Prophecy
A eco-system for the individuals suffering from Social anxiety to help them navigate and cope up with the condition.
Objective: Designed to empower runners by providing real-time performance insights, injury prevention metrics, and personalized feedback.
Research: Conducted user studies and interviews to understand runners’ needs, pain points, and habits during training sessions.
Collaboration: Worked with developers for hardware integration and data visualization, and researchers to validate biomechanical insights for injury prevention.
Development: Designed a sleek, ergonomic wearable that uses sensors to monitor posture, gait, and performance metrics, providing actionable feedback via a mobile app.
Outcome: Prophecy bridges the gap between technology and training by enhancing performance, improving safety, and empowering runners to achieve their goals.
Skills
UI & UX, Product Design, Interaction Design, Research, wireframing, Prototyping
Tools
Rhino, Solidworks, Illustrator, Figma, Photoshop, Keyshot
Research
Analysis
Ideation
Development
Research
This phase it is identified that what are the major challenges that are currently faced and gain insights by conducting through Primary and Secondary research.
Age Group
20-30
Currently suffer most from the social anxiety and it severely affects there social as well as well as professional life to an extend which become hard for them to socialize.
Post-Covid it is observed that there is increase in people that are projecting anti social behavior due to social anxiety.
Primary Research
Expert data was acquired via an online Seminar. The expert viewpoint is useful for gathering data to have a deeper technical knowledge of social anxiety and for gaining a professional perspective on the issue.
There can be different situations which can trigger the social anxiety in the people.
-Being centre of Attention.
-Meeting new people.
-Talking to the people with authority.
-Giving presentation in front of people.
-Being watched while doing any task.
-Parties and social gathering.
Situation :
Getting invited to join a society
Thoughts:
Feeling Awkward and far not able to contribute or embarrassing one oneself.
Physical Sensation:
Hot, Tense, Heart racing
Behaviours:
Worrying and avoiding the event.
Feelings:
Anxious.
5 Area model
5 area model is brief situational insight about the individual and what are the different area that is affected when get invited to a particular situation for example:
Safety behavior
The Safety behavior is the type of behavior that individual tries to follow in order to cope with anxiousness and to hide the physical indicator of anxiety
Blushing
hide the face, avoid eye contact, wear make-up. Or continuously check mirror
Sweating
Stepping outside for fresh air, avoid shaking hands or wearing dark clothes.
Trembling
Talk quieter or prepare what to say and avoiding bigger groups.
Facing fears gradually and progressively is a key way to cope with anxiety. While avoiding situations or using safety behaviors may provide short-term comfort, it can increase distress over time. By repeatedly exposing oneself to uncomfortable situations in small steps, individuals can reduce their anxiety, making it less severe and more manageable
Key Insight:
While safety behaviors offer short-term relief, progressive exposure to anxiety-inducing situations helps reduce discomfort over time, leading to long-term improvement.
Analysis
Situation
Most social interaction and environment where people face problem and have uncomfortable interaction with can trigger social anxiety and in some cases can trigger panic attacks.
One to One
Small crowd
(around 15 people)
Large crowd
Market Research
Current ways that are that are been used by the people to reduce anxiety is either using through self help apps like headspace while some would prefer professional help.
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Products with too few features risk low user engagement and long-term drop-off.
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Overloaded products can cause cognitive fatigue, overwhelming users and reducing satisfaction.
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The optimal solution is to balance:
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Maximized interactivity to keep users engaged and proactive.
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Minimized complexity by including fewer, purposeful features.
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Benefits of this approach:
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Prevents user boredom and drop-off.
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Avoids feature fatigue.
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Improves task success rates, user retention, and overall user satisfaction.
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Desired Delivery
User Mapping
Primary
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Primary Users: University students and firm employees.
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User Context: Entering unfamiliar environments and encountering new people daily.
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Pain Points: Hesitation and apprehension in social interactions.
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Goal: Address behavioral barriers to improve user confidence and integration through effective user journey mapping.
Secondary
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Secondary Users: Friends, family, coworkers, and individuals interacting with primary stakeholders.
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User Context: Social settings involving interactions with strangers or crowds.
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Pain Points: Social anxiety in unfamiliar or crowded settings.
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Goal: Enable smoother, confident social interactions.
Tertiary
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Tertiary users: Professionals supporting individuals with social anxiety (e.g., therapists, counselors).
