← Selected work

Storytelling · Product design

UNEARTHStories that live on.

Digital time capsules for preserving memories and discovering other people’s stories.

UNEARTH product interfaceDigital time capsules / 3 months

The short version

People risk losing their digital memories and need control over how those memories are shared.

Contribution
Research, Branding, Usability testing, UX/UI Design, Prototypes.
Duration
3 months

Unearth lets people collect memories in digital time capsules and explore stories left by others.

I was the sole designer, conducting interviews and usability tests and developing the identity, wireframes, and prototypes in Figma.

UNEARTH / Product overview 1 · Interface demonstration
UNEARTH — UNEARTH / Product overview 2
UNEARTH / Product overview 2
CHAPTER 01

Understanding the problem.

Design goals

  • Help people preserve and share personal histories.
  • Make stories easy to organize and explore across generations.

What I learned

Accessibility shapes who can take part in storytelling. It needs attention from the first sketch, especially when designing for different generations.

Interview participants felt disconnected from their personal histories and unsure how to preserve them. They wanted a simpler way to collect and share memories.

The Sarah persona helped focus the design on preserving personal stories and making them accessible.

UNEARTH — Understanding the user / 01
Understanding the user / 01
UNEARTH — Understanding the user / 02
Understanding the user / 02
CHAPTER 02

Turning insights into interactions.

I tested layouts on paper before building wireframes. The home screen centers on the time capsule collection, with options to create, share, and explore stories.

UNEARTH — Design Process
Design Process

Participants valued the personal and educational uses of time capsules. Feedback pointed to simpler interactions and better accessibility as areas to refine.

UNEARTH — Usability Testing
Usability Testing
UNEARTH — Redefining the Design / 01
Redefining the Design / 01
UNEARTH — Redefining the Design / 02
Redefining the Design / 02
UNEARTH — Redefining the Design / 03
Redefining the Design / 03
UNEARTH — Redefining the Design / 04
Redefining the Design / 04
UNEARTH — Redefining the Design / 05
Redefining the Design / 05
CHAPTER 03

Looking beyond the screen.

  • Make keyboard focus visible.
  • Provide captions and transcripts for audio and video.
  • Give forms descriptive labels and useful error messages.
  • Test with people of different ages and abilities.
  • Refine accessibility based on their feedback.
  • Add guides, tutorials, and lesson plans.
Next projectFOHLIO