My virtual badge
Drag it anywhere, or just hover. Click to flip it over.
Systems, not screens.
Field notes
- B.Arch, then a switch to product and UX
- 50+ mixed-methods interviews across two research studies
- 75% fewer handoff failures on the Birmingham City University blueprint
- Six case studies, six different scales, one systems habit
S · B, this portfolio, 2026
Product design portfolio
Systems work, designed as interfaces.
I design people experiences: the workflows, touchpoints, and systems that shape how people actually feel about the organizations they show up for, from first contact to offboarding. Before UX, I was an architect. I spent years learning how the constraints you can't see, structure, systems, load-bearing walls, determine the experience of the people inside. People operations has the same hidden architecture. I find it, map it, and design around it.
The six pieces below show that instinct at six different scales: end-to-end service blueprints built inside real HR-tech constraints, a full five-role product system built for a real recurring event, a founder-facing product pitch for Wispr Flow itself, an early mental-health app built around a research-first process, a personal concept exploring AI-assisted spatial mapping for a gardening app, and an MSc research study on AR try-on in jewellery retail.
At a glance, for 0-to-1 product design roles
Five things that keep showing up across the work below.
0-to-1, novel interactions
Rise Connect and Wispr Flow Concepts: full concepts built with no existing product to copy from.
Systems and visual craft
One token set held across 5 linked apps for Bengaluru Tech Week, not five separate designs.
Builds with AI tooling
Prototypes shipped in Claude Design; recruiting workflows automated with Zapier AI Agents.
Research-led
50+ mixed-methods interviews across Diamond Centre Wales and the MUM.me project.
Enterprise scale
Cross-border hiring systems at Birmingham City University and ManpowerGroup.
Reading this as a hiring manager? Pick the lens.
Leads with, for People Experience Designer
The Birmingham City University service blueprint: cross-border hiring workflows redesigned end to end across 50+ international hires, cutting process handoff failures by 75%. Paired with a full mixed-methods research practice, 50+ interviews for a senior stakeholder team at Diamond Centre Wales.
Leads with, for HR Tech Product Designer
An AI-driven audit of the Oracle recruiting system: 4 duplicate steps eliminated from the hiring lifecycle, a 30% cut in people-ops redundancy and a 40% lift in candidate NPS. The Bengaluru Tech Week system shows the same instinct applied to a five-role product, not a single workflow.
Leads with, for UX Researcher
A full mixed-methods study, qualitative and quantitative, delivered to a senior stakeholder team at a luxury manufacturing brand evaluating new technology adoption: 50+ user interviews, synthesized in Maze and Otter.ai.
Leads with, for Candidate Experience Design
Candidate lifecycle touchpoints mapped across 2 client accounts at ManpowerGroup, 400 touchpoints surfacing the drop-off patterns behind a workflow redesign that cut candidate ghosting by 50%, alongside the 40% NPS lift from the Oracle recruiting redesign.
Track record, by the number
Selected work
A five-role product system, attendee, host, participant, and volunteer, prototyped end to end for a real city tech event.
Mapping four stakeholders onto one coordination system, sketched in the first three days of a two-week trial.
Four new directions for Wispr Flow's speech-understanding engine, built as a working prototype in Claude Design.
A mental health app for pregnant women, built from market research through usability testing with a project team.
An AI-assisted balcony-gardening concept: spatial scanning, a four-tab design system, and a commerce-plus-content structure.
Mixed-methods research on AR try-on for a jewellery app: interviews, a survey, a prototype test, personas, and a design framework.
Experience
- Aug 2026Program Associate, Rise · 2-week trial
Student onboarding for an education organisation, coordinating across students, mentors, writing coaches, and parents. Rise Connect (above) came out of this window.
- Jun–Jul 2026Brand Operations Executive, The Design Daftar · Bengaluru
Owned brand operations and ran design-team hiring end to end, JD authoring for two levels and sourcing strategy across six channels, inside eight weeks.
- Nov 2024–Dec 2025Resourcing Advisor (People Operations Consultant), Birmingham City University · UK
Redesigned cross-border hiring workflows into a single end-to-end service blueprint (50+ international hires, 75% reduction in handoff failures). Ran an AI-driven audit of the Oracle recruiting system (30% cut in redundancy, 40% lift in candidate NPS).
