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:

  1. Structure can reduce overwhelm

  2. Pausing needs to be a part of the process

  3. Small practices can create distance

  1. Structure can reduce overwhelm

  2. Pausing needs to be a part of the process

  3. Small practices can create distance

  1. Structure can reduce overwhelm

  2. Pausing needs to be a part of the process

  3. 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,

  1. The pal → You, trying to keeping up!

  1. The blocks → Your piling tasks and thoughts

  2. Act of clearning the blocks → Making space to breathe

  3. Getting crushed → Your mind when load takes over

  4. The empty screen → A clearer mind

  1. The pal → You, trying to keeping up!

  1. The blocks → Your piling tasks and thoughts

  2. Act of clearing the blocks → Space to breathe

  3. Getting crushed → Mind when load takes over

  4. 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:

  1. Structure can reduce overwhelm

  2. Pausing needs to be a part of the process

  3. 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,

  1. The pal → You, trying to keeping up!

  1. The blocks → Your piling tasks and thoughts

  2. Act of clearning the blocks → Making space to breathe

  3. Getting crushed → Your mind when load takes over

  4. 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