

comma
comma
A project managemet software plugin that supports creative workflows through project structure, reflection, and gameplay-based interventions.
Rather than eliminating perfectionism, the project explores how its drive can be channelled through healthier work patterns and boundaries.
A project management plugin that uses gameplay to create intentional pauses within creative workflows, exploring how small shifts can help people recognise overwhelming patterns and return to their work with more clarity.
A project managemet software plugin that supports creative workflows through structure, reflection, and interventions.
Rather than treating perfectionism as a problem to eliminate, the project focuses on shaping it into a healthier practice, helping users recognise unhealthy work cycles and set healthier boundaries.
Rather than eliminating perfectionism, the project explores how its drive can be channelled through healthier work patterns.
timeline
timeline
1 week / 2025
1 week / 2025
discipline
discipline
Behavioural Design
Behavioural Design
UX Research
UX Research
Interaction Design
Interaction Design
tools
tools
Figma
Figma
Cursor
Cursor
skills
skills
Game Design
Game Design
User Research
User Research
Prototyping
Prototyping
discipline
Behavioural Design
UX Research
Interaction Design
timeline
1 week / 2025
tools
Figma
Cursor
skills
Game Design
User Research
Prototyping
hover & select the stage
you would like to see
*while the screens are being prototyped, the game is live on GitHub, play it now!
*while the screens are being prototyped, the game is live on GitHub, play it now!
*while the screens are being prototyped, the game is live on GitHub, play it now!
tl;dr
tl;dr
tl;dr
Plugin that interrupts workloops through play
Plugin that interrupts workloops through play
Intervene a worklop loop
project management tool
project management tool
behavioral design for intervention
behavioral design for intervention
When the drive to do better becomes a loop, pushing harder isn’t always the answer. I explored how timely pauses could help designers step out of overwhelming work cycles, so here’s what I did.
When the drive to do better becomes a loop, pushing harder isn’t always the answer. I explored how timely pauses could help designers step out of overwhelming work cycles, so here’s what I did.
problem
problem
comma is a project management plugin that uses CrashOut, a three-minute game, to interrupt work loops and give designers a pause before overwork turns into overwhelm. The game is live on GitHub for anyone to play :)
comma is a project management plugin that uses CrashOut, a three-minute game, to interrupt work loops and give designers a pause before overwork turns into overwhelm. The game is live on GitHub for anyone to play :)
solution
solution
I aimed at the loop, not perfectionism, because that drive is why the work is good. I chose gameplay because a mindless game pauses the brain at almost no effort. I built a plugin so the pause lands at the right moment.
A digital toolkit that structures creative work and introduces intentional pauses before the work loops take over.
impact
impact
The full loop, solo and in one week: user and desk research, briefing and scoping, synthesising the data, vibe-coding CrashOut in Cursor, prototyping the screens in Figma, and testing the game with players.
While the dashboard is still being prototyped, the game has been tested with multiple users, successfully creating the impact needed.
problem
Perfectionism can turn the drive to do better into overwhelming work loops, making it difficult to recognise when to stop.
solution
A digital toolkit that structures creative work and introduces intentional pauses before designers lose themselves in overwhelming work loops.
impact
While the dashboard is still being prototyped, the game has been tested with multiple users, successfully creating the intended pause and triggering “aha” moments.
context
context
context
When doing better becomes difficult to stop
When doing better becomes difficult to stop
Not knowing when to stop
Small work habits can quietly become overwhelming cycles which get difficult to break.
Small work habits can quietly become overwhelming cycles which get difficult to break.
Small work habits can quietly become overwhelming cycles that are hard to break.
Designers often push themselves to do better, until dedication blurs into overworking. This project looks at perfectionism not as a flaw, but as a drive that can be shaped through healthier work habits and boundaries.
Designers often push themselves to do better, until dedication blurs into overworking. This project looks at perfectionism not as a flaw, but as a drive that can be shaped through healthier work habits and boundaries.
Research across four regions brought diverse roles, workflows, and perspectives together to map the broader ecosystem.
So, the main question becomes: how might we help designers channel their drive without burning out?
So, the main question becomes: how might we help designers channel their drive without burning out?
problem
problem
problem
Perfectionism is human, so I focused on the loop
Perfectionism is human, so I focused on the loop
What starts as a drive to do better can become a loop of shifting standards, endless refinement, and difficulty knowing when enough is enough, blurring work boundaries and leading to overwhelm.
