UX Design · Behavioral Science · Storytelling

Designing where science meets storytelling.

I'm Alina — a designer with a cognitive & behavioral neuroscience background, crafting calm, human products that understand how people actually think and feel.

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Selected work

All projects
About

From the brain
to the interface.

My background is in cognitive & behavioral neuroscience — the study of why people do what they do. I design products the same way I once studied the mind: with curiosity, evidence, and a deep respect for the human on the other side.

Read more about me

Where I focus

01

Culture & Experience

Design rooted in how people live, gather, and find meaning — products that feel like they belong in someone's life, not just on their screen.

02

Behavioral Science

Grounding decisions in how attention, memory, and emotion actually work — turning research into interfaces people instinctively understand.

03

Emerging Technology

Exploring wearables, generative tools, and ambient computing to imagine calmer, more human ways of interacting with what's next.

Selected Work · 2024 — 2026

Case studies in calm, considered design.

Three projects where behavioral science, storytelling, and craft come together. Each is a study in designing for how people actually feel.

Back to work Music UX · Interaction Design · Concept

Spotify Experience Redesign

Rethinking music discovery around mood and memory — designing for the feeling you're chasing, not the metadata you can name.

Role
UX & Interaction Design
Timeline
8 weeks · 2025
Type
Self-initiated concept
Tools
Figma · Maze · Miro
Overview

A library that knows the songs but not the moment.

Spotify is exceptional at telling you what you listened to. It's far less fluent in why — the late drive, the heartbreak, the first warm morning of spring. This concept reimagines the experience around emotional context: a way to find music by the feeling you're in, and to revisit the moments your music has scored.

Problem

Discovery has become a search problem.

Listeners increasingly know they want "something" but not its name. Existing surfaces optimize for retrieval — playlists, genres, recently played — which work when you already know what you're looking for. They break down at the exact moment music matters most: when you're feeling something and want a sound to match.

"I have 4,000 saved songs and still open the app and feel like there's nothing to play."
Goal

Make the app meet you where you are.

  • Let people find music by mood and context, not just title or genre.
  • Turn listening history into memory — something to return to, not scroll past.
  • Reduce time-to-play without flattening discovery into the same five recommendations.
My Role

End-to-end, from research to prototype.

I led the project independently — framing the problem, running the research, and designing the full flow. I owned the interaction model, the visual exploration within Spotify's existing system, and the usability testing that pressure-tested it.

Process

Diverge widely, then commit.

I started with listening diaries to understand when and why people reach for music, then mapped those moments to interaction patterns. From there I sketched broadly, narrowed to two directions, and prototyped the strongest before testing.

12
listening diaries
40+
concepts sketched
2
rounds of testing
Research & Insights

People remember feelings, not file names.

  • Mood is the real query. Participants described what they wanted in emotional terms long before they named a genre.
  • Music is memory. Nearly everyone had songs tied to specific people and places — and no good way to find them again.
  • Choice fatigue is real. Abundant libraries created paralysis; people wanted fewer, better-matched options.
Design Decisions

Designing for emotion without gimmicks.

I introduced a Mood entry point that blends color, motion, and language — so picking "wistful" or "wired" feels expressive rather than clinical. A Memory layer surfaces songs tied to past moments, gently, without turning private history into a feed. Every choice stayed inside Spotify's existing design language so the concept reads as evolution, not costume.

Final Solution

A calmer, more emotional way in.

The redesign opens with a single question — how do you want to feel? — and builds the session from there, weaving in tracks the listener already loves and the memories attached to them. Discovery becomes a mood, not a menu.

What I Learned

Emotion is a design constraint, not a decoration.

The hardest part wasn't visualizing mood — it was respecting it. Designing around feeling meant resisting the urge to gamify or over-quantify something deeply personal. The most successful moments were the quietest ones.

Next Steps

Where I'd take it next.

  • Prototype an adaptive model that learns mood from listening behavior over time.
  • Test the Memory layer's privacy boundaries with a wider, more diverse group.
  • Explore an ambient, screen-free mode for in-car and home listening.
Back to work Wearable · Wellness · Behavioral Science

Oura — Silent Wake

A wake experience that works with your body's rhythm and the person sleeping next to you — waking one person without disturbing another.

Role
UX & Concept Design
Timeline
6 weeks · 2025
Type
Wearable feature concept
Tools
Figma · ProtoPie · Notion
Overview

The kindest alarm is the one no one else hears.

Silent Wake is a concept feature for the Oura ecosystem: a haptic, light-led wake experience that rouses you during your lightest sleep phase — quietly, on your wrist, without an alarm that wakes the whole room. It's an alarm designed around two bodies, not one.

Problem

Alarms are blunt instruments.

