Skip to content

Interviews with Yi Chen

Designer profile

Designer Interview

3 July 2026

I was born and raised in China and later studied and worked across the United States, China, and Japan, so my design background has always been shaped by different cultures and languages. I started from a graphic design foundation and gradually expanded into typography, printmaking, and digital product design.

I hold a BFA in Graphic Design from Rochester Institute of Technology, and later completed an MS in Information Experience Design at Pratt Institute. This combination trained both my visual sensibility and my ability to think about systems, interactions, and information architecture.

I became a designer because I was always fascinated by how visuals, language, and interaction can shape behavior. Early on I was interested in print, books, and typography; over time I became more focused on digital products, where a single design decision can affect millions of people. Design for me is a way to turn personal obsessions—about structure, rhythm, and small rituals in daily life—into something that can quietly improve other people’s routines.

In that sense, I did not always have the “job title” of designer in mind, but I always knew I wanted to create experiences that are both expressive and useful. Design became the most natural way to do that.

I currently work at Neon as a Product Design Lead, focusing on our core dashboard, developer experience, and monetization surfaces. Neon is a technology company, and design plays a central role in making a complex technical product understandable and approachable for a broad range of developers.

Besides my role at Neon, I also work independently under the name Natsume Design. My independent practice spans digital product design, visual/UI design, and art direction, as well as illustration and animation commissions.

Across both corporate and independent work, I like to integrate rigorous product thinking with an artistic, typographic sensitivity.

For me, design is the choreography of everyday rituals. It is less about decoration and more about structuring how people move through time, space, and information.

Design sits at the intersection of intention and behavior: it translates abstract goals—learning a language, managing your money, building a product—into concrete interactions, micro-decisions, and feedback loops. Good design makes complex systems feel humane and legible, so people can build their own habits and agency within them.

In my work, I often describe my philosophy as “design through rituals.” I am interested in how small, repeatable interfaces—like a daily practice streak, a purchase flow, or a dashboard you open every morning—can accumulate into long-term change. Design, then, is about carefully constructing these repeated moments so they are meaningful, ethical, and emotionally sustainable.

I enjoy designing products and experiences that sit at the intersection of utility and emotion: tools people use every day, but that still carry a sense of personality and craft.

More concretely, I like working on:

- In‑product monetization and in‑app purchase experiences, where behavioral design, business goals, and user trust must be balanced very carefully.

- Learning and self‑improvement products, such as language learning, personal knowledge management, and productivity/focus tools.

- Typographically driven interfaces and systems, where hierarchy, rhythm, and type choices become the main way to communicate structure and mood.

- Experimental visual projects, such as printed works, lettering archives, and animation pieces that explore narrative and atmosphere.

I’m most engaged when I can move between systems-level product thinking and very detailed visual and interaction polish.

One of the projects I am most proud of is leading the redesign of the Duolingo Shop experience. The work involved rethinking how virtual goods and in‑app purchases were presented inside a playful language learning environment, and how monetization could support, rather than distract from, learning habits.

We restructured the shop to be clearer, more aspirational, and more transparent, while still aligning with Duolingo’s distinctive visual language and character-driven world. This required balancing user psychology, game design, and business metrics. The redesign ultimately contributed significantly to annual revenue growth—around $800k per year—while maintaining a user-friendly, ethical approach to upsells.

I like this project because it embodies what I care about: careful systems thinking, delightful details, and a design that quietly aligns the motivations of both the company and the learner.

Early in my career, my first substantial professional work was in digital product interfaces for technology companies. One of my first notable projects involved designing interface components and flows for a consumer tech brand, where I had to translate a strong visual identity into a coherent set of interactive patterns.

That experience taught me how to move from school projects into real constraints: engineering limitations, timelines, existing users, and cross-functional collaboration. It also made me understand that even “small” UI changes can have real impact when shipped to a large user base.

My main medium is digital: product interfaces, web and mobile applications, and digital illustration and animation. I am most at home designing for screens, where interaction, motion, and data can all be used as materials.