What starts as a drive to do better can become a loop of shifting standards, endless refinement, and difficulty knowing when enough is enough, blurring work boundaries and leading to overwhelm.
The drive to do better can become a loop of endless refinement, shifting standards, and blurred boundaries, leading to overwhelm.
Perfectionism was too big for a week, and I didn’t want to treat it as a flaw. So I asked a smaller question: can someone step out of the loop before it overwhelms them?
Perfectionism was too big for a week, and I didn’t want to treat it as a flaw. So I asked a smaller question: can someone step out of the loop before it overwhelms them?
Given the one-week timeline, the focus now shifted from solving perfectionism to helping designers step out of overwhelming work loops.
not knowing when to stop
overworking causing burnout
overworking causing burnout
overwhelming work cycles
not knowing when to stop
overwhelming work cycles
target problem
target problem
target problem
15 interviews, across different user groups
15 interviews, across different user groups
15 interviews, across different user groups
Starting off with self-introspection, which led to looking beyond individual experiences. I spoke to design students and seniors to see how people with other work habits handle the same pressure.
Starting off with self-introspection, which led to looking beyond individual experiences. I spoke to design students and seniors to see how people with other work habits handle the same pressure.
Self-introspection led to conversations with other designers, exploring how they work, set boundaries, and navigate their processes.
target audience
target audience
Design Students
Design Students
Creative Professionals
Creative Professionals
interview count
interview count
12 design students
12 design students
03 creative professionals
03 creative professionals
timeline
timeline
2 days / May 2025
2 days / May 2025
questionnaire
questionnaire
08 questions in set A
08 questions in set A
08 questions in set B
08 questions in set B
interview count
08 design students
04 design seniors
timeline
2 days / May 2025
questionnaire
6 questions in set A
6 questions in set B
target audience
Design Students
Design Seniors
defining archetypes
defining archetypes
defining archetypes
Perfectionism took different forms
Perfectionism took different forms
Perfectionism took different forms
The conversations revealed that perfectionism takes different forms across designers. To capture these variations, four archetypes were defined around the different ways users experience pressure, approach their work, seek validation, and respond to overwhelm.
The conversations revealed that perfectionism takes different forms across designers. To capture these variations, four archetypes were defined around the different ways users experience pressure, approach their work, seek validation, and respond to overwhelm.
direct impact on quality of output
direct impact on quality of output
user journey
template
user journey
template
user journey
template
user journey
template
pattern formation
pattern formation
pattern formation
What looked different, shared one common habit
Bigger picture under patterns
01
Shifting standards
01
Shifting standards
01
Shifting standards
02
Hard to stop
02
Hard to stop
02
Hard to stop
03
Seeking validation
03
Seeking validation
03
Seeking validation
04
Overwhelming Loop
04
Overwhelming Loop
04
Overwhelming Loop
Moving from indiviual voices to what those voices had in common.
Moving from indiviual voices to what those voices had in common.
Across the conversations, perfectionism emerged as a cycle of high standards, self-pressure, validation, and difficulty stopping, turning the drive to do better into an overwhelming work loop.
Across the conversations, perfectionism emerged as a cycle of high standards, self-pressure, validation, and difficulty stopping, turning the drive to do better into an overwhelming work loop.
Perfectionism wasn't a single behaviour. It was a cycle.
Perfectionism wasn't a single behaviour. It was a cycle.
01
Shifting Standards
02
Hard To Stop
03
Seeking Validation
04
Overwhelming Loop
desk research
desk research
desk research
Research proved favoring small built-in gaps
Research proved favoring small built-in gaps
Small intervention, bigger impact
Existing research around perfectionism and burnout points towards structured goals, prioritisation, mindfulness, peer support, and healthier boundaries as ways to manage overwhelming work patterns.
Existing research around perfectionism and burnout points towards structured goals, prioritisation, mindfulness, peer support, and healthier boundaries as ways to manage overwhelming work patterns.
Research on perfectionism and burnout points to structured goals, prioritisation, mindfulness, peer support, and healthier boundaries.
The research also reinforced the value of small routines & intentional breaks in creating space from ongoing work, highlight being:
The research also reinforced the value of small routines & intentional breaks in creating space from ongoing work, highlight being:
Structure can reduce overwhelm
Pausing needs to be a part of the process
Small practices can create distance
Structure can reduce overwhelm
Pausing needs to be a part of the process
Small practices can create distance
Structure can reduce overwhelm
Pausing needs to be a part of the process
Small practices can create distance