- Oct 2023–Nov 2024Service Delivery Consultant, ManpowerGroup · United Kingdom
Redesigned sourcing and engagement workflows in Bullhorn and HireVue (45% more qualified placements in 6 months, 20% faster time-to-shortlist). Mapped 400 candidate touchpoints across 2 client accounts, cutting ghosting by 50%.
- May–Oct 2023User Research Associate, Diamond Centre Wales · United Kingdom
Full mixed-methods research study, qualitative and quantitative, delivered to a senior stakeholder team at a luxury manufacturing brand evaluating new technology adoption. 50+ user interviews.
- 2020–2022Architecture practice · Bengaluru
Junior Architect at CBRC Architects, Spatial Designer-Architect at SNN Builders, a freelance interior design commission, and an architectural internship at ID+AS. The years the "load-bearing walls" framing comes from.
Education
- 2023MSc User Experience Design, Birmingham City University
- 2021Bachelor of Architecture (B.Arch), PES University
Case study 02 · Self-directed concept
Rise Connect
Mapping four stakeholders onto one system, in the first three days of a two-week trial.
- Role
- Program Associate
- Company
- Rise
- Duration
- Days 1–3 of a 2-week trial
- Status
- Sketch, later prototyped
The coordination problem
Rise runs one-on-one, application-writing programs for high school students. Every student's journey runs through four people who rarely see the same information at the same time: the student, an assigned mentor, a writing coach, and a parent.
By day two of the trial, running that coordination by hand was the actual brief. I wrote a Student Onboarding Playbook naming the Program Associate as the student's single point of contact, and specifying the flow end to end: six manual steps, no system holding them together, one person doing all six for every student.
Working solo, on a two-week trial, inside someone else's org, meant I had no engineering time and no mandate to build anything. The constraint shaped the deliverable: this had to be a sketch that argued its own case, not a build.
THE MANUAL PLAYBOOK · DAY 1
What a new student's first week actually required. Every arrow below is a separate, manual action.
↪ one person runs all six steps, by hand, once per student.
The lens
“Before UX, I was an architect. I spent years learning how the constraints you can't see, structure, systems, load-bearing walls, determine the experience of the people inside. People operations has the same hidden architecture. I find it, map it, and design around it.”
HER FRAMING FOR THIS KIND OF WORK
The concept: Rise Connect
The manual playbook worked, but it also showed where it would break at scale: coordination for every student lived entirely in one person's inbox and chat client. On day three, I sketched a shared portal that puts all four stakeholders on one surface: four always-on views standing in for the six manual handoffs above.
DASHBOARD
One view of where every student stands. Replaces steps 01, 03 and 05.
SCHEDULING
Mentor and coach sessions in one calendar. Replaces step 04.
CHAT
Threaded by stakeholder, not by inbox. Replaces step 02.
LEAVE
Mentors and coaches request time off inside the same system that tracks them.
Craft decisions worth zooming into
Status tags over a fifth stakeholder view. Rather than adding a separate "issues" screen, on-track and follow-up states are surfaced as small colour-coded tags directly inside the dashboard cards, so the coordination gap is visible at the same glance as the roster, not one click away.
Threaded by stakeholder, not by inbox. The chat surface groups conversation by role (mentor vs. writing coach) instead of chronologically, matching how a Program Associate actually thinks about a student's case: "what does the mentor need to know" is a different question from "what's the latest message."
Leave requests live where they're tracked. Mentors and coaches submit time-off from inside the same system that already holds their schedule, instead of a separate form, so a request and its downstream scheduling conflict show up in one place.
From sketch to working prototype
The wireframes above were a 72-hour sketch. I later took the same coordination instinct and built it out as a clickable prototype in Google Stitch, this time from the student's side: a Research Progress tracker that turns the six-phase academic journey into one always-visible status view, the same move as the staff-side dashboard above, applied to the person the whole system exists for.
Click through the tracker below, an in-page recreation of the Stitch prototype, with sample progress shown for a student partway through the program.
The student joins the program and is matched with a mentor and writing coach based on their research interest. This phase closes once that trio has had its first introduction.
Mentor and student align on a working research question together, translating a broad interest into something specific enough to actually research.
The question is finalized and logged here, the anchor every later phase gets checked against as the project develops.
Structured interviews, surveys, or source-gathering, tracked against the plan set with the mentor in the previous phase.
