Meet Washwell,
your childhood family’s beloved washing machine, forever immortalized in the form of a digital pet you can keep in your pocket.
read Washwell's backstory
Role: Individual Project
Timeline: 4 Weeks
Software: Figma, Adobe After Effects, Adobe Illustrator
Inspired by Tamagotchi,
Washwell has four main menu functions:
Power, Eat, Run Cycle, and Sing. Each menu function features two action options, which the user can navigate freely in and out of.
launch Figma prototype
Now Washwell hasn’t always been Washwell.
It took a ton of brainstorming, sketching, and iterating to perfect his quirky features and charming personality.
Take a spin.
Each action option presents a unique animation, most making Washwell happy, but some resulting in Washwell getting sick and falling over!
Run Cold Cycle
Have a Drink
Turn Off
Timer Remix
The beast that is Figma prototyping.
This project was one of my first major introductions to Figma prototyping in-depth.
A hugely influential part of this project for me was the emphasis on UI Elements and Designing with Intent. I can honestly admit that often when I design, I tend to decorate. I have a hard time focusing on the actual User Experience and aim straight for emotion or sensory appeal, hardly even considering the purpose or functionality of my design. By collaborating with classmates and having other people test my prototypes, I better understand the importance of user flow and what it means to have simple, recognizable navigation within my designs. It’s fascinating to me that there is so much behind a concept I obliviously assumed was obvious.
I think I only ever appreciate good UI in its absence. Just like typography, good UI can go completely unseen. Simplification and usage of mental models within my designs ensure that users will not have to think very hard when asking themselves questions like “Where am I?” “What can I do?” “What happens next?” or “How do I get out?”.