I go by the pseudonym
For any HCI related opportunities or feedback on my work, just get in touch!
Conducted heuristics evaluation of the Appliance Delivery Analytics (ADA) dashboard and worked closely with the development team to translate stakeholder needs into product features at the Orange Works Lab
Responsibilities included mentoring students for their term projects and giving lectures for the course: UI Design (CS 3750)
Did cross-platform concept exploration on modular designs for product pages across desktop and mobile web
Worked with Customer Support team to collect feedback on users’ shopping experience to improve the e-commerce website
Managed the international flash-sale distribution network contributing to 40% of online sales revenue
M.S., Human-Computer Interaction
B.E., Information Technology
Awards & Affiliations
Awarded a scholarship to attend this ACM-W celebration of women in computing
Secured 1st place for Holistic in the 7th Annual Atlanta Design Contest
Breaking the Wall of Text
I attended a talk by a doctoral researcher at the HCI International 2015 Conference, who presented her work on the emerging topic of contract visualization - an approach that aims at making legal contracts clearer and more user-friendly with the help of better typography, layout design and information visualization.
Her take-away message was that
What changes to legal information design might convey complex information in a more logical and intuitive manner? Can a standardized layout help demystify the legal wall of text into a clear, simple design that uses visual cues to support comprehension?
The following image shows the copyright policy of the DeviantArt community - one of the largest social networks on the web and a popular space for artists both amateur and professional to showcase their work.
In the large-scale content analysis of public conversations about copyright in different online communities, one clear theme that emerged was the prevalence of problems related to copyright expressed by creators in these conversations (Fiesler, Feuston, & Bruckman, 2014, 2015). The five major types were:
- Avoiding trouble
- Dealing with consequences
- Fear of infringement
- Dealing with infringement
- Incomplete information
Drawing from nutrition, warning, and energy labeling, as well as from the effort towards creating a standardized banking privacy notification, the process for constructing and refining a label tuned to privacy is presented (P. Kelley, J. Bresee, L. Cranor, and R. Reeder, 2009). Their user study methodology was particularly useful to me in understanding how a standard copyright policy compares with a restructured policy which employs visual solutions.
Private Parts is an open-sourced, customizable toolkit by the mobile security company Lookout to help developers implement visual, user-friendly privacy policies. This plug-and-play toolkit was the inspiration behind my responsive visualization framework for copyright policies.
In order to understand written texts people form mental models (Johnson-Laird, 1983), mental representations based on the principles of causality, spatiality and temporality (Zwaan, 1995).
Structured contentwith a glance-able summary of the sections to promote immersion in the text Visual cues(based on The Gestalt Principles of Visual Design) to assist readers in focussing on important items Responsivenessacross platforms Customizability
I began with restructuring the original content based on the areas of copyright problems in online communities, identified previously in related research:
The application provides the copyright policy in the form of a single web page. Some early designs of my prototype are shown below.
Compared DeviantArt’s standard copyright policy with my restructured policy by employing the
The participants were given a randomized prototype to interact with, while completing an evaluation form. The usability section of evaluations was achieved by direct observations as well as interview-style questions on the interaction design. The comprehension can be gauged in two phases :
Content curationon collaboration with legal experts.
- Introduce a
social aspectwith inline commentary and discussion boards.
- Extend the functionality to other consumer industries like
MARTA On The Go
I used the MARTA app when I first came to Atlanta in 2014 for grad school with my Nexus 4. This was, of course, before the launch of Material Design. Being the preplanner that I am, the app was downloaded and set up on my phone. But after hours of travel and in a new city, I found myself lost at the Hartsfield Jackson Atlanta International Airport and had to ask somebody in order to catch a train going to midtown (read: a straight 4 on the severity scale). So as a personal project, I've redesigned the Android app with the conventional material-based styling.
Using the scenario of ‘finding the train arrivals for a station’, I first studied the current design for it's usability flaws.
With no dedicated home screen, the app defaults to ‘Rail Schedules’ at launch, thus lacking context.
The cramping of options not only hinders interaction but also wastes abundant screen real estate.
This screen loads upon selecting ‘Next Train Arrivals’.
Once again, the interaction is compromised by this redundant screen that could have easily been included as a layered selection in the previous screen.
This screen loads upon selecting ‘the system map’ option.
The map defaults to a zoom level without giving an overview. Also, the lack of a search feature makes it cumbersome to find a particular station.
