A UCSD group project adding a new allergen-specific filter to Google Maps, reducing the research burden on the 50%+ of U.S. households navigating food allergies and special diets.
Over 50% of U.S. households include someone with a dietary restriction (NIH, 2022), and 70% of Americans eat out regularly (YouGov, 2024). For those with restrictions, the simple act of picking a place to eat becomes a nontrivial task.
We're proposing a new filter inside Google Maps that:
Saving time and improving accessibility.
With over 50% of households reporting to have some sort of dietary restriction or allergy, there is a large demographic for this solution. According to Nielsen, ~66% of consumers value transparency in their food ingredients, many of which are due to allergen concerns (FMI & NielsenIQ, 2021). With these metrics combined, it's clear there is a market for our design.
Adding a new section for users to get a quick idea of potential options already cuts down so much time from their search.
Surveyed user needs:
Users can end up spending long periods of time just looking for a restaurant or appropriate menu item, making a quick, reliable solution very useful.
Beyond a lack of information from Google Maps, we also saw a major breakdown in trust between the user and the restaurant.
Interviewees had problems with:
Unfortunately there can be fundamental issues residing in the system's method for providing a safe dining experience, issues that could be partially addressed by having a standard for checking allergens beforehand through an app.
*Some designs will change; final designs can be seen at the top and bottom of this page.
The user selects their specific restrictions. Initial designs were split on using block or slider formats (the sliders also categorizing the restrictions), the cross-contamination slider adds an extra layer of accessibility control for certain users.

Initial Design Feedback
Users preferred the simplicity of the block buttons. They also preferred category sorting (intolerances, lifestyle), and we changed the cross-contamination slider's color to better indicate its on-off state.
Quick note: a restaurant may have gluten free items on its menu and therefore appear in the search results. However, that restaurant could qualify simply because it has small food items such as sides or snacks, and may not be sufficient enough for a person looking to enjoy a full meal.
After entering their filters, the user receives a list of possible restaurants. Each restaurant has an "Accessible Options" box to give users an idea of potential food items, reducing time spent scanning individual menus. This step changed "Menu Highlights" to "Accessible Options" for better clarity, redesigned the Dietary Filter button to be more consistent with Google's own design language, and omitted the "Vegetarian" title to reduce visual clutter.
When clicking on a specific restaurant, the Google AI can assist in checking the dietary accessibility of a restaurant. The Accessible Options list is more extensive and more easily readable, and from that list, the user can choose to look at the entire menu using the arrow button.
Our users do in fact have real concerns about restaurant searching, whether it be as simple as saving some time looking through menus to being confident that the food is safely served. Our design aims to minimize these problems and allow people to search for places to eat quickly and assuredly, having tools to help guide safe and accommodating decision-making.
Building the pre-launch marketing site for ELSWARE's debut tabletop RPG, Cataclysm, turning a post-apocalyptic world of seven fractured regions into an interactive experience for future Kickstarter backers.
ELSWARE, a small, player-founded studio building Cataclysm, a tabletop RPG set in seven fractured regions, had no digital presence at all. No website, no brand system, nothing a future Kickstarter backer could land on to learn what the game even was.
All I was handed was the artwork: region concept art, lore fragments, and a physical/digital game kit still in development, no copy deck, no sitemap, no design brief. Before touching any tool, I wrote my own set of design notes: what each region needed to communicate, how the kit should be pitched, what a first-time visitor needed to feel by the time they hit the fold.
Those notes became the brief I fed into Claude to build the site, no developer, no agency, no budget beyond a Claude Pro subscription. Every layout decision below traces back to a single question: what does a stranger need to see, in what order, to go from "never heard of this" to "I'd back this"?

The finished site, live today.
The seven regions were the heart of the pitch, so I placed them right where a visitor's eye lands first: a rotating hero carousel up top cycling through each region's environment art, doing the emotional work before a single word of copy has to.
The grid of region cards comes right after, while that atmosphere is still fresh, turning the feeling the carousel just built into something scannable.
The seven regions grid on the finished site.
Each card expands into its full detail view in place rather than linking to a new page, so a visitor never loses their spot in the grid, they can dip into one region's lore and pop right back out. Every region also needed its own visual identity within one system, a diesel-punk, weathered aesthetic (deep charcoals, warm rust orange, Oswald condensed type) that flexes per-region with an accent color, so The Verdants reads distinctly from Gearmelt Heaps or the Murkpools while the page still holds together as one world.
