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https://www.dyani.design/portfolio/home

I TRANSFORM

Chaos

Black left-pointing arrow icon with a white outline.

Simplicity

Creativity

Insight

Clarity

I design for neurodivergent minds, like mine.

Designing products that work when people don't.

I design for neuro-spicy minds where clarity isn't a feature, it's the foundation.
If you build for neurodiversity, you're building for everyone.

I design for neuro-spicy minds where clarity isn't a feature, it's the foundation.
If you build for neurodiversity, you're building for everyone.

https://www.dyani.design/home
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The work continues...
https://www.dyani.design/portfolio/casestuidies
Digital Designs                        Physical Product Designs    
Kid Commerce
One Pay
Tether
Organizational Home Hub
Budget like a Boss, Babe
This is a condensed mobile version.
A single interface couldn't meet the needs of parents and kids across 5 age groups, so I designed a multi-portal ecosystem that prioritized clarity with minimal cognitive load and high engagement.
This is how I'm doing it...
Mockup prototype of an original design for an app that gamifies financial literacy for youth

Kid Commerce

An app to gamify financial literacy for youth

My role:

Designer, UX Researcher, and Project Manager

Ongoing timeline

< This is a prototype!

Mockup prototype of an original design for an app that gamifies financial literacy for youth
curved left arrow
I am a
prototype!

Kid Commerce

An app to gamify financial literacy for youth

My role:

Designer, UX Researcher, and Project Manager

Ongoing timeline

How can we design an engaging user experience that simultaneously appeals to parents seeking to build generational wealth through financial education for their children AND encourages children to learn financial literacy through gamified experiences?

Process for Kid Commerce

Summary:

Design a versatile web app capable of appealing to a wide demographic of parents and children of all ages. Ensure that the platform offers engaging and age-appropriate content for children to acquire financial literacy skills and foster financial independence through interactive games, simulations, and community -orientated activities.
Design a versatile platform for parents and kids that makes financial literacy engaging and age-appropriate with interactive games, simulations, and community activities.

Objectives:

- Approach the challenge with a dual user-centered design mindset to ensure that the website addresses the specific needs of both parents and children.
- Demonstrate the use of effective responsive patterns to guarantee that the website functions seamlessly and provides a consistent experience.
- Assess accessibility support across devices for an inclusive user experience.
- Approach the challenge with a dual user-centered design mindset to ensure that the website addresses the specific needs of both parents and children.
- Demonstrate the use of effective responsive patterns to guarantee that the website functions seamlessly and provides a consistent experience.
- Assess accessibility support across devices for an inclusive user experience.

Research

Design Tensions

1. Designing an interface that appeals to both parents and children of varying ages with age appropriate content
Designing a single experience for parents and children 5-17 creates conflicting needs around visual language, interaction patterns, and comprehension.

2. Maintaining engagement and motivation through on-demand gratification
Maintaining engagement requires offering on-demand gratification without letting instant rewards overshadow long-term learning.
‍
3. Building trust with parents through transparency and access to knowledge
Parents need transparency and control with clear visibility into their child's activity and access to sufficient knowledge.
Designing a single experience for parents and children 5-17 creates conflicting needs around visual language, interaction patterns, and motivation.

Financial concepts need to center users' developmental stages without oversimplifying or overwhelming them.
‍
Parents need transparency and control, while children need motivation and relevance.

Discovery

*Note: This research reflects my thinking at the time of this project.
The discovery phase revealed that a single design would not adequately address the diverse needs of our user base. Consequently, I have chosen to develop a parent-oriented homepage designed to attract parents to our service, complemented by distinct portals and pages tailored to different age demographics. This approach essentially entails the creation of multiple user-centered websites housed within one unified platform.
The discovery phase revealed that a single design would not adequately address the diverse needs of our user base. Consequently, I have chosen to develop a parent-oriented homepage designed to attract parents to our service, complemented by distinct portals and pages tailored to different age demographics. This approach essentially entails the creation of multiple user-centered websites housed within one unified platform.
See full research details here

What the Research Told Me

Clearing the design tensions:
‍
1. A single interface cannot effectively support children and parents without creating friction for one or both groups.