Traditional alarms ignore both sleep science and shared beds. They fire at a fixed time regardless of sleep stage, jolting you out of deep sleep, and they're loud by design — waking partners who didn't need to be woken. For couples on different schedules, the morning is a small daily conflict.

"My alarm goes off at 5:30 for the gym. My partner doesn't get up until 7. Guess who's awake at 5:30 too."
Goal

Wake one person, gently, without waking the other.

  • Use sleep-stage data to wake at the optimal moment, not a rigid time.
  • Make the experience silent and personal — felt, not heard.
  • Build trust: people need to believe a silent alarm will actually wake them.
My Role

Concept, interaction, and motion.

I shaped the feature from insight to interactive prototype — defining the wake logic, designing the on-wrist and in-app interactions, and prototyping the haptic-and-light choreography that makes a silent wake feel reassuring rather than uncertain.

Process

Grounded in sleep science.

I reviewed research on sleep cycles and wake thresholds, interviewed people who share beds across different schedules, then prototyped escalating haptic patterns to find the line between "gentle" and "missable." Motion and timing were tested on-device feel, not just on-screen.

9
interviews
5
haptic patterns tested
30min
smart-wake window
Research & Insights

Trust is the real feature.

  • People fear missing it. The biggest barrier to a silent alarm isn't comfort — it's anxiety that it won't work. The design has to earn trust.
  • Escalation matters. A single buzz is easy to sleep through; a gradual build wakes reliably without shock.
  • Partners want agency too. The non-waking person wanted assurance they wouldn't be pulled awake by accident.
Design Decisions

Reassurance, designed in.

I designed a gradual haptic crescendo paired with a soft, warming light that only the wearer perceives. A pre-sleep confidence cue confirms the alarm is armed, addressing the "will it work?" fear head-on. A gentle backup escalation guarantees you'll wake — so the feature can be trusted from night one.

Final Solution

A morning that belongs to you alone.

Silent Wake reads your sleep stage, finds the lightest moment inside your chosen window, and brings you up through touch and light. Your partner sleeps on. The day starts on your terms, quietly.

What I Learned

Designing for the body is designing for trust.

Wellness features live or die on credibility. I learned that the emotional work — convincing someone a silent alarm is safe to rely on — was harder and more important than the interaction itself. Reassurance is a feature you have to design on purpose.

Next Steps

Where I'd take it next.

  • Run an at-home sleep study to validate wake reliability across sleep types.
  • Explore shared-household logic for multiple Oura wearers in one bed.
  • Design a "wind-down" companion so the wake experience starts the night before.
Back to work Wellness · Content Platform · Prototype

The Calm Edit

A wellness content platform that curates calm instead of competing for it — designed to leave you feeling better than when you arrived.

Role
End-to-end UX/UI
Timeline
10 weeks · 2025
Type
Interactive prototype
Tools
Figma · FigJam
View live prototype
Overview

Wellness content that doesn't hijack your nervous system.

Most "wellness" apps borrow the same attention-grabbing patterns as the platforms they claim to be an antidote to — endless feeds, streak pressure, notification noise. The Calm Edit is a content platform built on the opposite premise: fewer, better things, presented calmly, designed to end the session rather than extend it.

Problem

The wellness industry uses anxious design.

Streaks, badges, infinite libraries, and red-dot notifications create exactly the low-grade stress people downloaded the app to escape. The result is "wellness" that feels like another obligation — and content so abundant it becomes another source of overwhelm.

"I have three meditation apps and I feel guilty about all of them."
Goal

Design for enough, not more.

  • Curate a small, intentional daily edit instead of an infinite library.
  • Remove anxious patterns — no streaks, no guilt, no red dots.
  • Make the experience feel like a calm ritual, with a clear, satisfying end.
My Role

Sole designer, end to end.

I owned the entire project — research, information architecture, content strategy, visual design, and the interactive Figma prototype. I defined the product principles and made the editorial and interaction calls that hold the whole experience together.

Process

Principles first, pixels second.

I began by writing the product's anti-patterns — the things it would refuse to do — then designed within those guardrails. Concept testing focused on emotional response: did the interface make people feel calmer or busier? That question drove every iteration.

3
core principles
1
daily edit, curated
0
streaks or badges
Research & Insights

Calm is a feeling, and feelings are testable.

  • Abundance overwhelms. Large libraries made people feel behind, not supported.
  • Endings feel good. A defined stopping point gave people permission to be done — a rare and welcome feeling.
  • Tone is everything. Soft language and unhurried pacing shifted the felt experience more than any single feature.
Design Decisions

Restraint as the headline feature.

