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User-centered design

These projects were developed collaboratively during my Master's Degree in Design, Information, and Communication. They reflect an interdisciplinary approach to creating innovative, user-centered solutions aimed at delivering inclusive and meaningful experiences. While my primary role focused on developing communication strategies, I also contributed to the design process using models such as design thinking and user experience evaluation. This experience enhanced my leadership and team management skills, while expanding my perspective on designing effective learning experiences.

01

Lemon: Prototype of an application to detect the state of languishing in university students during the pandemic

Lemon_edited.jpg

This tool was developed in response to the unprecedented context of the COVID-19 pandemic, which brought about confinement and a sudden shift to online routines. It is designed to encourage students to take initiative in exploring their emotional well-being by identifying their feelings and taking a self-assessment to determine whether they are experiencing languishing—a state that often precedes a depressive episode. You can take a look at the prototype here.

The work team was made up of Tania T., Miguel B. and Carlos X. in programming.

The UX approach included:

  • Student-centered design: The process was based on participatory methods, taking into account the cognitive and emotional capacities of the target audience.

  • Observation-driven iterations: Usability testing was conducted with postgraduate students to refine the language, iconography, and interaction flow.

  • Accessibility and clarity: The interface uses visual metaphors, functional color schemes, and simplified navigation to enhance understanding and maintain user engagement.

  • Bridging theory and practice: The design is grounded in developmental psychology principles and was validated through an academic study published by Springer.

 

The result was a functional prototype that demonstrates the potential of interaction design in tools aimed at developing socioemotional skills. The project was published as a book chapter in Human-Computer Interaction – INTERACT 2021, reinforcing its scientific validity.

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The work team was made up of Tania T., Miguel B. and Carlos X. in programming.

02

Self-Care Guide for Mothers of Autistic Children
"Entre cuidadoras nos cuidamos"

This guide is designed to support the emotional self-care of mothers of autistic children. Through a clear and visually engaging structure, the document promotes well-being practices that can be integrated into daily life. The project involved transforming originally text-based content into a more accessible, usable, and meaningful digital experience, guided by the following principles:

  • User well-being-centered design: Clarity, reading flow, and empathy with the target audience were prioritized throughout the design process.

  • Friendly and progressive structure: The guide was divided into modules using approachable language, guided exercises, and reflective spaces to support user autonomy.

  • Visual and cognitive accessibility: Attention was given to contrast, color use, and element layout to ensure smooth navigation on digital devices.

  • Emotional coherence: Both visual and written tone align with the guide’s self-care goal—conveying warmth, calm, and clarity.

The guide is in the process of editing and evaluation, it is made together with my colleague Tania T.

03

Interactive tool for the learning of autistic people about the representation of emotions

emotional cards.png

This tool was designed to support parents of autistic children in teaching emotional awareness through play. The design goal was to create an intuitive experience that would allow users of different ages and contexts (educational, therapeutic, or personal) to use the cards to work on emotion recognition. To achieve this, the following aspects were addressed:

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  • Clear architecture: Simple organization by emotional categories to facilitate navigation.

  • User-centered design: Priority was given to readability, contrast, and tactile interaction (mobile-first approach).

  • Emotional accessibility: Each card uses simple language and neutral visuals to support non-judgmental emotional identification.

You can take a look at the prototype here.

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The work team was made up of Tania T., Miguel B. and Carlos X. in programming.

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