At the same time, I have a deep affection for typography and printmaking, so I also enjoy working with physical outputs—posters, books, and print pieces that allow for a slower, more tactile reading experience.

On the technical side, I rely heavily on modern design tools and prototyping software, but I am less attached to specific brands and more interested in any platform that lets me quickly explore flows, behaviors, and visual systems.

I feel most creative when I am moving between modes: after reading or researching deeply, then stepping away to draw, play music, or simply observe people and city life. I often get breakthroughs in the “in-between” moments—walking, commuting, or late at night when my mind is slightly detached from day-to-day tasks.

I also become very creative when there is a clear constraint or a strong narrative: a product metric to move, a cultural reference to translate, or a character and world to build around. Those boundaries give my imagination something to push against.

I tend to focus on three layers at the same time:

First is the underlying system: user journeys, states, edge cases, data flows, and business logic. If this structure is weak, no amount of visual polish can save the experience.

Second is the emotional and behavioral layer: what habits we are encouraging, what feelings the interface evokes at each step (confidence, curiosity, safety, playfulness), and how feedback and rewards are structured.

Third is the visual and typographic execution: hierarchy, rhythm, type choices, spacing, motion, and micro‑interactions. I care a lot about clarity and legibility, but also about giving the interface a distinct voice that fits the product.

I constantly move up and down between these levels throughout the design process.

When I design, I often feel a mix of curiosity, focus, and a quiet form of joy. There is a very specific satisfaction that comes from resolving a complex interaction, or from seeing messy ideas converge into a clear, coherent system.

Of course, there are also moments of frustration and doubt, especially when the problem is ambiguous or there are many competing constraints. But these moments are part of the process; they usually signal that the right questions have not yet been asked.

Overall, the dominant emotion for me is a sense of responsibility and care: I am aware that the interfaces I design mediate people’s time, money, and attention. That awareness keeps me grounded, even when I am experimenting or playing visually.

When a design is finally realized and in the hands of real users, I feel a mixture of relief, quiet pride, and humility. There is relief because so many small decisions, debates, and experiments have finally converged into a concrete release. There is pride when I see people naturally using something that existed only as sketches and prototypes a few months earlier.

At the same time, there is also humility and a sense of responsibility. Real usage always reveals behaviors and edge cases that we could not fully anticipate. Seeing those reactions reminds me that design is never “finished”; it is an ongoing conversation with users. That realization keeps me curious and grounded.

A design is successful when it aligns three dimensions at the same time: user value, business value, and ethical responsibility.

On the user side, a successful design genuinely helps people achieve what they came for, with clarity and confidence. It reduces friction at the right places, adds friction where reflection is needed, and leaves users feeling more in control rather than manipulated.

On the business side, it should support sustainable growth and long-term relationships—not just short-term metrics. I am especially careful in monetization work to ensure that gains in revenue are tied to real improvements in user experience or options, not to dark patterns.

Finally, a successful design is responsible to society and to the environment. It should avoid exploiting vulnerabilities or encouraging unhealthy behaviors, and instead try to support healthier, more meaningful rituals.

When evaluating a design, I usually look at:

First, clarity: can a new user understand what this is for and what to do next, without over-explaining?

Second, consistency and structure: do the flows, patterns, and language feel coherent across the experience, or are they fragmented?

Third, emotional tone: how does it feel to move through the interface—rushed, pressured, calm, playful, serious? Is that tone appropriate to the context?

Finally, I look at impact: does the design actually move the right behaviors and outcomes, both for the user and for the business?

Designers shape the invisible rules of everyday life: what we pay attention to, where we spend our time, how we make decisions. Because of that, I believe designers have a responsibility to:

- Avoid creating addictive loops or deceptive patterns that exploit cognitive biases.

- Make complex information more understandable, so people can make informed choices.

- Consider accessibility and inclusion, so that products do not silently exclude large groups.

- Be mindful of the broader system: for example, how a digital product influences people’s mental health, time, or financial wellbeing.

Even though many of my projects are digital, they still influence physical behaviors and resource use. I see design as a chance to encourage more sustainable patterns at scale, even if the changes are subtle.