Iterative drafts reviewed by both mentor and writing coach before a phase is marked complete, the same threaded-by-stakeholder pattern as the staff dashboard above.
Final submission and, where applicable, publication or competition entry, the milestone the whole six-phase view exists to make visible.
The business question
A portal isn't free to build, so before sketching further I worked through the question a founder would actually ask: what would this need to prove, in credibility and in revenue, to justify building it, and what are the concrete next steps between this sketch and a real decision. That framing, not the wireframes, is what a first conversation about this concept should start from.
What this was, and wasn't
This started as a 72-hour exploration in the first week of a two-week trial, run alongside, not instead of, the actual brief of onboarding Rise's first cohort by hand. It was never formally pitched, scoped, or shipped as Rise software; the Stitch build above is a personal prototype, not a production system.
What it demonstrates is the instinct underneath it: given an undefined coordination problem across four groups with no existing product to copy, map the manual system first, find where it breaks, then design the structure that replaces it, and follow it far enough to see it actually click and scroll. It's the same move as reading a floor plan for the load-bearing walls before deciding what can move.
Case study 01 · Freelance / volunteer
Five roles, one system, Bengaluru Tech Week
A shared product system I designed, solo, for a real multi-day city tech event: covering the general attendee, the host running sessions, the registered participant, and the volunteer crew, all from one set of tokens and components.
- Role
- Product Designer
- Engagement
- Freelance / volunteer
- Surfaces
- 5 linked apps
- Status
- Prototyped end to end
One event, four completely different people
Bengaluru Tech Week runs across the city for a week: dozens of sessions, dozens of venues, and four groups who each need a tool that does something the others don't: an attendee deciding what to go to, a host publishing and running sessions, a participant collecting proof they showed up, and a volunteer crew that needs to be scheduled and briefed. Left alone, that's four teams building four unrelated tools. I designed one system instead.
One token set, reused across every surface
Every one of the five apps shares the same CSS custom properties, the same component classes (.card .btn-primary .chip .switch), and the same type pairing, pulled from the event's own brand kit and not invented for the mockups. This is the same discipline design systems need at any scale: change a token once, every surface stays consistent, instead of drifting app by app.
Five surfaces, one shell
My BTW · attendee
Dashboard, Calendar, Saved Events, My Attendance, Connect & Support: the entry point for anyone just trying to figure out what to go to this week.
Host Studio · session hosts
Overview, My Events, Create Event, Check-in, Insights, My Host Profile: a live-preview event builder that publishes straight to Luma alongside BTW.
Participant · registered attendee
Everything in My BTW, plus My Profile and the Digital Passport: proof-of-attendance turned into something worth collecting.
Volunteer Workspace · crew
Overview, Assignments, Availability, Agreement, Resources: the scheduling and consent layer the event actually runs on.
Craft worth zooming into
The system held up under scrutiny because I iterated it, not just shipped it once. Three details below are the ones I'd walk through in an interview.
Proof-of-attendance, rebuilt as a thing worth collecting
V1 was a plain attendance checklist. I rebuilt it as a set of 100 hyper-local Bengaluru stickers (die-cut seal shapes with a CSS clip-path outline and a holographic foil sheen on hover), earned by checking into real sessions, with a drag-and-drop board to arrange the ones you've collected.
The copy is where the personality lives: every sticker name is a Bengaluru in-joke, not a generic badge label.
Before Filter
Survivor
Development
Ritual
A builder with a live preview, and a publish flow that goes further than one calendar
Creating an event updates a live phone-sized preview as the host types, so no one publishes blind. At the end, "Publish to" isn't just a submit button. It's a choice between listing on BTW alone or also cross-publishing to Luma, with the two kept as separate connected-app toggles rather than one silent sync.
Consent, made specific instead of a checkbox
Volunteers hand over availability and contact details to a crew of strangers coordinating them for a week. The Agreement screen says exactly what that means instead of hiding it in a blanket terms link:
"Share only operational information you are comfortable using for BTW assignments. Contact consent does not reveal your email address."
A "View on phone" toggle on every desktop screen, so a host or volunteer lead can sanity-check the mobile view without leaving their laptop:
And nav labels stay visible at every desktop width rather than collapsing to icons. That's a deliberate call, not a default: icon-only nav forces guessing.