synthesis
synthesis
synthesis
Three findings became three questions
Three findings became three questions
Actionable opportunities
With patterns from primary research and findings from secondary research in place, the next step was to turn them into actionable opportunities. The HMWs helped translate these findings into clear directions for intervention.
With patterns from primary research and findings from secondary research in place, the next step was to turn them into actionable opportunities. The HMWs helped translate these findings into clear directions for intervention.
Primary and secondary research were synthesised into actionable opportunities,
with HMWs shaping directions for intervention.
Top Findings How Might We? Opportunity Areas
Top Findings
05/10
designers struggled to know when
work was "completed"
07/10
designers experienced cycles of overwhelm & overworking
08/10
designers find themselves relying on external validation
Opportunity Areas
reframe the break
Help make stepping away feel like part
of the process.
interrupt the loop
Create moments to step out of overwhelming work cycles.
reframe the break
Help designers realign with their standards and goals mid-project.
How Might We?
“
Make stopping or taking a break feel like strength rather than failure?
01 / how might we?
“
Facilitate micro-breaks through simple interactions?
02 / how might we?
“
Encourage users to realign with their personal standards mid-project?
03 / how might we?
05/10
designers struggled to know
when work was "completed"
07/10
designers experienced cycles
of overwhelm & overworking
08/10
designers find themselves
relying on external validation
05/10
designers struggled to know
when work was "completed"
07/10
designers experienced cycles
of overwhelm & overworking
08/10
designers find themselves
relying on external validation
05/10
designers struggled to know
when work was "completed"
07/10
designers experienced cycles
of overwhelm & overworking
08/10
designers find themselves
relying on external validation


“
Make stopping or taking a break feel like strength rather than failure?
01 / how might we?
“
Leverage basic interactions to facilitate micro-breaks during the work process?
02 / how might we?
“
Encourage users to realign with their personal standards and goals mid-project?
03 / how might we?
“
Make stopping or taking a break feel like strength rather than failure?
01 / how might we?
“
Leverage basic interactions to facilitate micro-breaks during the work process?
02 / how might we?
“
Encourage users to realign with their personal standards and goals mid-project?
03 / how might we?
“
Make stopping or taking a break feel like strength rather than failure?
01 / how might we?
“
Leverage basic interactions to facilitate micro-breaks during the work process?
02 / how might we?
“
Encourage users to realign with their personal standards and goals mid-project?
03 / how might we?

reframe the break
Help make stepping away feel like part of the process.
interrupt the loop
Create moments to step out of overwhelming work cycles.
realign with standards
Help designers realign with their goals mid-project.
reframe the break
Help make stepping away feel like part of the process.
interrupt the loop
Create moments to step out of overwhelming work cycles.
realign with standards
Help designers realign with their goals mid-project.
reframe the break
Help make stepping away feel like part of the process.
interrupt the loop
Create moments to step out of overwhelming work cycles.
realign with standards
Help designers realign with their goals mid-project.
updated brief
updated brief
updated brief
Decision to shift from solving to interrupting
Shift in lens as per requirement
Explore interventions that help designers build healthier boundaries around their drive to do better, while creating moments to step out of circular work loops and regain clarity.
Explore interventions that help designers build healthier boundaries around their drive to do better, while creating moments to step out of circular work loops and regain clarity.
user group
user group
Designers who experience perfectionism-driven work loops
Designers who experience perfectionism-driven work loops
user needs
user needs
A way to recognise unhealthy work loops, pause, and return with clarity.
A way to recognise unhealthy work loops, pause, and return with clarity.
insight
insight
The importance of stepping back a little during and intense work loop.
The importance of stepping back a little during and intense work loop.
user group
Designers who experience perfectionism-driven work loops
user needs
A way to recognise unhealthy work loops, pause, and return with clarity.
insight
The importance of stepping back a little during and intense work loop.
solution ideation
solution ideation
solution ideation
Ideation pointed towards gameplay
Ideation pointed towards gameplay
A short but effective round of targetted secondary research explored methodologies that could provide structure and guide the designers through creative bottlenecks.
A short but effective round of targetted secondary research explored methodologies that could provide structure and guide the designers through creative bottlenecks.
Targeted secondary research helped explore methodologies to structure and guide the designers through creative bottlenecks.
With these insights in place, ideation became quick and iterative: generating keywords, grouping them, and combining them to find potential directions. Here are some of the key keywords that shaped the exploration.
With these insights in place, ideation became quick and iterative: generating keywords, grouping them, and combining them to find potential directions. Here are some of the key keywords that shaped the exploration.
With these insights, ideation became quick and iterative, generating, grouping, and combining keywords to uncover potential directions.