2. Financial literacy comprehension needs to adapt to user development.
‍
3. Trust for parents depend on transparency and easy access to information. Engagement for children depend on engaging, familiar, and interesting content.
1. A single interface cannot effectively support children and parents without creating friction for one or both groups.

2. Financial literacy comprehension needs to adapt to user development.
‍
3. Trust for parents depend on transparency and easy access to information. Engagement for children depend on engaging, familiar, and interesting content.

So..

How can we create a user-centric website structure that accommodates the diverse needs of our various audiences while ensuring swift loading times, optimal responsiveness, and numerous multifaceted and compelling content?

Inside My Design Thinking

Sketches and Wireframes

These sketches show my internal design dialogue with all the questions, doubts, and pivots that shaped the final solution.
" How can I make the homepage appeal to both parents and children? Do I NEED to have a single homepage? "
" How can I make the homepage appeal to both parents and children? Do I NEED to have a single homepage? "
" I will focus on the parents who will be subscribing on behalf of the kids. With a unique service, it needs a unique homepage. "
" I will focus on the parents who will be subscribing on behalf of the kids. With a unique service, it needs a unique homepage. "
" Not bad but still pretty stiff. I can do better, it'll come to me."
" Not bad but still pretty stiff. I can do better, it'll come to me."
These sketches and wireframes clarified the product's core structure, logic, and tone. They revealed the need for age-specific portals that balance clarity for parents with engagement for kids.
The sketches and wireframes clarified the product's core structure, logic, and tone. They revealed the need for age-specific portals that balance clarity for parents with engagement for kids.

Current Evolution

This project is ongoing. The screens shown in the prototype reflect the current design direction with additional flows evolving through continued research and iteration.
parent portal image
This project is ongoing. The screens shown in the prototype reflect the current design direction with additional flows evolving through continued research and iteration.

Tap the image to see the prototype.
mockup of a design for Kid Commerce
I am a prototype!
curved left arrow
This project was designed in collaboration with a startup founder whose personal circumstances required him to step away. The work shown here reflects a complete design process with research, system architecture, and high-fidelity screens yet built without a shipped outcome, which is sometimes exactly how real design work goes.

Stay tuned...

https://www.dyani.design/kidcommerce
This is a condensed mobile version.
The original design flow was confusing and slow, so I redesigned the experience to reduce steps, clarify hierarchy, and support fast, confident banking.
This is how I did it...
Mockup prototype of a redesigned app of OnePay banking app

OnePay

A banking app for saving and spending.

My role:

Designer, UX Researcher

2 week timeline

Mockup prototype of a redesigned app of OnePay banking app
curved left arrow
I am a
prototype!

OnePay

A banking app for saving and spending.

My role:

Designer, UX Researcher

2 week timeline

How can we improve OnePay’s app to empower young adults in managing their finances, support saving and spending goals, and enhance their financial well-being?

Process for OnePay

Summary:

Refine a UX known to be frustrating, starting with user research and ending with high-fidelity prototypes
Refine a UX known to be frustrating, starting with user research and ending with high-fidelity prototypes

Objectives:

- Approach the challenge with a user-centered design mindset
- Implement micro-interactions and animations to achieve a more intuitive design
- Evaluate the success of addressing user pain points and motivations
- Approach the challenge with a user-centered design mindset
- Implement micro-interactions and animations to achieve a more intuitive design
- Evaluate the success of addressing user pain points and motivations

The Original Design

a mockup screen of the home page of the original design of OnePay
a mockup screen of the checking account page of the original design of OnePay
a mockup screen of the savings account page of the original design of OnePay

Research

The Missed Opprtunities

1. Difficulty making credit line payments
Users struggled to quickly locate and complete credit line payments which increases the risk of missed or late payments.