What this was, and wasn't
This was freelance and volunteer design work for a real, recurring Bengaluru event, not a corporate 0-to-1 team project and not internal software. I designed and prototyped all five surfaces myself: the interaction design, the component system, the copy, and the iteration on the Passport specifically.
What it wasn't: a funded product team with engineering, research, and a launch. It's five fully interactive prototypes sharing one real design system, built by one designer working across every role the event actually has.
Case study 03 · Founder pitch, unsolicited
Four ways Flow becomes more than dictation
A self-directed product pitch for Wispr Flow's own team, built in Claude Design. The premise: the same speech-understanding engine that powers dictation can carry four new surfaces without becoming four new products. Each tab is a working simulation rather than a static mockup.
- Role
- Product Designer
- Target
- Wispr Flow
- Tool
- Claude Design
- Status
- Unsolicited concept pitch
Four directions
Translate Mode
Speech understanding applied across languages in real time, not just transcription in one.
Team Knowledge Capture
Turning spoken team context, meetings, standups, hallway decisions, into something a team can search and reuse later.
Voice Journal
A personal, reflective surface for the same engine, built for a single user thinking out loud rather than a team producing output.
100 Unexplored Use Cases
A mapped surface of directions the core speech engine hasn't been pointed at yet, framed as a growth argument, not a feature list.
Why one pitch, four tabs
Flow's core asset isn't dictation, it's real-time speech understanding. Framing four directions as tabs of one working prototype, instead of four separate decks, was the actual argument: the same engine, pointed at four different jobs, without a rebuild for each one.
Design approach: rapid, AI-assisted prototyping
This wasn't built as flat comps. Each of the four tabs is an interactive, clickable simulation, built and iterated directly inside Claude Design rather than handed off from static Figma frames afterward. That's a deliberate match to how a novel, no-category-reference interaction problem actually gets solved: prototype the behaviour first, since the behaviour is the part that can't be evaluated from a picture.
Try a tab
Below is an in-page recreation of the interaction model for each tab, rebuilt directly in this page rather than screenshotted. It's a lighter version of the real thing, the full click-through prototype, built and iterated in Claude Design, is one tap away underneath.
Speech understood once, rendered in the reader's language automatically, not a separate transcribe-then-translate step.
Spoken context, tagged and searchable, instead of lost the moment the meeting ends.
Talked through the Q3 roadmap out loud before the planning doc existed, helped me notice the sequencing was off.
Recorded a quick reflection right after the user interview, three call-outs I'd have forgotten by morning.
A voice memo turned into a written retro draft automatically, no separate transcription step.
A private, reflective surface for the same engine, for one person thinking out loud rather than a team producing output.
A sample of the mapped surface, framed as a growth argument for where the engine could go next, not a shipped feature list.
Case study 04 · Team project, MSc
MUM.me
A mental health app for pregnant women, built from market research through usability testing with a university project team.
- Role
- UX/UI Designer
- Team
- Group project
- Duration
- Oct 2022–Jan 2023
- Tools
- Figma, Miro, MS Teams
Problem identification
We were given the opportunity to ideate an application in the healthcare industry, and explored several directions within the sector before settling on one. During research, we decided to focus on a woman's pregnancy journey specifically, after noticing a real gap: a lack of facilities that appropriately address mental health during that time.
Market research
Anxiety during pregnancy doesn't only affect the mother. Research shows stress increases the risk of preterm birth, low birth weight, earlier gestational age, and smaller head circumference in the fetus, and perinatal mental health problems affect a significant share of women during pregnancy and the first year after birth.
User research
We gathered qualitative and quantitative data through one-to-one interviews (conducted over Teams with pregnant women who had a history of mental health concerns), an online survey distributed across social platforms and forums, and outreach through Facebook groups focused on pregnancy and mental health.
The results pointed at a consistent pattern:
- Heightened anxiety, decreased sleep, and increased OCD symptoms, with stress and OCD called out most often.
- Some women turned to mindfulness through meditation and physical exercise to cope.
- Many already used tracking apps, but the apps fell short on clarity: it took a long time to understand how to use them well.
That gap, clarity over comprehensiveness, became a direct input into the design decisions below.
Personas
We built four personas from the research, categorized by age, profession, trimester, personality, and medical history. One persona was deliberately designed blind, to force the team to think about inclusive and accessible design from the earliest brain-dumping stage rather than retrofitting it later.