concept building
concept building
concept building
CrashOut came first; it breaks the loop.
CrashOut came first; it breaks the loop.
CrashOut came first; it breaks the loop.

A three-minute reset for an overloaded mind.
A three-minute reset for an overloaded mind.
A game designed not to challenge, but to interrupt. The goal isn't to win, but to step out of the work loop through a simple, mindless activity that gives the brain a low-cognitive-load pause.
A game designed not to challenge, but to interrupt. The goal isn't to win, but to step out of the work loop through a simple, mindless activity that gives the brain a low-cognitive-load pause.
But, where did this come from?
But, where did this come from?

It started with the Chrome Dino game, a simple interaction that turns a moment of frustration into a mindless pause. This raised a question: could the same logic create a pause when the mind is overloaded?
It started with the Chrome Dino game, a simple interaction that turns a moment of frustration into a mindless pause. This raised a question: could the same logic create a pause when the mind is overloaded?


So, how did I take it forward?
So, how did I take it forward?
This tiny observation lead to creation of a small, quick game, with minimal and basic gameplay, yet leaves the user with an 'aha' moment, almost everytime it was tested out :)
This tiny observation lead to creation of a small, quick game, with minimal and basic gameplay, yet leaves the user with an 'aha' moment, almost everytime it was tested out :)
Step 01
Clear screen to clear blocks
Step 02
Increasing blocks intensity
Step 03
Final push, game over
To put it simply,
To put it simply,
The pal → You, trying to keeping up!
The blocks → Your piling tasks and thoughts
Act of clearning the blocks → Making space to breathe
Getting crushed → Your mind when load takes over
The empty screen → A clearer mind
The pal → You, trying to keeping up!
The blocks → Your piling tasks and thoughts
Act of clearing the blocks → Space to breathe
Getting crushed → Mind when load takes over
The empty screen → A clearer mind
CrashOut is coded and live!
CrashOut is coded and live!
A game that turns mental overload into a moment you can see, play, and step away from. Coded as a five-stage, under-three-minute game, it keeps the interaction simple enough to interrupt the loop without becoming another task.
A game that turns mental overload into a moment you can see, play, and step away from. Coded as a five-stage, under-three-minute game, it keeps the interaction simple enough to interrupt the loop without becoming another task.
A five-stage, under-three-minute game that turns mental overload into a simple pause, interrupting the loop without becoming another task.
dashboard development
dashboard development
dashboard development
The intervention needed context, so I built comma
The intervention needed context, so I built comma
CrashOut entry point
Introducing comma
Introducing comma
The intervention worked, but timing mattered. A pause that comes too early feels unnecessary; too late, and the loop may already take over. So I stopped designing the game and started designing when it should appear.
The intervention worked, but timing mattered. A pause that comes too early feels unnecessary; too late, and the loop may already take over. So I stopped designing the game and started designing when it should appear.
The intervention worked, but timing mattered. Too early felt unnecessary; too late, and the loop could take over.
This led to comma, on the thin lines of project management and a companion for the designer, built to structure and track creative work while creating the right context for timely pauses.
This led to comma, on the thin lines of project management and a companion for the designer, built to structure and track creative work while creating the right context for timely pauses.
This led to comma, a project companion that structures and tracks creative work while creating context for timely pauses.


