Personal + Work Exp Flashcards
(30 cards)
Why did you shift from architecture to UX and immersive tech?
Architecture taught me to design for space. UX taught me to design for people. I made the shift when I realized my strength lay in understanding users, not just structures.
What did you learn from designing for DRDO and defense stakeholders?
Designing for DRDO taught me precision. Everything needed to be intuitive, hands-free, and fail-safe—especially in high-stakes environments like MRO for defense.
Read btw the lines and draw insights that are not that obvious
Total immersion = sensory + emotional + functional
You’ve worked solo on major projects. How do you approach responsibility?
I break chaos into systems—user flows, checklists, sprints. Then I listen, design, test, and deliver. Clarity drives confidence.
Your thesis and dissertation involved XR. Why XR?
XR merges my spatial design roots with UX. It lets users feel the solution. That emotional connect is powerful—and hard to ignore.
My architecture past
Tell us about your most challenging project and what you learned.
Digi-Twin for MSMEs. The challenge: tech-naive users, complex content, tight deadlines. I learned to simplify deeply—and to always design from the user’s eye level.
What role did research play in your design process for H501 or Digi-Twin?
Research shaped the foundation. It uncovered pain points, mental models, and real use cases—before a single screen was drawn.
Pencil example
Your work spans Web, VR, and MR. Where do you see your strengths?
In translating complex systems into intuitive flows—regardless of platform. Whether 2D or spatial, my focus is user clarity.
For all the above i like to identify problems, what a project needs and user needs…. Ux and user testing
Your projects involve heavy collaboration. What’s your design communication style?
I visualize before I verbalize—journey maps, wireframes, quick sketches. It aligns everyone fast and keeps teams moving.
“I believe that a picture speaks a thousand words. So instead of relying on long explanations or notes, I communicate design through visuals supported by structured UX documentation. I usually create clear flowcharts, feature breakdowns, and step-by-step user journeys to show how each interaction works—before, during, and after. I also walk the team through the design to ensure alignment before handoff. This way, the team has both a first-hand understanding and a reference they can return to. And of course, I’m always available for any further clarifications.”
How did your architecture background help in your UX work?
It gave me systems thinking, spatial empathy, and visual communication. From buildings to interfaces—it’s all user experience.
Similar foundation both for the user all the user research, pain points, case study etc are same expect for the fact that user testing is additional
What drives you to pursue a Master’s now?
I’ve built from the ground up. Now, I want to sharpen my design thinking, explore speculative and system design, and go deeper into impactful problem-solving.
In the Digi-Twin VR project, how did you design for first users?
I removed all menu-based navigation. Instead, users followed a single guided path with voice instructions in Hindi and English. Interactions were reduced to two gestures: point-and-select and a simple hand wave to proceed. I also replaced any text with icon + voice combo prompts.
What feedback mechanisms did you use during the training?
I added audio feedback after each task—for example, ‘Correct’ or ‘Try Again’ in the user’s language. Visual checkmarks appeared over completed machines. Progress was tracked with a step bar inside the VR environment so users knew what’s next.
What specific issues did you find in H501’s UX audit?
Their pricing page had five CTAs that confused users. Navigation had six top-level items with overlapping content. Most text was in paragraph blocks—no headings or scannable structure. Accessibility failed contrast checks and didn’t support keyboard nav.
How did you restructure the Information Architecture (IA) for H501?
I created three primary sections: Product, Pricing, and Support. Each section had a single landing page. I moved redundant pages into collapsible FAQs and made sure each flow had only one primary CTA—like ‘Book a Demo’ or ‘Start Trial.’
How did you handle FOV and usability for HoloLens training simulations?
I kept key UI elements like instructions and diagrams fixed to the center-right of the user’s view at eye level. I used voice commands like ‘Next’ and ‘Repeat’ to avoid clicking. All interactions were tested within a 30° vertical FOV so no one had to tilt their head.
All ui fixed towards the centre
Using voice command to reduce cognitive load
What testing methods did you use for your XR projects?
We did hands-on testing with 10 users. Each user performed three tasks inside the headset while we observed and noted where they got stuck. We asked them to say what they were thinking, and I recorded the number of retries per task.
In your FinTech research, how did you study Gen Z user behavior?
I conducted surveys with 40 Gen Z users to rank features. Then I used Figma prototypes to run 1-on-1 usability tests over Zoom with 8 users. Most users dropped off during onboarding, so I redesigned the first two screens into a swipe-based tutorial.
What was the main UX issue you found in existing finance apps?
Too much content on the dashboard. Users saw graphs, bills, offers, and savings in one screen. I removed all secondary info and focused only on two actions: ‘Add Expense’ and ‘View Balance.’ Everything else was moved to sub-tabs.
How did you improve accessibility in Digi-Twin’s VR app?
We used audio instructions in two languages. All icons had consistent shapes and colors. There was no text input. I tested the flows with three low-literacy users and adjusted icon timing and gesture prompts based on where they paused.
How did you work with Unity developers to implement your designs?
I gave them screen-by-screen flow diagrams and created overlays in Figma with exact pixel dimensions. I sat with them during headset testing to mark where trigger points were misaligned, and we tweaked animation delays and interaction timing together.
How did you design the XR interface for soldier training (V.E.E.R)?
I broke down each mission into 3–5 minute training modules to avoid fatigue. I placed UI elements like ammo count and radar as part of the environment (diegetic UI), like wrist-mounted panels. I added haptic vibration and low-tone audio cues when the user was shot or failed to respond.
How did you research the Indian defense training context (V.E.E.R)?
I interviewed 2 ex-army officers and one DRDO researcher. I mapped their responses into a journey map showing where physical training lacked feedback or immersion. Based on this, I prioritized modules like terrain navigation and threat recognition in low-visibility conditions.
What XR interaction patterns did you use to avoid motion sickness in V.E.E.R?
I used teleport-based navigation instead of free movement. Head-locked HUD elements were limited to two corners. Camera movement was synced with the user’s head with no auto-panning. All fast transitions were replaced with fade-in effects.
In H501, what UX documents did you hand over to the dev team?
I gave them a UX audit report, IA sitemap, annotated wireframes in Figma, and a prototype walkthrough video explaining flow logic. I also attached a copy deck for every screen, specifying placeholder, default, and error text.