2. Buried functionality of high-value features: recurring transfer
Important tools like scheduling recurring money transfers were buried, forcing users to search, create their own workaround, or abandon the task altogether.
‍
3. No visibility into spending behavior
Users lacked insights into spending trends which makes it difficult to plan, adjust habits, or set and keep realistic spending and saving goals.
1. Difficulty making credit line payments
Users struggled to quickly locate and complete credit line payments which increases the risk of missed or late payments.

2. Buried functionality of high-value features: recurring transfer
Important tools like scheduling recurring money transfers were buried, forcing users to search, create their own workaround, or abandon the task altogether.
‍
3. No visibility into spending behavior
Users lacked insights into spending trends which makes it difficult to plan, adjust habits, or set and keep realistic spending and saving goals.

Discovery

*Note: This research reflects my thinking at the time of this project. If I were to revisit this work today, I would refine them to be more data and behavior-driven.
The research findings indicate that a significant majority of users, approximately 80% of users, habitually seek data in familiar locations, such as the pie chart or homepage to identify trends.
The app's current navigation structure presents challenges due to concealed and inaccurately labeled sections. Within the initial 60 seconds of interaction, all five interviewees encountered difficulties locating specific tasks or areas.
The research findings indicate that a significant majority of users, approximately 80% of users, habitually seek data in familiar locations, such as the pie chart or homepage to identify trends.
The app's current navigation structure presents challenges due to concealed and inaccurately labeled sections. Within the initial 60 seconds of interaction, all five interviewees encountered difficulties locating specific tasks or areas.
See full research details here

What the Research Told Me

Within the first 60 seconds of interaction, users defaulted to their familiar behavior patterns and when their expectations were not met, task completion broke down, leaving some tasks never completed.

- Payments weren't discoverable. Users struggled to locate the credit line payments without trial and error.
- Recurring transfers felt hidden. Users didn't perceive this as a top feature.
- Spending insights were not available. All users looked for trends near the homepage or pie chart or search in transaction history.
Within the first 60 seconds of interaction, users defaulted to their familiar behavior patterns and when their expectations were not met, task completion broke down, leaving some tasks never completed.

- Payments weren't discoverable. Users struggled to locate the credit line payments without trial and error.
- Recurring transfers felt hidden. Users didn't perceive this as a top feature.
- Spending insights were not available. All users looked for trends near the homepage or pie chart or search in transaction history.

So..

How can we strategically integrate trend data and enhance navigational efficiency to address usability issues and enhance the overall user interface of the application?

Inside My Design Thinking

Sketches and Wireframes

These sketches show my internal design dialogue with all the questions, doubts, and pivots that shaped the final solution.
" I like the options on the homepage, but they are crowded. "
" This seems forced. What if I isolate the options and add the offers back? "
The sketches show my internal design dialogue with all the questions, doubts, and pivots that shaped the final solution.

Switch to desktop to see sketches and wireframes.

Final Outcome

image of a prototype screen for the redesign of OnePay
image of user interviews after the redesign
redesigned spending trends image

My Retrospective

This project highlighted how strongly users lean on familiar ways of thinking about money when using new or complex systems. The redesign solved a lot of the "Where do I find this?" problems, but also revealed opportunities to further explore different layouts and prioritization approaches before landing on a final version.

I'd expand usability testing to better understand why certain behaviors surfaced, such as confusion between savings accounts and actionable options. These moments weren't about missing features, they pointed to opportunities to make intent and intuitiveness clearer.

Ultimately, this project reinforced that financial tools, especially for those still building financial independence, are most effective when they reduce decision fatigue by matching the way users already think about money rather than forcing them to adapt to how a system is built.
This project showed how strongly users rely on familiar mental models when navigating financial tools. The redesign improved discoverability and revealed opportunities to refine layout, clarity, and intent through deeper usability testing. Ultimately, aligning the interface with users' natural ways of thinking proved key to reducing decision fatigue.
https://www.dyani.design/onepay
This is a condensed mobile version.
When overwhelm triggers the brain’s fight-or-flight response, users lose the ability to think clearly, yet most grounding apps either oversimplify or overload the experience. I designed a system that restores control quickly without adding cognitive stress.
This is how I'm doing it...