Amanda, 28
Wants resources she can prepare with before pregnancy: phone check-ins, guided stress-relief sessions, and a daily creative activity like sketching that also works for her blindness, something she couldn't find elsewhere.
Olivia, 24
Anxious about the birthing process and whether she's ready to care for a newborn. Already relies on meditation apps, but wants something pregnancy-specific and a sense of community.
Claire, 35
Financially independent and used to being in control, now facing stress and anxiety from age, hormonal changes, and workload converging at once. Wants to learn from other pregnant women's experience.
Theresa, 30
Looking for a healthy distraction, specifically an app that encourages organisation and decluttering as a coping mechanism, but sceptical of apps given how hard they are to use with her sight impairment.
From research to features
We card-sorted every pattern surfaced through research and persona work, then ran it through a SWOT analysis (strengths, weaknesses, opportunities, threats) to translate pain points into features and activities. From there we built individual user journeys for each scenario, grounded in age, profession, and personal context rather than a single generic flow.
Visual design system
Every visual decision traced back to a research finding or an accessibility guideline, not a moodboard.
Purple for calm and relaxation, green for new beginnings, growth, and life. A deliberate pairing for a pregnancy-focused mental health app, not a default palette.
Every text and background pairing meets a minimum 4.5:1 contrast ratio, so the app stays usable for people with visual impairments, including the persona built around that constraint from day one.
A minimum touch target of 44×44px throughout, so the interface stays usable across different levels of dexterity and motor skill.
RECOLATA · 1:1.5 HEADING-TO-BODY RATIO
Body text set 1.5× the size of a comparable heading step, chosen for its clean lines and rounded edges: friendly and approachable, appropriate for a mental health app meant to feel welcoming rather than clinical.
The wordmark plays on two letterforms: the u stands in for the mother and child, and the e hints at the brain, and mental health, at the centre of the app's purpose.
High-fidelity and micro-interactions
Low-fidelity prototypes were tested and refined before moving to high-fidelity screens, so navigation and structure were already validated by the time we made confident calls on colour, type, and iconography. Micro-interactions were layered in specifically to make navigation feel less confusing at the moments users were already anxious, small motion cues rather than decoration.
Accessibility study
We worked from Apple's accessibility guidelines throughout: a minimum 4.5:1 contrast ratio between text and background, verified with a contrast-checker tool, and a rule against using colour as the only way to convey information, backed up with alternative text for images and other visual content.
Usability testing
We ran a cognitive walkthrough for quantitative testing alongside a System Usability Scale (SUS) test for qualitative feedback. After analysing the results, we catalogued what worked without friction against what needed another pass, and folded the second category into a set of future development priorities rather than shipping it as-is.
What this was, and wasn't
This was an MSc group project, run over roughly three months, ideated, researched, designed, and usability-tested as a healthcare-sector brief. It was not a funded startup or a shipped product; the deliverable was a high-fidelity Figma prototype with tested micro-interactions, not a live app.
What it demonstrates: taking a broad brief (healthcare) down to a specific, underserved problem through research rather than assumption, then keeping every visual and interaction decision, colour, contrast, button size, type ratio, traceable back to either a user finding or an accessibility standard. It was also the first project where I worked this way as part of a team rather than solo, splitting research and design labour while still owning the visual system end to end.
MUM.me · built in Figma View the original prototype Click through the tested, high-fidelity flow end to end.Case study 05 · Personal concept
Urban Eden
An AI-assisted balcony-gardening concept, explored screen by screen in Google Stitch: what a "scan your space, get a plan" interaction looks like when spatial understanding meets a small patch of concrete.
- Role
- Concept designer
- Tool
- Google Stitch
- Scope
- Single-screen exploration
- Status
- Concept, not built
The premise
Most gardening apps are built around people who already have a garden. Urban Eden starts from the opposite constraint: a bare concrete balcony, and a person with no idea where to begin. The entry point isn't a plant catalogue, it's a promise: "Start Your Balcony Transformation," backed by a spatial-scan feature that turns the blank space itself into the input.
The screen, recreated
This is a faithful recreation of the home surface from the Stitch exploration, rebuilt in code rather than screenshotted, down to the copy, the badge, and the tab order.
Start Your Balcony Transformation
Turn your concrete space into a private sanctuary with our expert-led design guides.
