UI/UX Design
A selection of larger projects spanning UI/UX design, creative direction, and hands-on delivery. These case studies reflect an end-to-end approach to shaping complex digital experiences, from early strategy through to production and collaboration with cross-functional teams.
Go Bro
The Project
A Hindi-language narrative driven mobile game tailored to adolescent boys in urban and peri-urban regions of India, aimed at providing accurate, relatable information around sexual reproductive health, relationships, consent, and healthy perspectives on masculinity.
Led by Howard Delafield International as part of the Game of Choice, Not Chance™ initiative, the project was co-developed with a network of external partners specializing in user-centered research, behavioral insights, and marketing.
The Ask
To design a mobile game that is genuinely fun and engaging, without feeling like a learning app. The experience needed to appeal to adolescent boys whose gaming preferences lean toward action and racing titles, with high visual fidelity, strong aesthetics, and an immersive 3D experience.
The Timeline
1.5 years
Role & Contribution
Creative Lead, UI/UX design and implementation, wireframing and prototyping, storyboarding, and scriptwriting supervision.
The Challenges
Translating complex psychological and behavioural metrics, grounded in social norms theory, into game mechanics and motifs that felt intuitive and engaging to the target audience.
Designing an interface with clear, intuitive calls-to-action that supported immersion without overwhelming younger players.
Ensuring the experience adapted smoothly across a wide range of mobile aspect ratios and screen sizes, while operating within the limited performance capabilities of the target devices.

The Process
The process centred on translating behavioural goals into engaging game systems, balancing immersion, clarity, and real technical constraints.
Social norms theory was integrated into narrative arcs, player choices, and feedback loops through close collaboration with behavioural research partners, while player flows and interaction patterns were designed to support clear progression and meaningful decision-making.
A flexible UI and visual system was designed and implemented directly in Unity, balancing the expectations of action-oriented mobile games with performance and memory constraints.
The Outcome
The project resulted in a narrative-driven mobile game that delivered sensitive educational content through an engaging, action-oriented experience rather than a traditional learning format.
A clear and adaptable UI system was established to support immersion, readability, and consistent interaction across a wide range of devices and screen sizes.
Visual fidelity and performance were carefully balanced to ensure smooth, reliable gameplay on lower-end target hardware.
Go Bro was published on the Google Play Store and later discontinued following changes in project funding and organisational support.
Girl's Hostel
The Project
A narrative-driven mobile game designed for adolescent girls in Nepal, focused on themes of consent, personal boundaries, relationships, career choices, and sexual and reproductive health.
Led by Howard Delafield International under the Game of Choice, Not Chance™ initiative, the project was co-developed with external partners specialising in user-centred research, behavioural insights, and marketing. Building on the same narrative and behavioural framework as Go Bro, it followed an accelerated timeline focused on direct implementation and delivery.
The Ask
To design a narrative-driven mobile game that addressed sensitive topics through play, without presenting itself as a learning app. The experience needed to resonate with adolescent girls in Nepal, drawing visual and interaction cues from dress-up games and apps identified through research as familiar, engaging, and aspirational for the audience.
Timeline
1 year
Role & Contribution
Creative Lead overseeing visual direction, character design, and animation storyboarding.
Hands-on UI/UX design and direct implementation within Unity.
The Challenges
Delivering a narrative-driven experience on a significantly compressed timeline by adapting an existing framework while responding to a new audience, cultural context, and language.
Translating research insights around dress-up games and aspirational play into a cohesive visual and interaction language, without the luxury of a full exploratory design or wireframing phase.
Balancing hands-on UI implementation with creative leadership responsibilities, including supervision of character design and animation storyboarding.
Ensuring clarity, performance, and consistency across devices while working within evolving requirements and limited production buffers.

The Process
The process focused on rapid adaptation and direct implementation, building on an existing narrative and behavioural framework to meet a compressed timeline and new audience context.
Research insights around dress-up games and aspirational play informed visual and interaction decisions, which were implemented directly in Unity rather than explored through a traditional wireframing phase.
Creative direction, UI implementation, and external collaboration progressed in parallel, with ongoing reviews to maintain narrative consistency, visual clarity, and performance across target devices.
The Outcome
The project reached an advanced stage of development, with the core narrative, gameplay, and UI implemented and functioning in-engine.
A cohesive visual and interaction system was established, drawing from dress-up game aesthetics while supporting clarity, progression, and accessibility for the target audience.
Development was paused prior to release due to changes in project funding.
K9 TEMS
The Project
A simulation-based training experience developed for K9 Medic, a US-based organisation that provides field first-aid training for working dogs used in military, law enforcement, and emergency contexts.
The project focused on translating real-world canine medical protocols into an interactive simulation, enabling learners to understand and practice critical decision-making steps in high-pressure field scenarios through structured, UI-driven interactions.
The Ask
To design an interactive training simulation that accurately translated real-world canine first-aid protocols into clear, playable UI interactions. The experience needed to preserve the intent and principles behind each physical step, while remaining usable and effective in high-pressure, field-oriented training scenarios.
Timeline
6 months
Role & Contribution
UI/UX design and implementation, wireframing and prototyping, storyboarding.
The Challenges
Translating physical, hands-on canine medical protocols into intuitive, UI-driven interactions without losing the intent or instructional value of each step.
Designing interactions that conveyed underlying principles and decision-making, rather than rote actions, while balancing realism with usability and pacing in a simulated environment.
Working closely with subject-matter experts to validate interactions and ensure procedural accuracy within the constraints of a screen-based training experience.

The Process
The process focused on breaking down real-world canine first-aid protocols into clear, sequential interactions that could be understood and practised within a simulated environment.
Storyboarding and interaction flows were developed in close collaboration with subject-matter experts to ensure each step communicated both action and intent, while UI implementation prioritised clarity, feedback, and pacing for effective learning under pressure.
The Outcome
The work contributed to a widely used simulation training module that forms part of an interactive, mentor-guided learning environment for tactical canine emergency medical care, helping users practise detailed procedural steps in realistic scenarios consistent with accepted guidelines for tactical care.
The simulation remains part of an active training programme used by organisations and practitioners today. View the live programme here.


