Simply put, here's what happens
Simply put, here's what happens
comma is a software plugin that can live within your project space as and when needed, adapting to your pace, schedule, and way of working. The project management stays flexible and self-defined.
comma is a software plugin that can live within your project space as and when needed, adapting to your pace, schedule, and way of working. The project management stays flexible and self-defined.
Alongside it, features like Set Your Standard and your Pal’s health feature add awareness and reflection, giving CrashOut the context to intervene when a pause matters.
Alongside it, features like Set Your Standard and your Pal’s health feature add awareness and reflection, giving CrashOut the context to intervene when a pause matters.

work pal feature
work pal feature
work pal feature
Making work health visible, a connect with you
Making work health visible, a connect with you
Connect to your workflow


Inspired by the connection users formed with Figma’s temporary Pals, this feature brings a personal character into the project, one that stays alongside the user throughout their work.
Inspired by the connection users formed with Figma’s temporary Pals, this feature brings a personal character into the project, one that stays alongside the user throughout their work.
The Pal reflects the project’s work-health through a burnout scale, responding as workload shifts and nudging the user towards balance and mindful breaks.
The Pal reflects the project’s work-health through a burnout scale, responding as workload shifts and nudging the user towards balance and mindful breaks.
Don’t let your Pal and yourself burn out in the process. :)
Don’t let your Pal and yourself burn out in the process. :)
define your standards & timelines
define your standards & timelines
track your progress
track your progress
space to reflect when needed
space to reflect when needed
creates an intentional pause
creates an intentional pause
creates an intentional pause
testing CrashOut
testing CrashOut
testing CrashOut
Testing the intent, not just the game
Testing the intent, not just the game
User play of CrashOut


CrashOut was tested across different users, from design students and professionals to non-designers, to observe how the game affected them in the moment. The intended pause was visible, with multiple users reaching an 'aha' moment as the metaphor clicked.
CrashOut was tested across different users, from design students and professionals to non-designers, to observe how the game affected them in the moment. The intended pause was visible, with multiple users reaching an 'aha' moment as the metaphor clicked.
CrashOut was tested with design students, professionals, and non-designers, with multiple users reaching the intended pause and “aha” moment.
Testing also revealed an opportunity beyond the game itself: what happens after the pause? This opened up a new space for a post-CrashOut experience.
Testing also revealed an opportunity beyond the game itself: what happens after the pause? This opened up a new space for a post-CrashOut experience.
Testing also opened up a new question: what happens after the pause? This led to exploring a post-CrashOut experience.
42
users played the game
15
professionals & seniors
08
regular users via GitHub :)
42
users played the game
15
professionals & seniors
08
regular users via GitHub :)
post CrashOut reflection
post CrashOut reflection
post CrashOut reflection
Took feedback from the tests, updated comma flow
Took feedback from the tests, updated comma flow
Took feedback from the tests, updated comma flow
The pause continues beyond the game. Short guided questions help users check in with their mental state and project, while live stats show what’s done, what’s next, and where things stand. Together, they turn the pause into a moment to reflect, reset, and redirect.
The pause continues beyond the game. Short guided questions help users check in with their mental state and project, while live stats show what’s done, what’s next, and where things stand. Together, they turn the pause into a moment to reflect, reset, and redirect.



next steps
next steps
next steps
What's the status as of now?
What's the status as of now?
What's the status as of now?
At a college-project scale, the project still carries multiple layers of hypothesis. Moving forward would mean putting these assumptions through more rounds of user testing and iteration, gradually grounding the concept in stronger evidence and real-world use.
At a college-project scale, the project still carries multiple layers of hypothesis. Moving forward would mean putting these assumptions through more rounds of user testing and iteration, gradually grounding the concept in stronger evidence and real-world use.
At a college-project scale, the project still carries layers of hypothesis. Moving forward means testing these assumptions through more rounds of user testing and iteration, grounding the concept in stronger evidence and real-world use.
For now, CrashOut continues to receive appreciation from the users who experience it :)
For now, CrashOut continues to receive appreciation from the users who experience it :)
the impact
the impact
the impact
01
01
Resonated Intervantion
Resonated Intervantion
CrashOut created a simple break from the work loop, with multiple users reaching the intended “aha” moment.
CrashOut created a simple break from the work loop, with multiple users reaching the intended “aha” moment.
02
02
Intervention Through Play
Intervention Through Play
Low-cognitive-load interaction can interrupt an intense work cycle without adding another demanding task.
Low-cognitive-load interaction can interrupt an intense work cycle without adding another demanding task.
03
03
System With A Potential
System With A Potential
User test opened up the need for a larger system shaping comma and the post intervention experience.
User test opened up the need for a larger system shaping comma and the post intervention experience.
reflections
reflections
reflections
Impact doesn't mean complexity
Impact doesn't mean complexity
Not every meaningful intervention needs to be complex. Sometimes, a small, seemingly simple interaction can create the shift that a more elaborate solution might miss.
Not every meaningful intervention needs to be complex. Sometimes, a small, seemingly simple interaction can create the shift that a more elaborate solution might miss.
Behavioral design can be tricky
Behavioral design can be tricky
Behavioural design means observing how people respond differently, finding patterns, and finding the right spot to turn them into meaningful interventions and insights.
Behavioural design means observing how people respond differently, finding patterns, and finding the right spot to turn them into interventions and insights.
Observing user stories and conducting interviews isn’t enough. You need to become your users to truly empathize with their needs.
Impact doesn't mean complexity
It’s not just about designing a great solution, but how it fits the existing system and users’ mental models.
Behavioral design can be tricky
It's not just about designing an amazing solution and making it look good, but how it fits into the existing system, and how it fits into users' mental models and requirements
Impact doesn't mean complexity
Behavioural design means observing how people respond differently, finding patterns, and finding the right spot to turn them into meaningful interventions and insights.
Behavioral design can be tricky