The design system, read off one screen
Even a single explored screen carries a system, and the pieces here are legible: a four-item bottom nav that splits the product into discovery, ownership, planning, and reference (Inspire, My Garden, Design, Library), a two-tier CTA pattern (solid for the primary action, outline for the secondary), a status-pill component for time-bound content ("Limited Time Workshop"), and a recurring feature-row pattern, icon, title, description, chevron, reused for the spatial-scan entry point.
That taxonomy is doing real product work: Inspire is the top-of-funnel content and template layer, My Garden is the ongoing ownership surface once a plan exists, Design is the planning tool itself, and Library is reference material, workshops and case studies decoupled from any single project. Four different jobs, one shell.
Where the AR/spatial idea lives
"Scan My Balcony" is the concept's actual hook: point a phone camera at an empty balcony and get AI-powered spatial mapping and plant recommendations back, standing in for the AR-style camera-to-plan interaction the rest of the product is organized around. On this single screen that's a promise, a feature row with a camera affordance, not a working scan flow, but it's placed exactly where a real product would put it: above the fold, before any plant catalogue, as the thing that turns a visitor into a project.
What makes it distinct
Most plant-ID or gardening apps are single-purpose: identify a plant, or browse a catalogue. Urban Eden's premise stitches three things that usually live in separate apps into one shell: a spatial-scan planning tool (the AR-adjacent hook), a template-and-workshop content layer (the "Explore Templates" / "Watch Case Studies" pairing, aimed at people who need to be taught, not just sold to), and a shopping entry point sitting in the header, so a recommendation has somewhere to go. The uniqueness isn't any one screen, it's that combination targeted specifically at people with no garden yet, the underserved end of the category.
What this was, and wasn't
This is one home screen, explored in Google Stitch as a personal concept, not a multi-screen click-through and not a researched, tested product like MUM.me or Bengaluru Tech Week. There's no plant database, no working scan flow, and no user research behind the persona this targets.
What it's here to show is a different instinct: reading a full product, information architecture, interaction model, and positioning, off a single well-considered screen, and being honest about exactly where the line between "designed" and "built" sits on each project in this portfolio.
Case study 06 · MSc dissertation, industry project
Diamond Centre Wales
Mixed-methods research into how AR and digital twin technology could fit the Ceric jewellery app without losing what makes buying jewellery feel like buying jewellery.
- Role
- UX researcher and designer
- Context
- MSc dissertation, with an industry partner
- Duration
- Summer 2023
- Tools
- NVivo, SPSS, MS Teams, Figma
The brief
Diamond Centre Wales is a bespoke jewellery manufacturer and registered diamond merchant in Wales. Its Ceric app lets customers design jewellery and view it in AR or on a 3D model. The business wanted to go further on omnichannel, joining its online and in-person experience, without losing the tactile, heritage side of buying jewellery.
That became my MSc dissertation at Birmingham City University, run as an industry project with the company. The research question: how can jewellers use augmented reality and digital twin technologies to personalise customer experiences across online platforms like mobile apps and offline touchpoints?
Research design
An exploratory sequential mixed-methods design: qualitative work first, to find out what customers and retailers actually care about, then a survey and a prototype test to check how far those ideas held up.
What customers told us
Interviews ran 30 to 45 minutes, nine online and eleven in person, with a mix of British participants and immigrants from Nigeria and India (ten each). Open coding of the transcripts surfaced four areas. Pick one.
- Many customers stressed physically handling jewellery before buying: tactility, design details, trying pieces on.
- At the same time they wanted more convenience and flexibility. Appointment-only policies at high-end retailers frustrated some.
- Reactions to AR and VR were mixed: some excited, others sceptical about replacing the physical experience.
- Quality and authenticity worried people most on higher-priced pieces. Sparkle and turning a piece to check the setting mattered.
- Seeing hallmarks and engraved serial numbers in person was reassuring on branded jewellery.
- Some doubted that AR could render resolution and materials well enough to judge quality.
- Many valued sales associates for trust and personal service, and some had ongoing relationships with specific staff.
- Others found staff intimidating or inconsistent, and were more open to AR reducing their reliance on them.
- Customisation and styling guidance came up as service a digital experience could extend.
- Learning about craftsmanship, design heritage, and brand values in the shop made an impression on some luxury buyers, and AR could carry that storytelling further.
- Browsing a full collection that isn't physically on display was appealing for discovering a brand's design style.