This screen loads upon selecting a particular station on the system map.
Without any information hierarchy, user’s attention isn’t drawn to the time sensitive data.
Since the current design is icon heavy, the starting point for my redesign began with using Google's Material iconography for the home screen with a flat navigation structure. The interaction and screen flow is explained below:
Mayo Clinic : Decision Aid
Patients and clinicians have different expertise when it comes to making consequential clinical decisions. While clinicians know information about the disease, tests and treatments, the patient knows information about their body, their circumstances, their goals for life and health care.
The current design is a take-home brochure which has gone through several rounds of iterations.
- Fluid interaction that doesn't interrupt conversation
- Can’t have tutorial, interactions should be minimal and supportive of both patients and clinicians
- Avoid quantification/calculations that equates medications
Mayo Clinic's Knowledge and Evaluation Research (KER) Unit has developed a brochure consisting of 5 cards, known as decision cards, which enlist various side effects such as weight, sleep, sexual issues, withdrawal symptoms. The series of physical cards are used by the physician after identifying the problem faced by the patient, as an aid for himself as well as the patient to visually compare the various side effects of a medication and to decide which drug to take, based on the patient’s expectations from the drug. However,
We began by conducting an interview with Ian and Maggie, the designers at Mayo, to clarify the problem space. To understand users’ requirements, we studied 3 videos from Mayo showing the usage of the brochure during actual clinical encounters.
We created 10 design variations during two rounds of brainstorming. From wearable technology to novel interfaces, we explored a range of mediums for the design.
We also came up with a companion idea of a removable room to relieve stressfulness between patients and physicians and encourage conversation.
All our concepts could be divided into two broad categories:
- Reorganize information structure and utilize new visualization techniques
- Sequential interfaces following the task flow of the decision process
After 7 rounds of critique and clean-up sessions, we came up with two prototypes.
3 within-group subjects, with randomized prototype order, were assigned benchmark tasks and asked to think aloud while interacting with the prototype. We then collected qualitative feedback via brief semi-structured interview sessions.
Prototype 1 : Users commented on the fluidity and colorfulness of the interface and liked that they could see everything on a single page at one time. They liked the simple interaction mechanism base on clicking. However, they also agreed that discovering features triggered by double-click or long-hold would require instruction from other people.
Prototype 2 : Users liked the thumbnail for its interactions (e.g. reordering) and indication of state. They also felt like this prototype allowed for more specific comparison of drugs. However, they admitted to finding the number callout for each factor confusing.
The law says that pedestrians have the right of way. But do they really? With potholes, faded crosswalks, damaged pedestrian signs aplenty that right has been reduced to a safety hazard. Moreover, with the limited and inconvenient public transportation and parking constraints in the city of Atlanta, more and more people who are traveling by foot are affected by these hazards. Holistic is meant to be a quasi initiative by the City of Atlanta, Department of Public Works for reporting potholes and other pedestrian hazards.
This problem space has 2 main stakeholders – the pedestrians and the Department of Public Works in the city of Atlanta. My design solution mainly focusses on the pedestrians who will be the front-end users and input providers to the system. Because pedestrians are the ones bothered, they also need to be the ones who are vigilant and proactive in reporting issues. A mobile application that is transparent in its functionality and allows for maximization in its participatory affordances can serve as an effective tool to get pedestrians engaged with the problem space.
The current interface for reporting issues is a web form, hidden under a clunky information architecture of the Atlanta Gov site. The second web form option is by the advocacy group, PEDS, which is equally long and cumbersome with users having to fill in lengthy details such as their personal information every time they report a problem.
After gathering requirements from the existing solution, I created wireframes of the 3 main screens in Photoshop.
The next step was to architect the screen flow possibilities, as shown below. In creating this I realized that there was no need for a hamburger navigation menu since the interaction was entirely pre-defined.
Finally I prototyped the interaction and screen flow using Axure. Because this system is meant to overcome the lengthy process of reporting hazards, efficiency and learnability were top usability priorities in my prototype design.
This project began as a class assignment which I then submitted to the Georgia Tech HFES Atlanta Design competition. After receiving much positive feedback on its applicability, the next step for Holistic would be conducting evaluations with potential users to identify usability issues. As a more long term objective, collaboration with the Department of Public Works would be essential for an entirely 'holistic' deployment of this system.