The design field is moving from “making things look good” to orchestrating complex systems that combine data, AI, and human judgment. Designers are increasingly working at the level of strategy, operations, and long-term product ecosystems.

AI will automate some of the production layers of design—such as generating variations or assisting with layout—but that will make human judgment, taste, and ethics even more important. Designers will need to be strong at framing problems, setting constraints, and understanding human behavior in depth.

I think the future of design will be more interdisciplinary: designers will collaborate closely with engineers, researchers, data scientists, and domain experts, and the boundaries between “product design,” “service design,” and “experience design” will become more fluid.

My recent work has been more focused on digital products and self-initiated projects than on formal gallery exhibitions. In the past I have shown printmaking and visual works in academic and design contexts, but in recent years my “exhibitions” have often taken place through digital platforms, product launches, and online archives.

In the future, I would like to create an exhibition that connects my product work, typographic experiments, and personal illustration/animation into a coherent narrative—perhaps in New York or in a city in China where I have a personal connection.

My inspirations come from three main streams.

The first is everyday rituals and objects: small routines like making coffee, commuting, or checking a daily dashboard. I like to observe how people naturally adapt tools to fit their habits.

The second is visual culture, especially typography, printmaking, manga, animation, and graphic design from East Asia and beyond. I am drawn to works that balance density and clarity, and that use text and image as equal partners.

The third is literature, games, and music. Stories and game systems influence how I think about pacing, feedback, and world-building in digital products, while music teaches me about rhythm and repetition—both important in interface design.

To feed my creativity, I read, collect references, maintain small archives (like lettering or color collections), and experiment with side projects that are not bound by commercial constraints.

I would describe my style as structured yet expressive—grounded in clear systems and typography, but with emotional and sometimes playful details.

The main characteristics of my style include:

- Strong typographic hierarchy and rhythm.

- Careful use of color to create mood and focus, often inspired by editorial design and anime/game palettes.

- Interfaces that feel “alive” through micro‑interactions, motion, and character, without overwhelming usability.

- A focus on rituals and long-term use rather than one-time spectacle.

I explored this style because I come from both graphic design and product design backgrounds. I am drawn to the discipline of grids, type, and information design, but I also enjoy narrative, characters, and atmospheric worlds. My approach is to start from the problem and system, and then gradually layer in personality and nuance.

I currently live in Brooklyn, New York, and I was born and raised in China. I have also studied and worked in the United States and Japan. This combination of places and languages has deeply influenced how I see design.

Growing up in China and being exposed to East Asian visual culture made me comfortable with dense information, vertical and horizontal text systems, and a wide range of typographic and illustrative traditions. Living in the US, especially in New York, sharpened my awareness of branding, editorial design, and product thinking at scale.

The advantage of this background is that I can move between different visual systems and user expectations. I am comfortable designing for both Western and Asian audiences and thinking cross-culturally. The challenge is that I am constantly negotiating between different standards, tools, and communication styles—but that negotiation is also a source of creativity.

I work with companies in two main modes.

As a Product Design Lead at Neon, I am embedded in cross-functional teams, collaborating daily with product managers, engineers, marketing, and leadership. I am involved from early discovery and strategy through to detailed design, implementation, and iteration.

As an independent designer under Natsume Design, I collaborate with clients on specific projects—such as product design, visual identity, illustration, or art direction. In these cases, I usually start with understanding their goals, users, and constraints, then propose a clear scope, timeline, and communication rhythm. I value transparency, frequent check-ins, and shared documentation to keep everyone aligned.

For companies, I would suggest:

- Involve designers early, when you are still defining the problem and strategy, not only when you need “polish” at the end.

- Share real constraints and metrics, so designers can propose realistic and impactful solutions.

- Treat design as a partner to product and engineering, not as a service that simply executes requests.

When selecting a designer, look beyond visual style alone. A good designer should be able to explain their process, show how they balance user needs and business goals, and demonstrate how their work performed in the real world. Case studies, not just final screens, are very important. Also pay attention to how they communicate and how they respond to feedback—that will affect collaboration as much as their craft.

