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DASH

To give creative professionals and students access to reliable and relevant ‘textual’ content pertaining to their fields. A community centred around generation and consumption of ‘non-visual’ inspiration and information per se, for recreation, research and staying plugged-in.

Year

2018

Scope of Work

UI/UX Design

User Research

Visual Design

Tools

Adobe XD

Figma

3 mockup.png
3 mockup.png

Dash

A mobile application to give creative professionals and students access to reliable and relevant ‘textual’ content pertaining to their fields. A community centred around generation and consumption of ‘non-visual’ inspiration and information per se, for recreation, research and staying plugged-in.

2018

Year

Concept Project

Project Type

Interaction Design

Experience Design

Visual Design

Wireframing

User Personas

User & Market Research

Scope of Work

Adobe XD

Figma

Tools

Phone-gallery-remix_20260313103431.gif
+ TARGET AUDIENCE

Our user groups can be divided into two broad categories on the basis of their interaction with the platform:

Consumers
This user group consists of individuals reading content on the platform; this demographic primarily consists of students, followed by professionals in the industry.

Contributors
This user group consists of people who are writing original content & sharing valuable content from other credible sources. This group consists almost entirely of creative professionals working in the industry; student contribution forms a much smaller, ancillary dimension of the experience.

+ USER PERSONAS

User personas

In the initial stage of creating prototypes, the focus was on specific goals, one of which was to use only analogue materials. The aim was to explore materials and represent aspects of surveillance systems through them. Emphasis was placed on elements like reflection, distortion, and layers of surveillance, with the materials chosen to highlight these features. The decision to avoid digital methods was intentional, as it allowed for a clearer focus on defining and portraying the key elements of surveillance.

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User FLOW

In the initial stage of creating prototypes, the focus was on specific goals, one of which was to use only analogue materials. The aim was to explore materials and represent aspects of surveillance systems through them. Emphasis was placed on elements like reflection, distortion, and layers of surveillance, with the materials chosen to highlight these features. The decision to avoid digital methods was intentional, as it allowed for a clearer focus on defining and portraying the key elements of surveillance.

Userflow.png

WIREFRAMES

In the initial stage of creating prototypes, the focus was on specific goals, one of which was to use only analogue materials. The aim was to explore materials and represent aspects of surveillance systems through them. Emphasis was placed on elements like reflection, distortion, and layers of surveillance, with the materials chosen to highlight these features. The decision to avoid digital methods was intentional, as it allowed for a clearer focus on defining and portraying the key elements of surveillance.

wireframes 1.png
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ONBOARDING

In the initial stage of creating prototypes, the focus was on specific goals, one of which was to use only analogue materials. The aim was to explore materials and represent aspects of surveillance systems through them. Emphasis was placed on elements like reflection, distortion, and layers of surveillance, with the materials chosen to highlight these features. The decision to avoid digital methods was intentional, as it allowed for a clearer focus on defining and portraying the key elements of surveillance.

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