A single daily edit replaces the infinite scroll. Generous whitespace and slow transitions set a calmer pace. Progress is shown through gentle, private reflection rather than streaks. The whole product is designed to close — to send you back to your life feeling lighter.

Final Solution

A daily ritual you can actually finish.

The Calm Edit opens to one thoughtfully chosen set of content for the day, presented with space and care. When you're done, you're done — no feed pulling you back. Explore the full interactive flow below.

What I Learned

Subtraction is the harder design skill.

It's easy to add features; it's hard to defend an empty space. The Calm Edit taught me that the most caring thing a product can do is end well — and that designing for less requires more conviction than designing for more.

Next Steps

Where I'd take it next.

  • Develop the editorial/curation model that decides what makes each day's edit.
  • Test the "calm vs. busy" emotional metric with a larger, longitudinal group.
  • Prototype a weekly reflection that stays gentle and never becomes a streak.
The Sketchbook

Play, before it has a brief.

A space for the work that keeps my eye curious — photography, digital compositions, and the piano I've played since childhood.

Photography & Adobe Creative Work

A selection of my photography and digital compositions that explore mood, color, and narrative. These projects influence how I think about visual storytelling and emotional tone in my design work.

Piano / Music — Canon in D
"I have been classically trained since childhood, and music is how I process emotion and ground myself. Sound shapes how I think about attention, feeling, memory, and interaction."

Canon in D — press play to listen.

About

I study people. Then I design for them.

I came to design from neuroscience — and I've never really left it behind. The questions are the same: how do people perceive, decide, and feel? Only now the answer is an interface.

My background is in cognitive & behavioral neuroscience. I spent years learning how attention narrows under stress, how memory rewrites itself, how emotion quietly steers the decisions we think are rational. It taught me to be suspicious of what people say they want and curious about what they actually do.

So why UX? Because design is where that knowledge becomes useful. Research papers change minds slowly; products change behavior every day. I wanted to take what I understood about the mind and put it somewhere people could feel it — in the calm of a well-made flow, the relief of an interface that just makes sense.

How I think about design. I start with the human, not the screen. I treat assumptions as hypotheses to test, not truths to defend. I believe the best design often looks like less — fewer steps, fewer decisions, fewer chances to feel stupid or stressed. And I think beauty matters: things that feel considered are easier to trust.

What I care about. Designing technology that respects people's attention and emotional energy instead of mining it. Calm over compulsive. Memorable over generic. Work that treats the person on the other side as someone with a whole life, not a conversion to optimize.

What inspires me. Old type specimens and luxury magazines. The architecture of a good piano piece. Film photography and the patience it demands. Neuroscience papers that read like poetry. Anything made with obvious, unhurried care.

What I believe in

01 / Principle
Start with the brain.
02 / Principle
Less, but better.
03 / Principle
Calm is a feature.
04 / Principle
Make it memorable.
Say hello

Want to work together?

I'm always happy to talk about behavioral science, calmer technology, or a project you're dreaming up.

Resumé

Alina Patel

UX designer · Cognitive & behavioral neuroscience background.

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Experience
2025
Volunteer Researcher
Gholipour Lab for Epilepsy Imaging · UC San Diego Health

Supported fMRI studies focused on epilepsy and memory encoding, managing research data through REDCap and maintaining protocol accuracy. Collaborated in lab discussions on experimental design, neuroimaging methods, and cognitive research.

2024 — 2025
Research Intern
American Institute for Behavioral Research and Technology

Contributed to research exploring a novel theory of consciousness through literature reviews, experimental design support, manuscript preparation, grant research, and conference organization. Strengthened interdisciplinary research and scientific communication skills.

Education
2026 — 2028 (Expected)
M.S., Information Systems (Connective Media)
Cornell Tech

Focused on human-centered technology, digital media, product design, and emerging interactive experiences at the intersection of technology, communication, and creativity.

2025 — 2026
UX / Product Design — UX Design Certificate
UC San Diego Extended Studies

Coursework: UX Research Methods, User Interface Design, Principles of UX, Real-World Prototyping, Responsive Design, and Humanizing Social Robots.

2021 — 2025
B.S., Cognitive & Behavioral Neuroscience
University of California, San Diego

Major GPA 3.8. Focused on cognitive neuroscience, neuroimaging, research methods, statistical analysis, and the relationship between human behavior, perception, and decision-making.

Skills
UX ResearchInteraction DesignPrototypingFigmaUsability TestingInformation ArchitectureVisual DesignResponsive DesignBehavioral ScienceExperimental DesignfMRI / NeuroimagingREDCapResearch MethodsStatistical AnalysisScientific Writing
Contact

Let's make
something
together.

Open to design roles, collaborations, and good conversations about behavioral science and calmer technology.