My design process is iterative and layered.

I usually begin with understanding the problem: talking to stakeholders, looking at data, reviewing existing flows, and, if possible, listening to real users. I try to define clear goals, constraints, and success metrics.

Next, I map the system and user journeys, identify key moments, and sketch different conceptual directions. At this stage, I work quickly and roughly, exploring multiple options.

Then I move into more detailed flows and interaction design, building prototypes to test behaviors and edge cases. Visual and typographic decisions start to crystallize here, and I collaborate closely with engineers to ensure feasibility.

Finally, I refine the experience through micro‑interactions, motion, and content. After launch, I monitor performance and feedback, and iterate as needed. Documentation and knowledge sharing are important throughout, especially when working on large, evolving products.

Five design items I especially appreciate at home are:

1. A well-designed mechanical keyboard that balances tactility, sound, and layout, making long hours of writing and designing more comfortable.

2. A compact, high-quality notebook and pen that I use for quick sketches, storyboards, and notes.

3. My digital drawing tablet, which lets me move fluidly between illustration and interface design.

4. A selection of art and design books that I revisit regularly for inspiration—especially those focused on typography, animation, and visual storytelling.

5. A few carefully chosen posters and prints that remind me of specific projects, exhibitions, or artists I admire.

A typical day for me usually starts with a quiet morning ritual: coffee, music, and a quick review of my calendar and tasks. I like to reserve early hours for deep work, such as system design, flows, or writing, before meetings begin.

During the workday, I switch between collaboration and focused design time: syncing with product managers and engineers, reviewing work with other designers, and refining prototypes or visual designs. I also spend time in documentation—writing design specs, sharing updates, and aligning with stakeholders.

In the evening, I often shift to personal projects or learning: drawing, exploring new tools, practicing guitar, or watching films and animation that inspire me visually. I try to keep some time unplugged from screens to reset and let ideas incubate.

For young designers, I would suggest:

- Focus on learning how to think, not only how to use tools. Tools will change; your way of understanding problems and people will stay with you.

- Build case studies that tell stories: what was the problem, what did you try, what failed, what did you learn, and what impact did it have?

- Develop your own taste by looking at a lot of work outside your immediate field—books, films, games, architecture, music.

- Be curious and generous: ask questions, share your process, and learn from other disciplines.

- Protect your relationship with your craft. It is easy to burn out when design becomes only about deadlines and metrics. Personal projects and play are important for long-term growth.

The positive side of being a designer is that you get to shape experiences that affect real people. You are constantly learning about new domains, collaborating with different kinds of experts, and translating abstract ideas into tangible forms. It is both intellectual and creative.

The challenging side is that design is often done under constraints: limited time, competing priorities, and sometimes misunderstood expectations. Your work can be subjective to others, and you may need to advocate for users and quality in environments that do not always value them.

However, I see these challenges as part of the role. Learning to negotiate, communicate, and prioritize is as important as learning craft.

My golden rule is: design for sustainable rituals, not just for immediate reactions.

This means that when I design, I think about what it feels like to use this product every day, every week, over months—not only what the first impression is. I ask whether the design supports healthy, meaningful patterns of use for both users and the business.

Beyond visual and interaction skills, I believe the most important skills are:

- Problem framing: being able to ask the right questions and define the real problem.

- Communication: explaining your decisions, listening to stakeholders, and telling clear stories through your work.

- Systems thinking: understanding how different parts of a product, business, and user journey connect.

- Empathy and observation: noticing how people actually behave, not just how they say they behave.

- Adaptability: learning new tools, methods, and domains as the field evolves.

My toolbox includes standard digital design tools for interface design, prototyping, and collaboration, as well as illustration and animation software. I also rely heavily on note-taking and knowledge management tools to organize research, references, and ideas.

In terms of hardware, I use a reliable laptop, an external monitor, a drawing tablet, and photography equipment. Books on typography, interaction design, psychology, and art history are also a big part of my reference library.