Tether

An app to bring you back to your emotional baseline.

My role:

Designer and UX Researcher

Ongoing timeline

< This is a prototype!

Mockup prototype of an original design for an app that gamifies financial literacy for youth
curved left arrow
I am a
prototype!

Tether

An app to bring you back to your emotional baseline.

My role:

Designer and UX Researcher

Ongoing timeline

How can we interrupt overwhelm and return users to baseline using methods tailored to them, without requiring thought?

Process for Tether

Summary:

Design a nervous system stabilization tool for users in an overwhelmed, disconnected state that delivers personalized interruption without requiring decision-making, enabling a fast return to baseline.
Design a nervous system stabilization tool for users in an overwhelmed, disconnected state that delivers personalized interruption without requiring decision-making, enabling a fast return to baseline.

Objectives:

- Design a system that learns user needs and patterns through behavior, not explicit input.
- Prioritize quick nervous system stabilization through short, effective regulation cycles.
- Reduce cognitive load by removing decision-making at the point of entry.
- Support emotional expression and connection through optional features while maintaining user control and low-friction interaction.
- Design a system that learns user needs and patterns through behavior, not explicit input.
- Prioritize quick nervous system stabilization through short, effective regulation cycles.
- Reduce cognitive load by removing decision-making at the point of entry.
- Support emotional expression and connection through optional features while maintaining user control and low-friction interaction.

Research

Design Tensions

1. Design a system that learns user needs and patterns through behavior, not explicit input.
Learning user preferences requires interaction, but overwhelmed users have low tolerance for engagement and may avoid or abandon the experience.

2. Prioritize quick nervous system stabilization through short, effective regulation cycles.
Users need fast relief, but identifying the right method may require trial and switching, creating tension between speed and discovery.
‍
3. Reduce cognitive load by removing decision-making at the point of entry.
Removing decision-making reduces cognitive load during overwhelm, but can create a loss of control if users feel the system is acting for them.

4. Support emotional expression and connection through optional features while maintaining user control and low-friction interaction.
Enabling emotional expression and connection supports regulation, but can create privacy and safety risks if users feel exposed or monitored.
Learning user preferences requires interaction, but overwhelmed users have low tolerance for engagement and may avoid or abandon the experience.

Users need fast relief, but identifying the right method may require trial and switching, creating tension between speed and discovery.
‍
Removing decision-making reduces cognitive load during overwhelm, but can create a loss of control if users feel the system is acting for them.

Enabling emotional expression and connection supports regulation, but can create privacy and safety risks if users feel exposed or monitored.

Discovery

*Note: This research reflects my thinking at the time of this project.
User Survey
User Survey
To understand what overwhelm looks like for different people and how they regulate themselves during overwhelm, I've conducted a small set of 10 participant surveys.
‍
Biggest Insights:
‍
1. Cognitive overload makes it harder to regulate.
Users cannot identify the right regulation method when they’re overwhelmed. They need personalization without effort.

2. Most regulation takes 1-5 minutes.
Users need fast, effective interruption of overwhelm.


3. Same sensory input can regulate and dysregulate.
Users need control and easy escape.
To understand what overwhelm looks like for different people and how they regulate themselves during overwhelm, I've conducted a small set of 10 participant surveys.
‍
Biggest Insights:
‍
Users cannot identify the right regulation method when they’re overwhelmed. They need personalization without effort.

Users need fast, effective interruption of overwhelm.

Users need control and easy escape.
Competitive Analysis
Competitive Analysis
I evaluated 4 grounding and mental health apps using a structured rubric focused on cognitive load, emotional safety, speed to regulation, and adaptability to user state.

