wait while the system rebuilds, entering the curated screen, managing it from the yellow context pill, and exiting back to the regular home screen.
Purpose

Built From Nothing’s Own Features

Nothing’s pitch is intentional phone use: less time in apps, more time in the moment. Essential Context gets there by drawing on Nothing’s Essential features rather than adding another app.

In the Date Night example, each one does part of the work:

Date Night draws on four Essential features: Essential Space extracts your reservation and location data, Essential Apps generates widgets for rides and quick contact, Essential Search pre-loads the restaurant menu and route, and Essential Notifications silences everything except messages from your date.

Together they turn a grid of icons into a screen built for the moment, and the more Essential features someone uses, the better that screen fits.

System

Hardware and Software Together

To feel native to a Nothing phone, the hardware has a part to play too:

01

The Trigger

Holding the essential button pulls up the Essential Context setup.

The essential button on the side of the phone, captioned Hold To Set Context.
02

The Glyph Matrix

While a context is on, the back of the phone shows a simple icon (a cocktail glass for Date Night), so the people around you can see you’re focused.

The Glyph Matrix on the back of the phone lit with a cocktail glass icon, captioned Date Night Focus Mode.
03

The Glyph Lights

The Glyph lights count down the context’s auto-expire timer, and only light up for your pinned priority contacts.

A Glyph light arc running part-way around the camera housing, captioned Essential Context Auto-Expire Timer.
Design decisions

Fewer Taps, More Presence

Two choices kept the interface as light as the idea:

Decision 01

Smart Chips over Menus

Settings like “Smart App Filter” and “Priority Contact” are one-tap chips rather than menus, so setting up a context takes a few taps.

The Essential Context sheet: saved contexts for Gym, Work and Date Night, one-tap preference chips for Essential Apps, Essential Notifications, Auto-Expire and Priority Contact, and an Add Context field with a microphone.
Decision 02

The Status Pill

A small pill stays in the top right while a context is on. Tapping it opens Edit and Exit, one thumb’s reach away instead of buried in Android settings.

The status pill across three contexts: Workout Mode in blue, Date Night Mode in yellow and Work Mode in red, each confirming that the mode can be managed from the top right icon.
Testing

What I’d Test First

This was a 48-hour concept with no user testing, so these are the assumptions I would check before anything else:

Is Saying It Faster?

Whether naming the moment, by voice or a chip, is quicker than opening the three apps yourself.

Does a Timer Fit Real Plans?

Whether auto-expire suits evenings that run late or end early, or should end on a signal like leaving the venue.

How Does the Room Read It?

Whether the people nearby read the icon on the back as “focused”, or as the phone broadcasting.

Future

Where It Could Go Next

Today a context starts by hand. Longer term, the OS could do it for you:

Predictive Contexts

Build the screen from your routine, without being asked.

Fallbacks That Learn

When a context misses a tool, Essential Search fills the gap, and the next context includes it.

Tactile Switching

Switch between saved contexts with a tap or swipe on the back, without waking the screen.

Deeper Customisation

Context-specific widget themes and richer integrations as Essential Apps grow.

Quest Up

Turning a chore into a quest.

Quest Up is a fitness companion for gamers who sit for hours, built on the quest loop they already play. As founder and sole designer I took it from research to a high-fidelity concept, and it won the CitySpark startup competition and a £3K grant.

Team

1 Founder & Product Designer (Me)

2023–24 · Startup

Too long didn’t read

Gamers want to be healthier, but the motivation rarely becomes a habit: next to the instant rewards of a game, fitness feels like a chore. Quest Up borrows the game’s own loop, short, structured quests with instant rewards, to lower the barrier for sedentary players. It is a design concept: it won the CitySpark startup competition before an MVP was built.

Context

Gaming Is Rewarding by Design, Movement Is Not

Games hold attention with clear goals, instant feedback and visible progress. Fitness feels effortful, unstructured and slow to reward. So even gamers who want healthier habits default to long sessions sitting down: movement doesn’t fit the way they already spend their time.

