Timeframe: 36 consecutive hours
Team: Shrey Baranga (me), Blake Ragsdale, Nico Casaca-Watkins, Aiden Cournouyer, Ren Daley
My Role: UX Researcher and UX/UI Designer
Tools: Figma, iOS/Apple Design System, DataFeel haptic devices
Our initial problem statement
"We are creating a therapeutic aid for those who struggle with carpal tunnel, arthritis, and attentional deficits, so their reading experience is improved."
A look into some of the research we conducted, citing scientific articles to back our treatments.
I prioritized clarity and accessibility in the mobile interface. I utilized the following key design decisions:
Placed key information (device graphic, active status, temperature, vibration settings) at the top for quick visibility.
Designed simple, intuitive controls using +/– icons and sliders for easy temperature adjustment.
Ensured one-handed usability to support users with limited mobility.
Minimized text and displayed only essential details to reduce cognitive load.
Added preset modes based on research use cases, allowing users to quickly access treatments without configuring settings manually.
I began by translating insights from our research into initial design decisions, taking notes and sketching concepts on paper. I explored various features and screen layouts to visualize potential flows. Once initial ideas were mapped, I moved to a whiteboard to refine the designs further by annotating questions, noting feature placement adjustments, and sketching additional variations to clarify how key elements could function.
Initial ideas and wireframes sketched out on paper
Fleshing out initial concepts further on the whiteboard!
After developing low-fidelity prototypes on paper and the whiteboard, I gathered feedback from teammates to identify what worked well and what could be improved, and evaluated the user experience to guide the next steps. I then translated the concepts into mid-fidelity prototypes in Figma, progressively refining them into higher-fidelity screens by adding color, detail, and fully fleshed-out features.
Beginning of Figma designs
High-fidelity screens in progress
Our final products consisted of the mobile app, backend platform, and three wearable devices catered to treat and ease conditions such as carpal tunnel and arthritis, as well as provide mindfulness to ground users.
This digital prototype was built in under 12 hours, from conception to high-fidelity prototype.
Our range of wearable products
With only 36 hours, we focused on building a functional MVP. Key trade-offs and future opportunities included:
Scope – Prioritized designing the UI for one product rather than all devices.
Presets vs. Customization – Delivered pre-loaded presets instead of custom preset creation, which could be implemented in future iterations.
UI vs. Functionality – Focused on a clear, usable interface rather than fully integrating the front-end UI with back-end code.
Hardware Limitations – Current DataFeel® dots can change colors but cannot deliver true red-light therapy; future versions could integrate more advanced haptics and therapeutic features.
At the end of the 36-hour sprint, we presented live demos of both the high-fidelity mobile app design and three functional wearable device prototypes to a panel of judges. Our concept was praised for its ingenuity and unique approach to accessibility, and recognized as having potential for further development.
We showcased our prototypes at the final presentation, setting up an interactive table where judges could experience the products firsthand. This hands-on setup demonstrated the design's practicality and tangible benefits for users.
This project underscored the value of collaborative teamwork. By leveraging individual strengths, we rapidly iterated, prototyped, and delivered a compelling MVP under tight constraints.
One mentor, Leigh Sembaluk (CTO of DataFeel), shared:
“This team always brought a smile to my face. The effort they put in and what they accomplished was matched by the personality and joy they brought to the event. While it’s often tough to assess individual capabilities during a short event, it’s easy to assess people and character, and I can speak highly of every one of the members.”
Working on Thera taught me how to design under extreme time constraints while keeping user needs at the center. In just 36 hours, I learned to balance feasibility with desirability, deciding what could realistically be built without compromising the user experience.
The importance of clear communication in a cross-disciplinary team was heavily reinforced. By translating research findings into actionable design decisions, I helped ensure our concepts stayed grounded in real user pain points while still being ambitious and innovative.
If I had more time, I would design the features for the rest of the app, and then conduct usability testing with target users to validate assumptions and refine accessibility features. This project reinforced my belief that great design isn't only about what can be imagined, but what can be delivered effectively for the people who will use it.