Across all apps, these themes emerged:

1. Apps either oversimplify or overwhelm.
This fails to adapt to individual user needs.

2. Most rely on decision-making during times of duress.
Adding cognitive load when users are least able to process it.

3. Speed to relief is inconsistent, often delayed with multiple steps.
Slows down necessary regulation and creates tension between immediate support and app navigation.

4. Personalization is limited, static, or locked behind a paywall.
The app can feel genreric and create a one-size-fits- all experience.
See full research details here

What the Research Told Me

Clearing the design tensions:
‍
1. Asking users to engage while overwhelmed adds more stress, so the system needs to start helping immediately without asking them what they need.

2. Users need to feel better quickly, but finding what works may take trying different methods, so switching between methods needs to be fast and not interrupt their progress.

3. Helping users without requiring decisions can feel like the system is taking over, so users need to be able to step in, change, or stop what’s happening at any time.

4. Expressing emotions can help users regulate, but can also feel exposing, so users need full control over their expression and their information.
1. Asking users to engage while overwhelmed adds more stress, so the system needs to start helping immediately without asking them what they need.

2. Users need to feel better quickly, but finding what works may take trying different methods, so switching between methods needs to be fast and not interrupt their progress.

3. Helping users without requiring decisions can feel like the system is taking over, so users need to be able to step in, change, or stop what’s happening at any time.

4. Expressing emotions can help users regulate, but can also feel exposing, so users need full control  over their expression and their information.

So..

How can we create an emotionally safe experience that adapts to each user in real time without adding cognitive load while maintaining autonomy?

Inside My Design Thinking

Sketches and Wireframes

Screens come after the system is understood. Before a single wireframe gets made, I needed to know exactly how a dysregulated person moves from overwhelm to baseline and what the system needs to do at each step without asking them anything.
Wireframes and visual explorations are in progress.
What you'll see here is that thinking made visible: the interaction model, the core decisions, and the logic that will shape every screen that follows.
For now, this section focuses on the interaction model and system decisions that will shape the final experience.
User Flow
To explore how users move from overwhelm to baseline without requiring decision-making, I mapped the core interaction flow below with these key decisions:
‍
1. Immediate start, no onboarding
2. No decision required at entry
3. Users can switch or exit at any time, maintaining control
4. System learns through behavior, not input

These decisions were made directly to address the tensions identified earlier.
User Flow
To explore how users move from overwhelm to baseline without requiring decision-making, I mapped the core interaction flow below with these key decisions:
‍
1. Immediate start, no onboarding
2. No decision required at entry
3. Users can switch or exit at any time, maintaining control
4. System learns through behavior, not input

These decisions were made directly to address the tensions identified earlier.

Current Evolution

Tether is currently in the system design phase.
The core interaction model, user flow, and key decisions have been defined based on research and design tensions.
Next, I’ll translate this into wireframes and test how effectively users can reach baseline within short interaction cycles.
Tether is currently in the system design phase.
The core interaction model, user flow, and key decisions have been defined based on research and design tensions.
Next, I’ll translate this into wireframes and test how effectively users can reach baseline within short interaction cycles.
parent portal image mockup of a design for Kid Commerce
I am a prototype!
curved left arrow

Stay tuned...

https://www.dyani.design/tether
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The work continues...
https://www.dyani.design

I AM

DYANI

CATORI

I design for minds like mine,
the overwhelmed, disorganized, beautifully neuro-spicy minds.
​I make lives easier
‍
by making the things we interact with
more intuitive.
‍
With a background shaped by
resilience,
creativity,
and "thinking outside the bun",
I've learned that coloring outside the lines
often leads to better experiences,
especially for those of us who never really fit the mold.

Because sometimes you need
a little
‍chaos
to find the clarity.

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The work continues...
https://www.dyani.design/designer
Royalty Free Music · Upbeat Hip Hop - No Copyright Music
https://www.dyani.design/music
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