Particle In A Box
Quantum Mechanics (QM) is the foundation for various science and engineering disciplines. However, educators face major challenges in teaching QM concepts to students given the abstract and non-experiential nature of QM. To address the above challenges we created and evaluated a virtual environment governed by the laws of quantum mechanics as a way to engage alternative ways of teaching and learning QM.
The prototype has been aimed at undergraduate students who have either taken or are taking an introductory QM course. We hypothesize that the game can be a valuable teaching supplement, which can provide multiple contexts for learners to understand abstract concepts of theoretical subjects and provide connections between these abstract ideas and their applications.
This project began in Fall 2014, when I was a volunteer helping out with storyboarding and visual design enhancements. In the following semester, I took on the UX Researcher role to develop preliminary testing instruments and conduct evaluation studies. The work presented here is of the game's 1st version.
The 1st version's 3 levels are depicted in the storyboards below:
The game is divided into two sections - Classical Mechanics World and Quantum World to help the student learn by comparing and constrasting the two distinct worlds. With the juxtaposition of these two worlds, players can experience that the Classical World is governed by the laws of motion that we experience in our daily lives and the Quantum World is driven by probabilities. To play the live version, click here.
The current research, which is in phase 1, is guided mainly by the question: To what extent do QM educational games impact student learning and knowledge retention? The approach towards evaluation has also been guided by this research question and includes both qualitative and quantitative methods, with people representative of the target audience. In order to achieve this we approached Professor Dr. Christine Payne of the School of Chemistry and Biochemistry at Georgia Institute of Technology and conducted an in-class study with students of her QM course. Here, the findings from that study, its implications and the plans for wider deployment are discussed.
A 30-minute focus group was then conducted to evaluate positive and negative aspects of the game as well to explore how the game helped the students understand QM concepts. Finally, the study concluded with a participatory design activity for which the students were given printed screenshots of the game including the tutorial slides. Just like the nature of quantum mechanics, it can be difficult to verbally explain all of one’s feedback and therefore this activity allowed the students to highlight their feedback specific to a section of the game using pen, paper and post-its.
This provides basic validation that the game had no negative impact on content knowledge.
Some of the feedback from the focus group discussions was that the tutorials felt like reading a book and not part of a game. Transition between the two worlds was difficult to understand and many students were not able to apply the concepts learnt in the tutorial levels, in the gameplay.
The participatory design activity helped us to recognize errors in the content of some tutorial slides along with visual design improvements.
A larger sample size is being recruited for the next in-class deployment. This should provide both data on how the game performs with a greater variety of students, as well as greater power to examine those differences.
For latest project developments, visit the project website : www.learnqm.gatech.edu
The Home Depot
Every product page at The Home Depot had the same layout regardless of the product category or the customer's journey to get to that page. As a UX Design intern in the Online UX team, my main summer project involved doing concept explorations to modularize their PIPs so that the displayed content would be based on:
i. categorical buckets of products and
ii. information pertinent to the customer’s shopping behavior.
For more details, just get in touch and I would be happy to walk you through the project.
Delta Pass Redesign
Airports are bustling places that can often make the well-informed person feel overwhelmed. The current Delta boarding pass doesn’t do much to convey information in a clear and consistent manner. There are several problems with its design, such as inefficient use of space, unclear information hierarchy and lack of attention to the different audiences it serves.
With this exercise we’ve tried to address the concerns listed above and make it easier for the different stakeholders to read and comprehend information in an efficient manner. We began by listing all the elements of the existing Delta boarding pass, which were approximately 15 in number. We then created persona types for each of the stakeholders, which are:
The use cases for each of these persona types is explained in the following section:
Andy is an IT Risk Analyst at Deloitte who leads the typical consultant life, travelling weekly for work from Atlanta to New York and back. Being a frequent flyer, he likes to show up just in time at the airport and travels light with just one carry on. He is well versed with the check in procedure and is most concerned about the boarding time.
Sonam is travelling to Atlanta for her graduate studies. This is her first time flying solo on an international flight. She is extremely well prepared and has planned her travel weeks in advance. For her flight she would like the boarding pass to give a step-by-step guidance.
Dr. Daniel is a professor at Georgia Tech who is travelling to San Fransisco for a conference. He has poor vision with a color blindness to green light. He is not new to travel but would want all the details to be listed in bold and big font for easy reading.
Hannah is a check-in attendant who performs the repetitive task of verifying passengers’ information. She has 5 years of experience and knows exactly where to find the details she’s looking for.
