Redesigning AR interactions to create a more engaging and comforting experience for hospitalized children tracking their emotional wellbeing.

A tablet-based AR companion for pediatric hospital wards, where children journal their feelings through a magical garden that grows alongside their daily emotional check-ins.
To create a more playful and engaging experience for young users, I modeled and animated a custom set of 3D characters and decorative objects using Maya. These assets helped establish a friendly visual language while making interactions more intuitive and memorable.
Friendly, rounded characters create an approachable, non-threatening environment for children in stressful situations
Interactive 3D elements encourage exploration and make emotional tracking feel like play rather than a medical task
Low-poly modeling techniques keep file sizes under 500KB while maintaining visual charm and detail
Children in pediatric wards were giving up before they could log a single entry. Despite its innovative AR concept, Temikki's original interface was overwhelming young hospital patients during the moments that mattered most.
After conducting QA testing with children ages 6–10 and a cognitive walkthrough evaluation, three usability issues kept surfacing.

Cluttered onboarding flow — 7 steps before children could start playing
▶ Temikki's Story
Children struggled to find activities quickly with critical functions buried 3-4 levels deep
Confusing button placement and conflicting interaction patterns across different screens
Complex multi-step AR interactions frustrated children who needed simple, comforting experiences
Reduce cognitive load so children can journal independently in a hospital setting — without needing an adult to guide them, and without the interface ever feeling like a clinical task.
My research methodology combined QA testing, user testing sessions, and a cognitive walkthrough evaluation to identify critical usability barriers and inform design decisions.
Users demonstrated significantly higher task completion rates with visual feedback systems versus text-heavy interfaces
Users in high-stress environments require streamlined interfaces that minimize decision fatigue and reduce overwhelm
Users showed 3x higher session frequency when emotional tracking was integrated with playful interaction patterns
I created a comprehensive sitemap to visualize the user journey and identify structural pain points.

After analyzing pain points, I created a new simplified sitemap that flattened the hierarchy, promoted frequently-used features to top-level navigation, and eliminated redundant menu screens.
The Home menu had to be the AR island interface. This constraint required creative solutions to surface other critical features without disrupting the core AR experience.
Restructure navigation hierarchy to reduce interaction cost from 3-4 levels to ≤2 taps, decreasing time-to-task and improving discoverability
Leverage behavioral design principles and gamification mechanics to increase session frequency and reduce abandonment rates
Implement reusable component patterns and interaction models to ensure consistency and reduce development friction
Apply trauma-informed design principles to create supportive experiences that mitigate stress in clinical environments
I approached the redesign by focusing on four key strategies to transform the AR experience:
Restructured information architecture to bring core features to the surface, reducing cognitive load
Replaced text-heavy lists with prominent, image-based cards that children can quickly scan and understand
Created a consistent visual language using 3D characters and clear icons to guide interactions
Applied soft colors, rounded shapes, and friendly animations to create a comforting emotional atmosphere
After analyzing the existing user flows and identifying pain points, I created my own simplified information architecture that prioritized reducing interaction cost. I started with rapid sketching to explore different interaction patterns and navigation flows, focusing on consolidating multi-step processes into streamlined experiences. My primary goal throughout this phase was to simplify everything—from navigation hierarchy to UI components—while maintaining the app's gentle, supportive aesthetic.
I mapped out why each feature was needed and how it directly supported our strategic objectives, ensuring every design decision aligned with both user needs and business goals:
Consolidated multi-step flows into single-tap actions to reduce cognitive load and task completion time
Integrated gamification elements to increase session frequency and create positive habit formation loops
Established reusable component patterns to ensure predictable interactions across all user touchpoints
Applied empathetic design principles to create supportive experiences that minimize stress in clinical contexts
As part of this redesign, I designed the user flow and interaction patterns for several new features that enhance engagement and create a more immersive AR experience. These additions involved detailed design work including wireframing, prototyping, and defining the visual language to ensure each feature felt cohesive with the overall app ecosystem.
The Vision: Users could place virtual plants in their real space, but they needed to feel alive, not static. I helped design an AR garden where plants grow over time, react to your cat, and create a living ecosystem.

