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 The room 

 nobody 

 was designing 

 for 

 Loneliness 

​​

​​​​

Group capstone project, team of 6 · UX Interaction Design, final year

Nomi

Tasks
 

Design lead

Prototype direction
Document Design

Final presentation design

 

Directing the interaction model prototype and unifying individually-developed widgets into a cohesive interface

Home

A digital family board, mounted on the wall as a piece of furniture, built for older adults living alone. Designed for Murrindindi Shire Council as part of a brief to support ageing in place community, either as a feature built into new housing developments or as a standalone product sold on its own. Most existing solutions on the market handle physical safety. We chose to build for the gap: loneliness.

Tools
 

Figma

Photoshop

InDesign

Miro

The

Problem

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The

Problem

Most assistive tech for ageing in place handles physical safety like fall detection, medication reminders, emergency alerts. Necessary, but it only covers half the problem.

 

The other half is mental & loneliness, and it's the half people don't talk about. Strong social ties can extend life expectancy by 50%, and weak ones carry health risks comparable to smoking. Yet admitting you're lonely can feel like admitting you're a burden, so older adults living alone tend to hide it rather than name it, even from the people who'd want to know.

01

The

Nomi

Idea

Distance is often the real barrier to staying close. 47% of family reunions happen once a year. In between, calling can also feel harder than it should, to catch them at the right time, think of what to say, hold up a conversation. So days go by without either of you reaching out, even when you're thinking of them. Nomi is closing that gap.

 

A large shared display that mounts on a wall in the house, so family can stay part of their day without relying on that visit or some calls.

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All the platform just got the same top 10 list city dinner. I already know those places and they're always crowded

Usability testing

Field observations, key findings and design responses from real-world testing

Seven participants, 22–30, all regular CBD night visitors. Sessions ran across six real Melbourne locations between 6:30–9:30 pm. Participants used their own phones; the facilitator accompanied crossings for safety. Think-aloud feedback and post-session reflection were recorded on a secondary phone.

What I found :

Participants responded strongly to the story's intimacy and the feeling of rediscovering familiar spaces they already knew

I felt like going through someone's diary, not just a game that we just wanna win over. Interesting.

Quiet locations like The Paperback Bookshop created genuine immersion people paused, slowed down , read, and enjoy the vibe

Long text make me stop walking.

The app works better as a pair activity: Participants felt safer and more engaged with a companion.

It'd be fun doing this with my besties, we get to discuss and hob around

Coupon and collectibles landed as meaningful, not transactional. Participants described the photo strip and poetic notes as things they'd keep and share.

Iterations :

  • Scroll cue added to clue and story pages

  • Greeting text increased in size and contrast

  • Clue text shortened for in-motion readability

  • Venue hours shown in navigation so no one arrives after close

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