Based on the above use cases, we brainstormed about 10 concept sketches. These ideas ranged from enhancements to the existing form, alternate uses (e.g. bookmark) to product designs (e.g. keychain).
After in-class critiques we refined our designs into 4 main types, as shown below.
After a second round of in-class critiques we decided to pursue the bookmark idea with care to providing authority/veracity to the display of information. We did this by demarcating a separate shape and color to the flight related information while also keeping purely visual elements like the border in tact so that the artifact could serve as a personalized souvenir.
People in the United States spend less time on physical activity and more of their waking hours sitting, mostly hunched over, in front of a computer.
Posture related activity is currently less well represented in the functionality of available devices, but a company, Lumo Bodytech Inc., already offers devices giving feedback on posture for the lower back and for the upper back. These devices enable the tracking and sharing of posture activity, but to our knowledge, users who want to compare discrete performances face significant limitations when using currently available interfaces.
- Young adults (18+ years of age)
- Lead a sedentary lifestyle
- Want to improve their posture
- Regular interact with and enjoy playing digital games
- No diagnosed physical or mental disabilities
- Cognitive and perceptual abilities within the normal range
We observed an absence of research identifying the best standard to use as an ideal posture, either sitting or standing. This prevents us from defining within our design the ideal posture for any position. The design implication is that we may build a system that is really based on user definitions of an ideal, allowing users to use clinical motivations, goals of appearance, and other posture-related objectives.
The following storyboard explains an on-the-go use case of the application:
In our initial informed brainstorming session, we explored ideas with different interfaces from wearable technology to mobile & web applications. 3 rapid mockups of these interfaces were created and presented at an open poster session to the faculty and students of Georgia Tech.
From the general feedback and suggestions received, we found that the social posture challenge app would be best suited to reach a broader audience. Our next step was to prototype the screen flow.
- 1-on-1 usability evaluation sessions with 10 participants
- Wizard of Oz technique for two benchmark tasks
- Think Aloud protocol
- Semi-structured interviewing with qualitative evaluation
- Paper-based survey
Our system scored 79.17 percentile on the System Usability Scale [SUS].
Our system prototype was designed in response to existing sensors and anticipates the arrival of new sensors that can collect and share real time performance data. We will also implement new features in response to some of the feedback given during our testing sessions, adding a leaderboard and enabling users to define the parameters of wagers with total freedom.
What To Expect
'What to Expect' is an interactive simulation of the complex lifestyle choices a new, working mother has to face. Since there is no "one-size-fits-all" formula, decisions are made based on situational priorities. Choices involve trade-offs between variable factors and replay increases awareness about impact of choices in the long run.
- Take a family vacation
- Focus on your career
- Lose baby weight
- 6 months OR 12 months
- Your Health
- Baby’s Health
- Successful : Score > 74
- Almost There : Score > 50
- Try Again : Score < 51
'What to Expect When You're Expecting' is considered the bible for to-be mothers across the globe and was the main source of inspiration for my game's story. The abstract model of this game focusses on several cultural values of fiscal responsibilities, importance of a support network and testing people's priorities as a parent.
Below are screenshots of some of the scenarios that are presented to the player:
- Complete scenarios for all 3 goals
- Allow for multiple choice selection with a time-bound feature
- Provide feedback on impact of decisions at intermediate levels
- Weigh actions more accurately by doing further research
Web Icons Design
Started by India's foremost comedian - Vir Das - Weirdass Comedy is the country's first comedy consultancy. It is a one-stop shop for comedy needs across media including television, films and even e-books. In addition to this, they also collaborate on projects with the country's top talents in the field of comedy, writing, performing and music. From the name to the logo, this company is all about puns and wacky humor. The website design style was being created keeping this in mind and as a Design Consultant for this project, I extended that style into my icon designs.
The client wanted circular icons that aligned with the comical theme of the rest of the site.
Invites : Print Graphics
This invite was created for a Hawaiian-themed, beach destination wedding in Goa, India. The wedding was between two different religious community members and had elements of traditional Indian as well as western culture.
The client wanted natural colors that resemble Hawaiian flora to be used. A main card, inner leaflet and envelope were to be created keeping this requirement in mind.
Baby Shower Invite
This invite was for a small shower to celebrate the arrival of a baby girl.
The client requested an elegant, vintage looking card and gave me complete flexibility to execute as I saw fit.