Project timeline across six months, drawn as Quest Up cards. Phase one, research: primary and secondary research, months one and two. Phase two, ideation: information architecture, sketches and wireframes, months two and three. Phase three, visuals and branding: moodboard, design system and high-fidelity wireframes, months four to six. Phase four, prototype and evaluation: formative user evaluations, month three to month six.

Why This Is a Problem

Long inactive sessions bring low energy, weight gain, back and eye strain, and worse health over time. Because fitness feels intimidating and easy to put off, consistency breaks quickly, even when the motivation is there.

Solution Overview

Six Quest Up screens in the app’s neon anime style. Home: the player’s avatar, level, coins and energy, a daily brief, the current boss quest at 92% and shortcuts to Dailies and the Wardrobe. Wardrobe: the avatar wearing the equipped Pulse Phones, with head, face, tops and gear tabs. Progress: a three-day streak and a skills chart for strength, speed, stamina, agility, flexibility and vitality, above the quests completed this week. Quests: season three’s daily and boss quests, filtered by skill, each with its time and XP. Shop: a Pro Plus upgrade, boosts such as an energy cell, streak shield and XP booster, and new cosmetics. Leaderboard: local, friends and global rankings with the top three and the player’s own rank.

Quest Up lowers the barrier by borrowing mechanics gamers already understand. Movement becomes short, structured quests with clear progression and rewards, so exercise feels familiar, achievable and easy to start inside a gaming routine.

Expected impact

Making movement feel game-like should cut the friction at the moment of deciding, and encourage small, repeatable actions: healthier habits without giving up the games.

Problem

Motivation Isn’t the Problem. The Format Is.

Research with 15+ gamers on Discord and at conventions revealed a paradox: gamers want to be healthy, but fitness lacks the immediate feedback loops of gaming.

Problem: Long Hours Sitting

“On average, I spend around 3 to 4 hours a day gaming.”

Pain Point: Exercise Feels Like a Chore

“I want to be more active, but I don’t feel motivated to exercise.”

Opportunity: Open to Gamified Fitness

“If I can see my daily progress visually, I might be able to stick with it.”

Key insight

Fitness feels “unstructured and slow,” whereas games are “structured and rewarding.” We don’t need to change the gamer; we need to change the interface of fitness to match their mental model.

Target user

Who I Designed For

Primary Users

Gamers who want to be more active, but struggle to stay consistent.

Secondary Users

People who find fitness intimidating and need a guided, rewarding structure.

Meet Adam, a 21-year-old computer science student who loves gaming, but is starting to feel the health impact of long sessions. He wants healthier habits, but struggles to stay consistent without giving up what he enjoys.

Meet Adam, 21, a computer science student and night gamer. His quote: it’s hard to find the right balance between what I enjoy and what I need. Three figures: six to eight hours of gaming a day, more on weekends; exercise is the first thing he drops when time is short; high motivation to change but low consistency. Behaviours: he often games six to eight hours and skips workouts or outdoor plans when it’s the easiest option. Pain points: dropping exercise leads to low energy, weight gain, and back and eye strain. Goals: a simple routine he can sustain, with more movement and better nutrition, without losing the fun.

Adam’s Journey

I mapped out the typical gamer’s lifecycle to identify the exact friction points. Adam’s goal: to exercise without breaking his flow state or feeling like he is “going to the gym.”

Adam’s journey in four steps, beside a chart of his energy and motivation over time: energy dips at step two and recovers by step four, while motivation climbs steadily. One, stuck in the loop: he games for hours, often late, and feels it hurting his health. Two, low point: he notices weight gain and lower energy, and feels stuck on where to start. Three, searching: he looks for ways to fit exercise into his routine, wanting it as engaging as gaming. Four, momentum: he tries gamified fitness and short daily workouts, where small wins build momentum.

The focus became lowering the barrier to fitness by making movement feel familiar, rewarding, and easy to start within a gaming routine.

