PrachiMittal

Prachi Mittal — Product Designer & Architect

An explorable 3D portfolio city. Every building is a shipped project, mapped by audience and complexity. Featured case studies: Ved (enterprise DITA CMS with AI authoring), SnapLogic (documentation revamp, 40% fewer clicks-to-target), and Revee & Mo (smart-TV super apps showcased at CES 2024).

Projects

  • Impressio AEON Robot · 2024

    End-to-end UX/UI flows for casting MIAs on the Aeon humanoid robot — desktop and tablet. Included the World AI Summit live demo and tablet casting interface.

  • iZak Smart Home · Software Updates

    Home automation delivered as a service — a platform that broadcasts software updates to consumer devices across a whole city over the NextGenTV spectrum, instead of updating them one at a time. UX research and design for the platform, including its LiDAR and photogrammetry feature: a sensor-to-3D-model scanning workflow that captures a real space and turns it into a usable spatial model — the same spatial-capture direction now productized in interactive property mapping.

  • Ved CMS · DITA Builder

    Designed the structured-authoring canvas and Prompt-as-a-Service conversational UX for a DITA-enabled enterprise CMS that treats prompts as first-class, governed content.

  • SnapLogic Documentation Revamp

    Rebuilt SnapLogic's 700-page enterprise documentation from a Confluence tree into a dual-navigation portal — browse by product or by task intent — cutting clicks-to-target by 40%.

  • Samsung EQ Emotional UX · Samsung PRISM

    A Samsung PRISM research programme with MIT ID Pune — four months on how Gen Z bonds with their phones, ending in eight emotional-design principles and a framework that maps them against levels of consciousness.

  • Holacracy Internal Tooling

    Internal tooling for self-organising teams — circles, roles, tensions, and governance workflows. Where org design meets product design.

  • KYA Document Workflow

    Know-your-anything: document workflow and management surfaces for enterprise compliance teams. Information architecture, flows, and UI design.

  • Amplyfund TV · Fundraising

    TV UI redesign for a crowdfunding and fundraising platform. Addressed core usability friction, updated design system alignment, and improved onboarding flows.

  • Vote IQ TV + Web · Civics

    Civic engagement product spanning TV and web. Persona-based user flows for first-time voters; collaborated with Khushi and Cherry throughout design and research.

  • Circlehealth Mobile · Healthcare

    Information architecture and UX/UI prototyping for a consumer healthcare app. Internal pilot — attended CEO and Head of Design reviews, supported QA handoff.

  • Clink UI Redesign

    UI redesign alongside Moon and Ritesh. Onboarded Ritesh to the design team, led refinement sessions, and shaped the overall visual direction.

  • Revee & Mo TV Super Apps · CES 2024

    End-to-end design of two smart-TV apps in a 12-app suite — Mo, a community home screen, and Revee, adaptive streaming with non-interruptive advertising. Showcased at CES 2024.

  • Studio Architecture · RES.

    Residential architectural practice — the quiet cottage at the far edge of the map. Prachi brings the same spatial thinking she applies to physical buildings to every digital surface she designs.

Samsung EQ — Emotional UX · Samsung PRISM

Four months asking what actually makes someone bond with a phone — and turning the answer into a framework a design team can use.

Overview

Samsung's ask was unusually open. Not "fix this screen" — but work out what attributes of a digital experience actually evoke emotion, positive or negative, and what creates the bond between a person and their device: visual, animation, haptic, sound, feedback. Then find the gaps in satisfaction, and define new guidelines for mobile interactions with worked examples. An open brief is a gift and a trap — the work only counts if it lands on something a team can actually pick up and use.

Highlights

  • Read the theory before touching a screen: Don Norman's three levels, emotion as a cognitive process, and Freud's model of consciousness — the last of which quietly became the framework's second axis.
  • Put a ballot box where students actually walk: "I wish my phone could…" — boxes at the registration desk and the library, plus write-on boards, a survey, and worksheets.
  • Two research tracks, one overlap: Five themes from desk research, six from primary. Two appeared in both: connection and consciousness. That intersection became the thesis.
  • Eight principles, sorted by what triggers them: Serendipity, assurance, nostalgia, rewarding, familiarity, control, closure, connection — grouped as core, emotional, or functional.
  • A framework you can plot a journey on: Each principle crossed with a level of consciousness, so an existing journey and an improved one can be drawn on the same wheel and compared.

Process

  1. Understand human behaviour: Desk research into what emotional design means, the existing principles and frameworks, and what is known about Gen Z as an audience.
  2. Develop empathy towards the target audience: Primary research on campus — ballot boxes, open boards, a survey, and worksheets that asked people to associate words and images with their phone.
  3. Create a framework that validates evaluation: Turn the recurring themes into named principles, then structure them so a journey can be assessed against them rather than described loosely.
  4. Evaluate emotional triggers: Walk a real journey — homescreen customisation — stage by stage, marking which sense is active and which principle is firing at each step.
  5. Create emotion-specific visualisations: Plot the journey as it exists against the journey as it could be, so the gap is visible rather than argued.

Research

Two independent tracks — one from the literature, one from real Gen Z on campus — landed on the same two themes. That convergence is what validated the thesis: a conscious effort to stay connected, to the outside world and to their own emotions, is what drives the attachment. Not the hardware, and not any single feature. That sentence is what the rest of the work is built on.

Principles

  • Connection (Emotional): Attachment with other people or objects, through the device.
  • Assurance (Functional): Affirmation, or guarantee — the system telling you it heard you.
  • Nostalgia (Core): The emotional take-me-backs — memory surfaced rather than stored.
  • Closure (Emotional): A sense of completion — knowing the thing is finished.
  • Rewarding (Functional): A productive feeling. Achievement, however small the task.
  • Serendipity (Emotional): Exploring new things that lead to an unexpected positive reaction.
  • Familiarity (Core): A sense of relatedness to real-world scenarios and objects.
  • Control (Functional): The ability to perform a task according to your own preference.

Outcome

A vocabulary and a method for a conversation design teams usually have in adjectives.

  • 8 — Principles, each traced to research rather than literature
  • 3 — Levels of consciousness as the second axis
  • 24 — Positions a journey stage can occupy
  • 4 — Months, from desk research to final presentation

These describe the shape of the work, not its impact. The programme concluded in a framework and a final presentation to Samsung — there is no validated before-and-after metric here, and none is claimed. A fixed four-month deadline also kept the research scoped to what the team could run in that window.

Role

Project lead · researcher and designer · September – December · Four students, Samsung PRISM with MIT Institute of Design, Pune

  • Led the project end to end — direction, sequencing, and the final presentation
  • Built the framework: the eight principles crossed with levels of consciousness
  • Ran the field research in the foyer — ballot boxes, open boards, worksheets
  • Held the stakeholder relationship with Samsung through review cycles
  • Synthesis of the desk and primary tracks into the named principles

Skills

  • Research
  • Emotional Design
  • Mobile
  • Framework