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 3D Scanning · LiDAR

    UX research and design for a LiDAR + photogrammetry 3D space scanning workflow. Deep research into spatial computing, sensor use cases, and professional scanning tools.

  • 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

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