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At A Glance

Role

UI/UX Designer

4 Months

Timeline

7 Members

Team

Figma

Jira

InDesign

Tools

Personalized, behavior-driven mobile experience that helps trade workers manage pain and build healthier habits.

I helped define and design a gamified AI-powered recovery platform tailored to ironworkers.

01 UX Architecture

Structured the app’s navigation, AI check-in flow, and daily checklist into a clear, scalable information hierarchy.

02 Wireframing & Prototyping

Organized and built low- to high-fidelity wireframes in Figma, creating interactive prototypes for core user flows.

03 Research + Validation

Created the testing script, conducted sessions with ironworkers, and iterated on clarity and navigation based on findings.

Ironworkers face intense physical strain, long hours, and unpredictable schedules that often lead to chronic pain, stress, and fatigue. With limited recovery time and few trade-specific wellness tools, many turn to short-term coping habits just to keep going.

The issue wasn’t access to exercises — it was the absence of a motivating, trade-specific system built for real ironwork conditions.

As a result, recovery becomes inconsistent, unstructured, and difficult to sustain.

Most wellness apps ignore these realities. They offer generic advice designed for office workers — not tradespeople dealing with heavy physical labor and cultural pressure to “tough it out.”

Context

Ironworkers face intense physical strain, long hours, and unpredictable schedules that lead to chronic pain, fatigue, and stress.

With limited trade-specific wellness resources, many rely on short-term coping habits such as painkillers or alcohol just to keep going.

Most wellness apps ignore these realities. They are built for office workers with predictable routines — not for tradespeople dealing with heavy physical labor and cultural pressure to “tough it out.”

Solace was created to fill that gap.

01 Problem

Solace: Gamified Wellness App for Ironworkers

02 Solution

How might we design a personalized and engaging recovery experience that fits naturally into demanding ironwork routines?

Problem Statement

Solace transforms recovery into a gamified, AI-personalized system designed specifically for ironworkers.

Instead of numbing pain, users actively manage it through structured daily recovery tasks.

AI-Personalized Daily Checklist

Users complete a quick manual selection or AI check-in about type of work and pain areas.
Solace generates a customized daily checklist of recovery exercises tailored to real strain and workload.

Physical exercises earn 10 XP

Checklists adapt to user responses

Keeps recovery structured and goal-oriented

Overall, this project strengthened my understanding of designing for real users, balancing structure and flexibility in a product, and refining ideas through testing and collaboration. Also very grateful that I had a great team to work with.

Earn XP for every activity

Maintain streak by completing at least one task daily

Breaking streak injures mascot

Leveling up visibly evolves mascot

Gamification drives consistency and long-term habit formation.

03 Design Process

04 Outcome

05 Reflection

Mascot System

Mental Recovery Tools

XP & Streak System

The mascot represents the user’s physical and mental wellbeing.

Shows visible strain throughout the day

Completing exercises heals the mascot

Breaking streaks causes visible injuries

Levelling up makes the mascot stronger and more resilient

Uses AI-powered speech bubbles for motivational prompts

This creates emotional accountability and behavioural reinforcement.

Breathing exercises

White noise

Each earns 5 XP, reinforcing balance between physical and mental recovery.

I created the sitemap to organize the core areas of the app — daily recovery routines, mental recovery tools, and progress tracking — ensuring users could quickly access the most important tasks.

Wireframes & Prototyping

Low Fidelity

High Fidelity

User Testing

Testing Insights

Key Takeaways

User testing flow

I wrote the usability testing script and structured the task-based testing flow used during participant sessions. The goal was to evaluate how easily users could navigate the app, complete recovery exercises, and understand the gamified progression system.

Tasks used during testing:

19:02

Breathe In

00:05

Pause

Next

19:02

Breathe In

00:05

Pause

Next

19:02

Breathe In

00:05

Continue

Next

19:02

Hold

Pause

00:05

Next

19:02

Breathe out

Pause

00:05

Next

19:02

Continue

+10 xp

Congrats!

You’ve gained 10 xp

19:02

Another Breath

+10 xp

Nice work taking a moment to breathe

Ready to move on, or want to take another breath

Continue

19:02

Home

Physical

Mental

Account

Hey, Sarah

Need to take a breath?

Listen to some white noise?

4-7-8 Breathing

+10 XP

Start

2 minutes

19:02

Breathe In

4

Pause

4-7-8 Breathing

19:02

Hold

00:07

Pause

4-7-8 Breathing

19:02

Breathe Out

00:08

Pause

4-7-8 Breathing

19:02

Congrats!

You’ve gained 10xp

Back to Home

19:02

Home

Physical

Mental

Account

Hey, Sarah

10/50

1

Break

White Noise

4-7-8 Breathing

5xp

Box Breathing

5xp

Deep Breathing

5xp

19:02

Task 01

Create an account and reach the home screen

Task 02

Complete an exercise from the checklist

Task 03

Earn additional XP through another activity

Task 04

Explore additional exercises

Task 05

Create an account and reach the home screen

User testing confirmed that the core experience was intuitive, with all participants completing every task successfully. However, several small usability issues and improvement opportunities emerged.

2nd Place Award

BCIT D3 FSWD Annual Showcase

Designing Structure Improves Usability

Creating a site map helped clarify the app’s structure and improve how users navigate between exercises and recovery tools.

User Testing Strengthens Design Decisions

Usability testing validated the core experience while revealing small improvements that helped refine navigation and interaction clarity.

Interactive Prototype

High-fidelity mobile prototype built in Figma

User-Tested Design

Validated through usability testing sessions

Working on Solace was a valuable experience in understanding how user-centered design evolves through iteration. Early in the process, we focused primarily on interface design, but as the project progressed we recognized the importance of establishing a strong information architecture to guide the overall experience.

Writing the user testing script and observing participants interact with the prototype helped me better understand how small interaction details can influence usability. Seeing how users navigated the app highlighted both what worked well and what could be improved.

Demo Video

Short walkthrough of the Solace prototype showing onboarding, exercise flows, and breathing tools.

Thanks For Reading <3

03 Mental tools labeling

While breathing exercises were easy to use, some users were unsure where to find them due to the “Mental” tab label.

02 Exercise flexibility

Participants suggested offering alternative exercises for the same body area so users could choose options that fit their comfort level.

01 Navigation clarity

Some users hesitated when moving between pages, indicating that the navigation micro-interactions and labeling could be clearer.

04 Interaction timing

One participant felt the 8-second breathing hold was slightly long, suggesting adjustable pacing could improve comfort.