What the survey added
Fifty respondents (53% female, ages 18 to 65, mostly women between 25 and 40) rated statements on a 7-point scale covering AR shopping intention, ease of use, and privacy risk. Most felt AR would help them visualise how a piece looks when worn and personalise the experience, and many felt it could help them judge quality and workmanship online. Privacy risk was the brake: respondents said concerns about their data made them hesitant to use AR for jewellery. The age and gender profile also fed directly into the personas.
Testing an AR try-on prototype
To see what AR try-on feels like in practice, ten participants used a template-based AR try-on prototype built from the Trillion virtual try-on template, trying and customising digital jewellery, then answering the System Usability Scale and open feedback questions.
- Participants liked the immersive visualisation and customisation, and being able to try more pieces from home.
- Friction: 3D models were slow to load, and buttons were too small to tap precisely on a phone.
- Some worried they could not judge real diamond shine or metal finish on screen.
- Understanding of AR varied: some thought the jewellery was video projected onto them, which points to a need for clearer onboarding.
This was a third-party template, not Diamond Centre Wales's own build, so the findings are about the interaction model rather than about Ceric itself.
Two personas
The research was synthesised into two contrasting customers, one who is a good first audience for AR and one who is not.
John Watt, 58
Prefers to shop in store, where he can see, test, and inspect pieces himself and deal with sales staff one to one. Wary of AR and digital twins for virtual try-on, puts personal trust first, and is concerned about sharing personal data online.
Implication: not the target for an initial launch. Awareness can grow slowly through in-store trials, with messaging about tradition, craftsmanship, and human connection.
Elina Jackson, 27
Browses jewellery online and uses AR try-on at home to shortlist before going into shops for final choices. Values customisable, personalised experiences and a seamless link between digital and physical channels. Has some privacy concerns, not enough to put her off.
Implication: an ideal first audience. Messaging should lead with customisation, omnichannel integration, and clear privacy practices.
A framework: six principles
The deliverable was a strategic framework for rolling out AR and digital twin features in a human-centred way. Hover or tap a principle.
Complement the physical
Enhance key touchpoints, keep the in-person inspection that still matters, and let customers move between physical and digital.
Ensure perceived authenticity
Realistic materials and lighting, high-resolution models from every angle, and room to zoom in on details like hallmarks.
Personalise the journey
Self-paced browsing, interactive customisation, and suggestions based on individual preferences.
Roll out in phases
Pilot with early adopters first, add features as learning is validated, and support onboarding.
Co-create with customers
Involve real customers in design, build feedback loops through surveys and betas, and let people shape their own experience.
Measure rigorously
Set KPIs for engagement and feature use, use twin data to study journeys, and keep asking about enjoyment, trust, and ease.
Where AR belongs in the journey
The recommendations matched different AR uses to different moments rather than treating it as one feature.
- QR codes in store that open AR models of pieces not physically on display.
- At-home try-on of items found online, to gauge fit and styling and narrow options.
- AR-enabled social campaigns, since digital models are easy to share.
- AR mirrors in store to compare shortlisted pieces side by side.
- Sales associates showing customisations and engravings on a tablet.
- Online orders finalised after a virtual try-on, to confirm fit and reduce returns.
- Seeing a purchased piece in different settings and outfits afterwards.
- A digital jewellery box with AR as a modern way to keep forever pieces.
- Shareable AR models, re-orders, and brand storytelling to keep people engaged.
From interviews to an app flow
Interviews also produced a long list of concrete things customers wanted in an app. A selection:
These and the framework fed a proposed app structure, drawn in Figma: product categories, virtual try-on, a live gold price tracker, account, and settings.
What this was, and wasn't
This was an academic research project run with an industry partner. The output was a framework, personas, recommendations, and a proposed app flow, not a shipped feature in Ceric.
The limits are real and I listed them in the dissertation: recruitment was non-random and the samples were small, the survey was self-reported, usability testing happened in a lab rather than in a shop, the prototype was a template with fewer features than a commercial system, and a full technical evaluation of the AR build was not possible in the time available.
What it shows is the research habit I bring to design work: talk to customers and staff, observe the real setting, test with a prototype, and turn what is learned into principles a team can act on.
Diamond Centre Wales · Ceric See the Ceric app The company's jewellery design app, with AR and 3D viewing. diamondcentrewales.com