For inspiration, I look at design communities, archives of lettering and color palettes, independent publications, animation studios, and games.

I manage my time by distinguishing between exploration and execution phases.

During exploration, I allow more freedom to experiment, but I still set boundaries—for example, time-boxing a day to generate as many ideas as possible without judging them. During execution, I create a clear plan: milestones, handoff dates, and review moments with stakeholders.

I also try to batch meetings together and protect blocks of deep work time. Documentation and communication help reduce back-and-forth later, which saves time overall.

The duration varies widely depending on the scope and complexity. A small interface improvement can be designed, tested, and shipped within days or weeks, while a large feature, system, or product area may take several months from discovery to launch.

In general, I prefer to work iteratively: release a minimal but coherent version, learn from real usage, and then refine. So the “end” is often not a fixed point, but a series of improvements over time.

One of the most frequent questions I receive is: “How did you get into product design from a more traditional graphic/visual design background?” People are often curious about how to combine visual craft with product thinking, especially across different cultures and platforms.

One of my most important job experiences was leading key monetization and in‑app purchase design projects at Duolingo. Working on a product used by millions, and designing systems that could significantly influence both learning behavior and business outcomes, taught me how to balance growth, ethics, and user trust.

Similarly, my current role at Neon, where I lead core product areas like the dashboard and developer experience, continues to shape how I think about complex, technical products and long-term product evolution.

Over the years, I have worked with technology companies and organizations of different sizes, including well-known consumer apps as well as emerging products. My roles have ranged from in‑house product designer and design lead to independent collaborator providing product, visual, and art direction services.

I enjoy work that lives at the intersection of behavior, business, and visual storytelling—especially monetization, learning, and self‑improvement products. These areas require careful ethical consideration and offer many chances to design long-term rituals.

I also enjoy projects that allow me to bring in my love for typography, illustration, and narrative, whether that’s through character design, motion, or the atmosphere of an interface.

Looking ahead, I want to deepen my role as a design leader and thinker, while continuing to build hands-on products and self-initiated projects. I am interested in exploring how AI and new interfaces can support personal knowledge, learning, and creative work in a more humane way.

I also hope to develop more independent, expression-driven projects that connect my product design practice with my artistic interests in printmaking, storytelling, and animation.

I do both. In my full-time role, I work as part of a team, collaborating closely with other designers, product managers, engineers, and stakeholders. Many of the most impactful projects I’ve been part of were only possible because of strong cross-functional collaboration.

In my personal and independent projects, I often work solo or in small collectives, which lets me explore ideas more experimentally and quickly. I enjoy switching between these modes; each teaches me different skills.

I am continuously exploring personal projects that connect design, narrative, and daily rituals—such as tools for reflection, learning, or managing one’s attention. I also maintain and expand visual archives and side projects that focus on typography, color, and visual storytelling.

These works-in-progress often start as small experiments and may eventually evolve into more formal products, publications, or exhibitions.

People can contact me through my professional website or by email. I am also active on selected social platforms where I share work-in-progress, case studies, and visual experiments.

Perhaps one more thing is that I see design not only as a profession but as a long-term practice of attention. Designing requires noticing details that others may overlook, listening to what people need but cannot always articulate, and taking care in how we shape their time and experience.

I feel grateful to be able to work in a field where this kind of attention can have real impact, and I hope to continue learning and contributing through both my product work and my personal projects.