The detail view surfaces dweller traits and lore only when someone asks for them, keeping the grid itself uncluttered.
The world intro sits directly under the hero on purpose, once someone's emotionally bought into the setting, the very next thing they should learn is how they'd actually play it. That's why the Digitally/Physically split comes immediately after: it answers the practical "what am I even getting" question before a visitor has time to lose interest.
Since the game kit itself was the primary Kickstarter reward, its pricing card sits right under that split rather than buried further down the page. A backer shouldn't have to scroll and hunt to find the one thing they're actually being asked to pay for.
Every section before this one is building toward a single decision, so the Kickstarter callout is placed as the page's last stop rather than competing for attention earlier. The accent orange used on its button is reserved only for this kind of call to action elsewhere on the page, so by the time someone reaches it, that color already means "take this step."
ELSWARE went from having zero digital presence to a fully functional site, built entirely from a stack of concept art and my own design notes, for the cost of a Claude Pro subscription. No developer hired, no agency retainer, no design software license.
That's the part of this project worth underlining: a small, pre-revenue studio now has the same caliber of launch site that would normally cost thousands and take a team weeks, and they can point backers to it today. The site is what turns Cataclysm from an idea in someone's notes into something a stranger can land on, understand, and choose to fund.
Startup contract work, case studies, and everything in between, building experiences that look polished and feel right.
Hi, I'm Asher, a UI/UX designer and creative problem solver who's just finished a degree in Cognitive Science with a specialization in Design & Interaction at UC San Diego.
My work lives at the intersection of visual design, human behavior, music culture, and digital storytelling. I build experiences that look polished and feel intuitive, whether that's a UX case study, a live band website, or a full branding system.
Right now I'm looking for internship and early-career opportunities where I can bring strong visual thinking, adaptability, and creative energy to a team.
Download Résumé ↗We start with a contracting company attempting to move into the laser measuring industry, requiring a website to advertise and legitimize its business.
Jan 2026
I was asked to create and maintain a website for a single company. No guidance. No template. Full freedom.
The company founder only asked that it look nice and be functional: customers should be able to do everything through the website, and potential clients could find it through a web search.
I was given the Wix account access and provided with preexisting logos and a few images, all the rest being designed and sourced by myself.
The header allowed users to quickly navigate (specifically to the consultation), improving efficiency and minimizing searching for the desired section.
~1 day
I believe all good work starts with a clear direction, often best formed with the use of an outline. Before I designed anything visually, I needed the information and ideas written out so I could both edit the information quickly and lay out the page textually.
Every user enters a website with some goal in mind, typically to gather information or (in a business context) receive a service. I wanted to present information clearly and quickly to answer most questions before a user may even have them, writing in my outline what specific questions a user may have about our company, and how the site would answer them.
Overall, this outline allowed me to have a general idea about both the website's presented information and the general flow of the user's experience.
~1 week
I prioritized two things with this website: ease of use and minimalism. Since I wasn't working with a team and the website didn't require much functionality, I kept it all to one page, ensuring a user wouldn't be too overwhelmed with information.
I focused on three things:
All of this would be contained to the home page and presented quickly so users would be able to easily navigate and understand the company's service.
~2 weeks
So it's time to finally put the plan into motion. I divided the site into 5 basic sections + header & footer, moving from the most general information at the top to the most specific near the bottom. Additionally, I wanted a button that takes the user right to the contact form in case they weren't interested in any of the reading (saves them scrolling down). It's a small convenience but I always admire when a website allows you to quickly reach your destination instead of having to peruse it and take up precious seconds.
Moving on, we need to show the user that we've got something serious going on. Here, I emphasize the Leica BLK 360 to give the service some ethos and potentially give an unfamiliar product (Texas 3D Laser) a familiar tool (the BLK 360), utilizing the large photo and color inversion to make this section unique amongst the others.
Often times, a user may be browsing a website to get a better understanding of if a service can be of use to their situation. I've gathered a list of common instances where laser measurements may be useful for a client and provided helpful images and descriptions to intuitively display Texas 3D Laser's potential projects. The list came from doing research on what similar companies offer and collecting information from our company's general contractor (very important to compare to other sites).