How might we

motivate gamers to engage in physical activity to improve their long-term health?

Solution

Designing the Core Loop: Move, Reward, Upgrade

Decision 01

The “Quest” Metaphor

I reframed vague goals (“exercise more”) into binary quests (“do 10 squats”). This reduces cognitive load and decision fatigue.

The core gameplay loop in four Quest Up screens, looping back to choose your next quest: Home with the active boss quest and daily goal, the daily quest list, the Squat Set quest sheet with its Complete quest button, and the quest-complete reward of 100 XP and 150 coins. Pick a quest: choose a daily or boss quest that fits your time and energy. Complete the activity: do the exercise and track it by phone or smartwatch. Claim rewards: earn XP and gold, then watch your progress update instantly.
Decision 02

The Retention Layer

Streaks and leaderboards guard against drop-off, but I made avatar progression the lead reward: levelling up a character is the RPG (role-playing game) trope this audience already plays for.

Retention systems in three Quest Up screens: Progress with a three-day streak, a skills chart and completed quests; the Leaderboard with the top three and the player’s rank of 29; and the Shop with boosts and cosmetics. Track your streak: stats make progress visible through streaks, milestones and quest history. Climb the ranks: leaderboards add friendly competition and a reason to return. Spend your rewards: the shop turns gold into boosts or cosmetics that reinforce the loop.

The layer reinforces the loop with visible progress (stats and streaks), social motivation (leaderboards) and self-expression (the shop and customisation), without adding steps to the core action.

Iteration

The Safety Iteration: Designing Out the “Grind”

Mapping the reward loop surfaced a risk: a motivated player could “grind” exercises back to back just to earn currency, and risk injury. Games reward exactly that behaviour; a fitness app can’t.

The safety gap in the core. Five different quests completed back to back in one evening, from 21:02 to 21:33: stair sprints, a squat set, a jump rope round, a shadowbox combo and an upper body power lift, the last two turning pink, adding up to 430 XP farmed and an overtraining-risk warning. Risk: rewards and rankings can nudge users to over-exercise to maximise in-game rewards. Why it matters: overtraining raises injury risk and can undermine the product’s goal, health first. Design principle: keep the loop rewarding, but add guardrails that prevent unsafe behaviour.

The Fix: An Energy System

I added an energy system, a common gaming mechanic: each quest costs energy, and energy refills daily. It paces activity and guards against burnout and injury, and, as in games, a cap should leave players wanting to come back tomorrow.

Introducing Energy Balance. A close-up of the Squat Set quest sheet, with its Complete quest button costing 20 energy highlighted, and the app’s Out of energy message: needs 20 energy, you have 10; rest up, energy refills tomorrow, or grab an Energy Cell in the shop. Energy Balance guardrails: energy drops per quest to pace activity and stop reward-chasing turning unsafe. How it works: each quest costs energy, and at zero quests lock and the app nudges recovery. Trade-off and impact: framed as recovery and streak protection, not a cap, for safer pacing and longer-lasting habits.
Design decision trade-off

A cap can feel restrictive, so it is framed as recovery and streak protection rather than a limit. The aim is safer pacing and habits that last.

Outcome & impact

A Winning Idea

The concept won the CitySpark Grand Final and a place on the accelerator, before a line of the app was built.

1stCitySpark WinnerStartup competition grand final
£3KEquity-Free GrantAwarded alongside acceptance onto the accelerator
15+Gamers in the ResearchInterviewed on Discord and at conventions

What an MVP Would Test

The progression and the energy system are design decisions, not tested results: you can’t usability-test a workout habit with a prototype. A first build for a cohort of 50 players would check three things:

Does the Avatar Hold Them?

Whether levelling up a character keeps people coming back better than streaks and leaderboards alone.

Recovery or Limit?

Whether the energy cap reads as rest and streak protection, or as the app stopping them.

Do Quests Match Real Effort?

Whether quests logged by phone or watch line up with the exercise people actually did.