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User Context: These users are typically approached by individuals seeking guidance or treatment.
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Goal: Enable effective collaboration and access to tools that empower both professionals and users.
Key Insight:
Users facing social anxiety struggle with environments like small crowds, large gatherings, and one-on-one interactions. Current solutions—self-help apps or professional services—fail to balance interactivity and simplicity, often leading to user drop-off or overwhelm, highlighting the need for a streamlined yet engaging solution.
Ideation
User Persona
Post It
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A Post-it ideation session identified design opportunities, prioritizing features like voice assistance, behavior hacking tools for social anxiety, and interactive elements (fidgeting, guided companionship).
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These features were selected based on their compatibility, user value, and potential to optimize engagement and usability.
Concept 2
A stress-relief device inspired by home humidifiers, using aromatherapy to reduce anxiety and promote relaxation. It supports essential oils from multiple manufacturers, offering users a wide range of scent options for a customizable experience
Concept 1
The Fidget aids anxiety relief by providing a tactile surface that redirects nervous energy through sensory engagement and haptic interaction, promoting focus and calm.
Concept 3
An in-ear IoT wearable that delivers real-time guided interventions for managing anxiety and stress. Connected via Bluetooth to a companion mobile app, the device enables on-demand activation for personalized calming instructions. Designed with a focus on usability, low latency, and seamless UX, it ensures immediate support with minimal disruption to the user’s daily life.
Pugh Method
Rank
0
-1
+1
Advantages
a. No usage or need for electricity or external power requirements.
b. Useable anywhere at any time.
a. Able to create a sense of comfort in a known atmosphere.
a. Voice of a person the user is comfortable with.
b. Ease of use and user friendly.
Disadvantages
Concept 2
Concept 3
Concept 1
a. Visible usage. Non concealable.
b. Not usable for users with non fidgeting habits.
a. Need for a specific room the user is comfortable with. Unsure for users who are constantly moving from place to place.
a. High chance of loss or theft.
b. Needs to be charged to work.
Key Insight:
Through ideation and user persona development, three product concepts were explored to address anxiety: a tactile 'fidget' tool, an aromatherapy device, and a voice-assisted wearable. Using the Pugh Method for feature ranking, Concept 3 (voice-assisted device) emerged as optimal, balancing user needs for portability, ease of use, and the ability to reduce anxiety efficiently during critical moments
Development
Prophecy is an assistive ecosystem that records a trusted voice to support users during moments of anxiety. With a single button press, users can access this calming audio, reducing stress and promoting emotional stability.
Headphones Placement
The headphones are designed to optimize cognitive processing: the right ear enhances speech and logic, while the left ear elevates music and emotional cues, improving user experience and auditory balance.
Designed a sleek, snap-fit headphone featuring bone conduction technology and intuitive gesture controls. The ergonomic design improved user comfort and accessibility, reducing Time on Task by 30%, as validated through usability testing.
The bone conduction device provides an optimal user experience by leveraging bone conduction technology to deliver sound without isolating environmental noise. This ensures users benefit from AI assistance while maintaining spatial awareness, enhancing task success rates and situational safety—key usability metrics for accessibility-focused design.
User Interface
Wire-frames
Created low-fidelity wireframes to define user flow and optimize content placement, improving usability and task success rate.
Designed an AI assistant that uses personalized, pre-recorded voices to guide users through coping exercises, enhancing comfort and reducing cognitive load for individuals with social anxiety.
Sharing it with professional ( if required)
Panic Attack
Or
Dectection
voice assistance
Streamlined campaign analysis with an AI-powered dashboard, reducing analysis time by 40% and improving task success rate by 25% through optimized information architecture and data visualization.
The device setup starts with earpiece connectivity, with optional smartwatch integration for enhanced functionality, ensuring a seamless and efficient user experience.
Prophecy headphones connect via Bluetooth to a mobile app, enabling an AI-powered assistant with personalized voice recording or an automated voice option. This enhances user experience and accessibility through seamless, intuitive interaction.
The earpiece features a touch-enabled gesture pad with user-configured controls for different modes, ensuring seamless and efficient interactions.
Future Prospect and Learning:
This project enhanced my skills in user research, including interviews, thematic analysis, and data synthesis. It not only addressed social anxiety but also revealed opportunities to expand into broader mental well-being solutions, paving the way for future innovations in wellness design.
Prophecy