comma
A project managemet software plugin that supports creative workflows through project structure, reflection, and gameplay-based interventions.
Rather than eliminating perfectionism, the project explores how its drive can be channelled through healthier work patterns and boundaries.
A project management plugin that uses gameplay to create intentional pauses within creative workflows, exploring how small shifts can help people recognise overwhelming patterns and return to their work with more clarity.
Rather than treating perfectionism as a problem to eliminate, the project focuses on shaping it into a healthier practice, helping users recognise unhealthy work cycles and set healthier boundaries.
timeline
1 week / 2025
discipline
Behavioural Design
UX Research
Interaction Design
tools
Figma
Cursor
skills
Game Design
User Research
Prototyping
discipline
Behavioural Design
UX Research
Interaction Design
timeline
1 week / 2025
tools
Figma
Cursor
skills
Game Design
User Research
Prototyping
hover & select the stage
you would like to see
*while the screens are being prototyped, the game is live on GitHub, play it now!
tl;dr
Plugin that interrupts workloops through play
project management tool
intervention lives live on GitHub! :)
When the drive to do better becomes a loop, pushing harder isn’t always the answer. I explored how timely pauses could help designers step out of overwhelming work cycles, so here’s what I did.
the project
comma is a project management plugin that uses CrashOut, a three-minute game, to interrupt work loops and give designers a pause before overwork turns into overwhelm. The game is live on GitHub for anyone to play :)
the decisions
I aimed at the loop, not perfectionism, because that drive is why the work is good. I chose gameplay because a mindless game pauses the brain at almost no effort. I built a plugin so the pause lands at the right moment.
what I owned
The full loop, solo and in one week: user and desk research, briefing and scoping, synthesising the data, vibe-coding CrashOut in Cursor, prototyping the screens in Figma, and testing the game with players.
problem
Perfectionism can turn the drive to do better into overwhelming work loops, making it difficult to recognise when to stop.
solution
A digital toolkit that structures creative work and introduces intentional pauses before designers lose themselves in overwhelming work loops.
impact
While the dashboard is still being prototyped, the game has been tested with multiple users, successfully creating the intended pause and triggering “aha” moments.
context
When doing better becomes difficult to stop
Small work habits can quietly become overwhelming cycles which get difficult to break.
Designers often push themselves to do better, until dedication blurs into overworking. This project looks at perfectionism not as a flaw, but as a drive that can be shaped through healthier work habits and boundaries.
So, the main question becomes: how might we help designers channel their drive without burning out?
problem & scope
Perfectionism is human, so I focused on the loop
What starts as a drive to do better can become a loop of shifting standards, endless refinement, and difficulty knowing when enough is enough, blurring work boundaries and leading to overwhelm.
Perfectionism was too big for a week, and I didn’t want to treat it as a flaw. So I asked a smaller question: can someone step out of the loop before it overwhelms them?
not knowing when to stop
overworking causing burnout
overwhelming work cycles
overwhelming work cycles
target problem
15 interviews, across different user groups
Starting off with self-introspection, which led to looking beyond individual experiences. I spoke to design students and seniors to see how people with other work habits handle the same pressure.
target audience
Design Students
Creative Professionals
interview count
12 design students
03 creative professionals
timeline
2 days / May 2025
questionnaire
08 questions in set A
08 questions in set B
interview count
08 design students
04 design seniors
timeline
2 days / May 2025
questionnaire
6 questions in set A
6 questions in set B
target audience
Design Students
Design Seniors
defining archetypes
Perfectionism took different forms
The conversations revealed that perfectionism takes different forms across designers. To capture these variations, four archetypes were defined around the different ways users experience pressure, approach their work, seek validation, and respond to overwhelm.
direct impact on quality of output
different personas, common
thread
user journey
template
user journey
template
pattern formation
What looked different, shared one common habit
01
Shifting standards
02
Hard to stop
03
Seeking validation
04
Overwhelming Loop
Moving from indiviual voices to what those voices had in common.
Across the conversations, perfectionism emerged as a cycle of high standards, self-pressure, validation, and difficulty stopping, turning the drive to do better into an overwhelming work loop.
Perfectionism wasn't a single behaviour. It was a cycle.
01
Shifting Standards
02
Hard To Stop
03
Seeking Validation
04
Overwhelming Loop
desk research
Research proved favoring small built-in gaps
Existing research around perfectionism and burnout points towards structured goals, prioritisation, mindfulness, peer support, and healthier boundaries as ways to manage overwhelming work patterns.
The research also reinforced the value of small routines & intentional breaks in creating space from ongoing work, highlight being:
Structure can reduce overwhelm
Pausing needs to be a part of the process
Small practices can create distance

