I was new to UX design and wanted to practice the full process including research, user flows, wireframes, components, and prototyping. So I gave myself a brief, picked a real problem, and built it.
When I was early in my UX design journey I wanted to practice the full process from start to finish. I needed a real problem to solve, not a made-up one. I found it in an App Store review from a user frustrated that their favorite coffee app didn't work on their Apple Watch. They had to unplug their phone just to pay. That was my brief.
Good design problems don't always come from research reports and stakeholder briefs. Sometimes they come from a single person saying "this is frustrating." Learning to see those moments as design opportunities and act on them, is a skill I've carried into every project since.
I treated this like a real project. I didn't skip steps just because it was practice. The goal was to build the muscle memory of going through the full UX process because I knew that's what real work would require.
Anchored on a real user pain point and supplemented with competitive analysis of existing wearable payment experiences.
Mapped four core flows: scanning for points, paying for an item, adding money, and changing payment method.
Built low-fidelity wireframes for every screen in all four flows before touching any visual design.
Created a sticker sheet with colors, typography, and reusable components, my first ever design system.
Brought it all to life with high-fidelity mockups that matched the brand's bold, fun personality.
Placed final screens into Apple Watch device mockups to show how the experience would actually feel on the wrist.
Designing for a wearable is a completely different constraint than designing for a phone. The screen is tiny, interactions have to be immediate, and every element needs to earn its space. I embraced those constraints and let them sharpen the design.
Forcing myself through every step, even on a personal project, built the habits that make me fast and thorough on real work today.
Designing for a tiny watch screen taught me that constraints aren't limitations, they're the thing that forces better decisions.
Building my first sticker sheet here gave me a foundation for thinking about consistency and scalability in every project since.
Anchoring on a real user complaint made the work feel meaningful. That lesson shapes how I find problems worth solving to this day.