Grand Interview

3 July 2026 · Cuisino Gamified Food Decision Support

Cuisino began with a contradiction I could not shake: the same mechanics that made casino games so irresistibly indulgent also seemed capable of relieving food decision fatigue, if only they could be ethically reframed. The defining moment came during a late night in New York, in the middle of the COVID-19 period, when I found myself scrolling endlessly through delivery apps, too hungry to think clearly and yet more anxious with every swipe. At the same time, I was casually playing mobile games that made me feel oddly relaxed and decisive—tap, commit, receive instant feedback, move on. In my user interviews I heard that same pattern repeated: ordering food felt like an exam, while light games felt like a break. That contrast convinced me that the psychological architecture of casino and casual games was not inherently harmful; it was simply very efficient at resolving micro‑choices and focusing attention. Once I reframed “the house” in casino psychology as the user’s own long‑term wellbeing, the entire project shifted. Cuisino stopped trying to be a calorie calculator and instead became a decision support ritual. Spin wheels, quick picks, and variable rewards were redesigned as gentle commitments inside safe nutritional and preference boundaries, not tricks to keep people spending or scrolling. That conceptual breakthrough gave me permission to fully embrace gameful structures, as long as every loop, constraint, and outcome was aligned with self‑care rather than extraction.

Receiving the Iron A’ Design Award in the Mobile Technologies, Applications and Software Design category felt like a quiet but powerful validation that emotional design, playfulness, and behavioral psychology belong at the center of digital wellness tools. The jury evaluated Cuisino alongside projects that prioritized clarity of interface, functional innovation, and accessibility, yet the heart of this work is unabashedly subjective: it deals with shame around food, with the exhaustion of everyday choices, and with the fragile joy of feeling taken care of by a product. For many years, wellness applications have treated emotion as something to be smoothed over with dashboards and neutral graphs, or added at the end as marketing tone. My thesis in Cuisino is that feelings are infrastructure, not decoration. The fact that this approach resonated within such a rigorous international competition tells me that the design community is increasingly willing to treat play, softness, and behavioral nuance as serious materials. It suggests that centering users’ inner narratives—how they talk to themselves when they open an app at midnight, or after a long workday—is not a distraction from “real” usability, but a prerequisite for it. This recognition gives me confidence to keep arguing for interfaces that are less punitive, less perfectionist, and more willing to acknowledge that people come to digital wellness tools already tired, already vulnerable, and in need of kindness as much as information.

Ritual design in Cuisino emerged from a desire to replace the discipline‑heavy language of healthy eating with a series of gentle, repeatable micro‑interactions that feel more like small acts of self‑care than moral tests. My research drew heavily on behavioral psychology around decision fatigue, choice overload, and ego depletion, but also on self‑determination theory, which emphasizes autonomy, competence, and relatedness. Instead of building one large, intimidating flow, I designed Cuisino as a sequence of tiny rituals: a daily “how do you want to feel” check‑in, a constrained set of suggested options rather than an endless menu, a brief moment of commitment, and a modest acknowledgment of progress. The architecture is intentionally narrow at the point of choice, to relieve cognitive load, but wide in terms of user control over constraints—preferences, allergies, time, budget, and mood form the boundaries of the system. To keep these rituals empowering rather than coercive, I deliberately avoided the darker side of behavioral design: there are no loss‑framed messages, no red badges, no streak shaming, and no social comparison. Feedback is framed as “you honored your intention today” rather than “you stayed on track,” and there is always a clearly labeled path to opt out, pause, or restart. During prototyping, I continuously asked participants not just what they did, but how they felt during and after each loop. Whenever someone described a ritual as “addictive” in a way that made them uneasy, I softened timing, reduced reward intensity, or added reflective pauses. The goal was to create habits that feel like something users do with themselves, not something done to them.

Introducing randomness into a wellness context was one of the most delicate tensions in Cuisino. For users already overwhelmed by food choices, the wrong kind of surprise can easily amplify anxiety. My intention was to design what I think of as “productive randomness”—structured serendipity that feels like a supportive friend taking one decision off your plate, not a slot machine tempting you to lose control. To achieve this, randomness in Cuisino is never absolute. Spin wheels and quick picks operate only within a safe, pre‑defined space shaped by the user: their dietary boundaries, dislikes, time constraints, and personal rules act as invisible rails. Before any playful element appears, Cuisino quietly learns what is acceptable and what would cross a line. The visual and motion language of randomness is also intentionally calm. Instead of the hyper‑stimulating flashes of casino interfaces, the wheel in Cuisino rotates with smooth easing, in a limited color palette, and resolves at a pace that allows anticipation without adrenaline spikes. Micro‑copy speaks in the tone of collaboration—phrases like “let me choose for you today” and “today’s little nudge” replace anything that suggests gambling or risk. In testing, I watched not only for task success but for micro‑expressions: a relaxed exhale, a smile, a joking comment like “okay, I’ll trust you on this one.” When randomness produced nervous laughter or second‑guessing, I constrained the range further or offered a gentle “spin again” option. This process revealed that user agency is less about having infinite options and more about knowing that every surprise lives inside boundaries they themselves helped draw.