synthesis
Three findings became three questions
With patterns from primary research and findings from secondary research in place, the next step was to turn them into actionable opportunities. The HMWs helped translate these findings into clear directions for intervention.
Top Findings How Might We? Opportunity Areas
Top Findings
05/10
designers struggled to know when
work was "completed"
07/10
designers experienced cycles of overwhelm & overworking
08/10
designers find themselves relying on external validation
Opportunity Areas
reframe the break
Help make stepping away feel like part
of the process.
interrupt the loop
Create moments to step out of overwhelming work cycles.
reframe the break
Help designers realign with their standards and goals mid-project.
How Might We?
“
Make stopping or taking a break feel like strength rather than failure?
01 / how might we?
“
Facilitate micro-breaks through simple interactions?
02 / how might we?
“
Encourage users to realign with their personal standards mid-project?
03 / how might we?
05/10
designers struggled to know
when work was "completed"
07/10
designers experienced cycles
of overwhelm & overworking
08/10
designers find themselves
relying on external validation


“
Make stopping or taking a break feel like strength rather than failure?
01 / how might we?
“
Leverage basic interactions to facilitate micro-breaks during the work process?
02 / how might we?
“
Encourage users to realign with their personal standards and goals mid-project?
03 / how might we?

reframe the break
Help make stepping away feel like part of the process.
interrupt the loop
Create moments to step out of overwhelming work cycles.
realign with standards
Help designers realign with their goals mid-project.
updated brief
Decision to shift from solving to interrupting
Explore interventions that help designers build healthier boundaries around their drive to do better, while creating moments to step out of circular work loops and regain clarity.
user group
Designers who experience perfectionism-driven work loops
user needs
A way to recognise unhealthy work loops, pause, and return with clarity.
insight
The importance of stepping back a little during and intense work loop.
user group
Designers who experience perfectionism-driven work loops
user needs
A way to recognise unhealthy work loops, pause, and return with clarity.
insight
The importance of stepping back a little during and intense work loop.
solution ideation
Ideation pointed towards gameplay
Targeted research identified methods to guide designers through creative bottlenecks. These insights shaped a quick, iterative ideation process of generating, grouping, and combining keywords to uncover directions.
With these insights in place, ideation became quick and iterative: generating keywords, grouping them, and combining them to find potential directions. Here are some of the key keywords that shaped the exploration.

concept building
CrashOut came first; it breaks the loop.

A three-minute reset for an overloaded mind.
A game designed not to challenge, but to interrupt. The goal isn't to win, but to step out of the work loop through a simple, mindless activity that gives the brain a low-cognitive-load pause.
But, where did this come from?