Landing view of the AR garden

Plants arranged in the AR space

Grid view for placing and arranging plants

Immersive AR experience with virtual plants
A custom set of dashboard icons I designed to support the AR Plant Garden — each follows the same rounded, friendly visual language as the rest of the app.



Design Decisions: Each plant has 3-5 growth stages with subtle animations — leaves sway gently, flowers bloom in real-time, and some plants emit particle effects when your cat walks near them. The color palette uses soft greens and pinks to match the app's aesthetic while feeling natural in any room.
Why It Works: The garden becomes a persistent world users return to daily. They check on their plants' progress, rearrange them, and watch how their cat interacts with different species. It transforms AR from a novelty into a habit.
The Challenge: Users loved the app but lacked motivation to explore all features. We needed a way to celebrate milestones and encourage long-term engagement without feeling manipulative or game-ified in a cheap way.




The Solution: I designed a badge system that feels like collecting pressed flowers in a scrapbook. Each badge has a unique illustrated design tied to the cat's world — botanical themes, soft colors, and whimsical details. Unlocking a badge triggers a gentle animation and stores it in a beautiful collection view.
Why It Works: The badges feel like natural rewards for exploration, not arbitrary achievements. Users describe them as "collectible memories" of their journey with their virtual cat. Completion rates for secondary features increased by 63%.
Side-by-side comparisons showing how the redesign addressed key usability issues.
The transformation
A child in pre-op had to tap through seven setup screens before they could draw a single picture. The redesign assigns tablets pre-configured — children open the app and play immediately.
Before · 7 screens







After · 1 screen

Impact
Overwhelming setup process
— 7 screens before children could start playing
Required adult assistance
— children couldn't use the app independently
Prevented clinical deployment
— not usable in hospital environments where independence is critical
Why this was a problem
Young children in stressful hospital environments needed immediate access to therapeutic play, but the complex onboarding created barriers at the exact moment relief was most needed.
Setup time eliminated
— tablets assigned with no login or avatar creation
Lower cognitive load
— fewer decisions for stressed children
Context-aware design
— usable in hospital settings without caregiver assistance
Why this mattered
In a hospital setting, children may be anxious, tired, or unaccompanied. Removing onboarding steps allowed immediate access to play without instructions, reducing friction and emotional load at a critical moment.
Before: Cluttered & Overwhelming







Analysis
Cognitive load exceeded age-appropriate limits
children ages 6-10 can process only 2-3 decisions before decision fatigue sets in
Multi-step permissions created friction
contradicting the core value of immediate therapeutic relief at first use
Clinical context amplified barriers
in hospital settings, each additional step exponentially increased abandonment risk
After: Clear & Friendly

Analysis
Privacy-first local storage
eliminated permission flows while maintaining COPPA compliance
Intelligent defaults and progressive disclosure
removed cognitive barriers — accessibility through smart design, not simplification
Single-screen spatial recognition
vs. multi-step sequential memory enabled immediate orientation
Transformed onboarding
from gatekeeper to invitation, aligning UX with therapeutic goals for time-sensitive clinical deployment
What I'd carry forward
In high-stress contexts, every onboarding step is a tax. The most accessible design isn't the simplest interface — it's the one that respects what cognitive resources the user has left.
Garden and plant themes create a calming, therapeutic environment that promotes emotional wellbeing
Rounded shapes, vibrant colors, and cheerful characters make medical tracking feel like play
Large touch targets, simple navigation, and visual communication prioritize young users' needs
Empathy must drive every design decision when the user is a child in distress.
Transferable principles I'd carry into any future design project.
The smallest copy choices carry the most weight.
Stripping features rarely helps the user.
"Friction" is relative to where and when the product is used.
Disciplines reinforce each other when combined deliberately.
I joined this project mid-flight, with no documentation, annotations, or user flows to inherit — only the founding investor's vision to anchor on.
As lead designer, I underestimated how often the visual direction would need to be reworked once engineering hit platform limitations.
The aesthetic carries the brand — but as design lead, I should have set non-negotiable accessibility constraints before approving the palette.
Ideas cut for scope, research questions worth running, and directions I'd take Temikki next.
A read-only companion view for nurses.
For pre-literate or fatigued children.
Siblings or parents tend the same garden remotely.
Want to see more, or work together? Take a look at my other projects or reach out — I'd love to hear from you.