Cuisino was born during a very specific and intense moment in New York City, when the COVID‑19 period turned food from a daily habit into a source of chronic anxiety. Grocery shelves were suddenly unpredictable, delivery times stretched into hours, and what used to be a simple question—“What should I eat tonight?”—became entangled with safety, budget, and guilt. I was living in a small apartment, conducting much of my research from within that compressed space, observing how often I and my friends opened food apps without ever completing an order. The emotional tone of those moments was not simply hunger; it was a mix of fear, paralysis, and a strange kind of loneliness. That context deeply shaped the emotional tone of Cuisino. I wanted the product to feel less like a coach and more like a calm roommate who gently steps in when you are spiraling. This translated into micro‑copy that avoids moral language such as “good” or “bad” food, and instead speaks about fit: what matches your current energy, your constraints, and your mood. Colors skew toward comforting gradients rather than urgent alerts, and system messages acknowledge uncertainty instead of pretending every choice can be perfectly optimized. I believe that designing in the middle of such a turbulent period gave the project a level of empathy that a typical commission might not. There was no client asking for increased engagement; there was only the honest question of how to make one overloaded moment in the day feel lighter. That freedom allowed me to listen closely to lived experiences and fold their emotional weight directly into the interface.

One of my clearest design decisions to favor emotional resonance over conventional usability logic appears in what Cuisino calls the “Daily Decide” flow. A traditional user experience approach might present a concise list of recommended meals with filters and a prominent “Confirm” button, minimizing the number of taps and prioritizing speed. Instead, I deliberately inserted a small, almost ceremonial spin interaction before the final suggestion appears. Functionally, this adds an extra step. Emotionally, it transforms a draining decision into a playful, low‑stakes moment of surrender. In this flow, users first set or confirm their constraints—time, mood, dietary needs—and then enter a screen where a softly animated wheel stands in the center. They choose when to tap to spin, they watch it rotate, and they experience a few seconds of anticipation before the suggestion lands. From a strict efficiency metric, this is slower than a static list. Yet in testing, people described this interaction as “relief” and “permission to stop overthinking.” They felt that the product was sharing the burden of choice, not just presenting optimized data. That emotional shift is one of the core behavioral goals of Cuisino: to replace overanalysis with a feeling of being gently guided. While I ensured that the overall path remained accessible and clear, I accepted this small deviation from orthodoxy because it aligned with the deeper outcome I wanted—users returning not only because the tool is useful, but because it makes a difficult daily moment feel kinder.

As an independent speculative project, Cuisino has the freedom to ask questions that commercial roadmaps sometimes postpone, particularly around how we motivate people and keep them engaged with food and nutrition tools over the long term. I hope it encourages product teams and health technology organizations to rethink three structural assumptions. First, that behavioral psychology should enter the process only to increase time spent or conversion. In Cuisino, psychology is present from the problem framing onward: the goal is not to maximize sessions, but to reduce decision fatigue and regret. Bringing psychologists and behavioral researchers into discovery, not just growth, can change the shape of what we build. Second, I would like to see success metrics evolve beyond calories logged, days of streaks, or minutes in app. Imagining metrics such as “decisions made with less anxiety” or “reduced post‑meal guilt” forces teams to design for emotional outcomes that are harder to measure but far more aligned with wellbeing. Finally, I hope Cuisino illustrates the value of speculative prototypes inside organizations. Not every exploration needs to ship immediately to create value; some can act as internal provocations that challenge the dominance of dashboards and strict tracking in wellness interfaces. If Cuisino can inspire even a few teams to experiment with more playful rituals, gentler copy, or constrained randomness, and to treat users’ emotional states as a primary input rather than an edge case, then it will have contributed to a much‑needed shift in how we think about motivation and care in digital health.