It started with the Chrome Dino game, a simple interaction that turns a moment of frustration into a mindless pause. This raised a question: could the same logic create a pause when the mind is overloaded?

So, how did I take it forward?
This tiny observation lead to creation of a small, quick game, with minimal and basic gameplay, yet leaves the user with an 'aha' moment, almost everytime it was tested out :)
Step 01
Clear screen to clear blocks
Step 02
Increasing blocks intensity
Step 03
Final push, game over
To put it simply,
The pal → You, trying to keeping up!
The blocks → Your piling tasks and thoughts
Act of clearning the blocks → Making space to breathe
Getting crushed → Your mind when load takes over
The empty screen → A clearer mind
CrashOut is coded and live!
A game that turns mental overload into a moment you can see, play, and step away from. Coded as a five-stage, under-three-minute game, it keeps the interaction simple enough to interrupt the loop without becoming another task.
dashboard development
The intervention needed context, so I built comma
Introducing comma
The intervention worked, but timing mattered. A pause that comes too early feels unnecessary; too late, and the loop may already take over. So I stopped designing the game and started designing when it should appear.
This led to comma, on the thin lines of project management and a companion for the designer, built to structure and track creative work while creating the right context for timely pauses.

Simply put, here's what happens
comma is a software plugin that can live within your project space as and when needed, adapting to your pace, schedule, and way of working. The project management stays flexible and self-defined.
Alongside it, features like Set Your Standard and your Pal’s health feature add awareness and reflection, giving CrashOut the context to intervene when a pause matters.

work pal feature
Making work health visible, a connect with you


Inspired by the connection users formed with Figma’s temporary Pals, this feature brings a personal character into the project, one that stays alongside the user throughout their work.
The Pal reflects the project’s work-health through a burnout scale, responding as workload shifts and nudging the user towards balance and mindful breaks.
Don’t let your Pal and yourself burn out in the process :)
define your standards & timelines
track your progress
space to reflect when needed
creates an intentional pause
creates an intentional pause
testing CrashOut
Testing the intent, not just the game


CrashOut was tested across different users, from design students and professionals to non-designers, to observe how the game affected them in the moment. The intended pause was visible, with multiple users reaching an 'aha' moment as the metaphor clicked.
Testing also revealed an opportunity beyond the game itself: what happens after the pause? This opened up a new space for a post-CrashOut experience.
42
users played the game
15
professionals & seniors
08
regular users via GitHub :)
42
users played the game
15
professionals & seniors
08
regular users via GitHub :)
post CrashOut reflection
Took feedback from the tests, updated comma flow
The pause continues beyond the game. Short guided questions help users check in with their mental state and project, while live stats show what’s done, what’s next, and where things stand. Together, they turn the pause into a moment to reflect, reset, and redirect.


next steps
What's the status as of now?
At a college-project scale, the project still carries multiple layers of hypothesis. Moving forward would mean putting these assumptions through more rounds of user testing and iteration, gradually grounding the concept in stronger evidence and real-world use.
For now, CrashOut continues to receive appreciation from the users who experience it :)
the impact
01
Resonated Intervantion
A clearer system now guides the interaction between users and the store owner, both sides of the table
02
Intervention Through Play
Low-cognitive-load interaction can interrupt an intense work cycle without adding another demanding task.
03
System With A Potential
User test opened up the need for a larger system shaping comma and the post intervention experience.
reflections
Impact doesn't mean complexity
Not every meaningful intervention needs to be complex. Sometimes, a small, seemingly simple interaction can create the shift that a more elaborate solution might miss.
Behavioral design can be tricky
Behavioural design means observing how people respond differently, finding patterns, and finding the right spot to turn them into meaningful interventions and insights.
Observing user stories and conducting interviews isn’t enough. You need to become your users to truly empathize with their needs.
Impact doesn't mean complexity
It’s not just about designing a great solution, but how it fits the existing system and users’ mental models.
Behavioral design can be tricky
It's not just about designing an amazing solution and making it look good, but how it fits into the existing system, and how it fits into users' mental models and requirements
Impact doesn't mean complexity
Behavioural design means observing how people respond differently, finding patterns, and finding the right spot to turn them into meaningful interventions and insights.
Behavioral design can be tricky