Designing the visual language of Cuisino meant holding two seemingly opposite intentions at once: evoke the excitement and momentum of play, while maintaining the calm and safety associated with wellness. My solution was to treat the interface as a layered environment where stimulation lives inside a fundamentally soothing frame. Gradients in Cuisino are present but softened; instead of high‑contrast neon, I use warm, blended tones that feel like ambient light rather than flashing signs. The most playful accents are reserved for small, contained components such as the spin wheel or micro‑rewards, while the rest of the canvas remains quiet and breathable. Motion follows the same principle. Animations are slow, with generous easing and clear start‑and‑end states, avoiding the jittery, high‑frequency patterns common in casino interfaces. When something spins or slides, it does so in a way that invites a deep breath instead of a spike of adrenaline. Typographically, I chose approachable sans‑serif forms with soft curves and generous line spacing to reduce visual tension, and I consciously downplayed numerical metrics in favor of friendly, descriptive labels. Across color, motion, and type, the guiding principle was to signal that this is a safe, enclosed playground: energetic enough to break the monotony of daily food choices, but gentle enough for users who arrive already mentally tired. Every visual decision was filtered through a simple question—would someone who feels overwhelmed right now still feel welcome on this screen?

Balancing structured guidance with joyful unpredictability in Cuisino required a prototyping process that focused as much on emotional curves as on interaction flows. Early on, I created low‑fidelity prototypes that exaggerated both extremes: one version that was almost purely prescriptive, with clear rules and no randomness, and another that leaned heavily into surprise with frequent spins and unexpected prompts. Observing people use these extremes helped define the outer boundaries of comfort. From there, I built a series of mid‑fidelity prototypes that varied a single variable at a time—the frequency of random suggestions, the intensity of visual celebration, the number of steps before a commitment—and invited participants to narrate how their feelings changed throughout. Instead of asking only “Is this clear?” I asked, “At this moment, do you feel guided, rushed, or pushed?” I charted their responses as emotional timelines over each session. Segments where people felt bored or disengaged indicated opportunities to gently introduce delight, such as a small animation or an unexpected but safe suggestion. Segments where they felt pressured or out of control signaled the need to slow down, add explanations, or narrow the random range. Through repeated iterations, I arrived at a pattern where randomness appears at predictable times, framed by clear entry and exit points, and always within self‑defined constraints. The final balance is not perfect for everyone, but it reflects many cycles of listening to users’ internal signals and letting those signals, rather than abstract engagement metrics, determine where joy should live and where structure must hold.

For designers and interaction design students interested in working at the intersection of behavioral psychology and user experience, the most transferable lessons from Cuisino are not tied to food or wellness specifically, but to how we treat emotion and habit as design materials. One principle is to treat emotional outcomes as requirements, not side effects. At the beginning of a project, I explicitly wrote that Cuisino should reduce decision fatigue and soften self‑criticism around food; these goals guided countless small choices later, from copy tone to animation speed. A second principle is to prototype feelings, not just flows. In user sessions, I asked people to pause and name how they felt at key moments, and I took those words as seriously as I would an error rate. A screen that is technically usable but leaves someone more anxious has failed its brief. Third, think in terms of rituals rather than isolated features. Ask when in someone’s day your interface appears, what they have just experienced, and what they hope will be different three minutes later. Designing a repeatable, emotionally coherent ritual often matters more than adding another function. Finally, use behavioral psychology ethically. The same mechanisms that increase retention can also increase shame or reliance. In Cuisino, I tried to align every behavioral tactic with self‑compassion: variable rewards celebrate small commitments; constraints protect against overwhelming choice; exits are always available. Emerging designers can adopt this stance by continually asking, “If this person used my product every day for a year, would I be proud of what it did to their inner voice?”
Email this page

Good Design Deserves Great Recognition

Nominate Your Work for the A' Design Award.

Nominate