The initial intent with the website was to facilitate company business through a more professional means than word of mouth, while also organizing clients in a more logistical way through the contact card. Additionally, the website needed to be found through a search engine so new clients could be attracted.
Both of these goals were accomplished: the clientele could easily indicate their interest in the service using the website, and potential clients can find the company easily just by searching for key words.
Most of the client information will be gathered during the consultation. Therefore the contact card is short and simple to ensure clients have no problem filling it out.
Simple keywords prompt Google to show our website above other competing websites in the Texas area.
The finished, live site at texas3dlaser.com
Both primary goals were achieved: the website became the main channel for existing clients to formally indicate project interest, and the site is now discoverable via organic search for laser modeling and 3D scanning services in Austin. The client reported inbound contact from the site within the first month of launch.
A functional website prototype for a fictional travel company, built while completing a 3-month design certification covering over 80 hours of UX coursework.
Wayfarer is a fictional travel agency prototype created as the capstone for Design Lab's UX boot camp. For 8 weeks I worked through an asynchronous course covering typography, responsive design, functional prototyping in Figma, and mentor review sessions.
Wayfarer felt like it needed a warm color theme with bright, sunny imagery to get users excited about future travels. The design process started with hand-drawn sketches, thinking about the user perspective first.
The course encouraged starting with hand-drawn sketches before jumping to Figma, a discipline I've brought into all subsequent work.
Upon completing the course and prototype, I received a formal UX Academy Foundations certification from Design Lab covering UI principles, existing design research, Figma prototyping, and mentor-reviewed deliverables.
Wayfarer was less about the fictional client and more about building repeatable habits: sketch before opening Figma, write down assumptions before designing around them, and get a second pair of eyes before calling anything final. Those habits show up in every case study on this site that came after it.
A structured critique of Spotify's interface, examining what works, what doesn't, and where the experience leaves users behind.
How Spotify's bottom nav has evolved, and whether the shift from 5 tabs to 3 changed discoverability for podcasts and audiobooks.
The tension between algorithmic recommendation and intentional browsing, whether the current UI serves both or favors one at the expense of the other.
How Spotify manages large libraries, playlist management, liked songs, and the cognitive load of organizing music at scale.
Where mobile and desktop diverge in interaction model, and whether those divergences feel intentional or accidental.
I treated this less like a listicle of complaints and more like a heuristic evaluation, logging real listening sessions on mobile and desktop, screen-recording common tasks (finding a saved song, building a playlist, discovering something new), and comparing against Apple Music and YouTube Music as reference points. Every critique needed to point to a specific interaction, not just a feeling.
The goal wasn't to "fix" Spotify, it was to practice looking at a mature, heavily-used product with fresh eyes and articulate why certain decisions work and others don't.
The complete teardown is documented in a Google Drive folder with annotated screenshots, written critique, and proposed redesign directions.
Open Full Teardown ↗A design concept for my band The Arkangels, an early project I look back on to see how far I've come as a designer.
I designed this in 2023 when I was just getting into UI/UX and Figma, a rudimentary concept for what The Arkangels' website could look like. I look back on it now as a clear marker of how far I've developed as a designer.
Personal note: This project sits at the overlap of my two main creative worlds, design and music. Being inside both made it easier to make decisions with conviction, rather than designing from the outside in.
A band website needs to communicate personality and energy before information. Typography, color, spacing, and imagery were all chosen to reflect the band's character rather than generic conventions.
Beyond just listing shows and music, the structure aimed to tell the band's story, who they are, where they've been, what they're building.
The band's sound sits somewhere between heavy and melodic, so the visual language needed to hold both: dark backgrounds with bursts of warm color, bold condensed type for the name, and looser accents for lyrics and quotes. I pulled from gig poster and album-art conventions rather than typical band-website templates, since most of what existed at the time felt more like a corporate landing page than a reflection of the music.
A gig poster series advertising The Arkangels' concerts and events, designed in Canva and Photoshop to bring the band's identity into the physical world.
A few posters made to advertise my band and promote past concerts and events. Designing for print after working primarily in digital is a discipline shift, constraints change, the viewing context changes, and the permanence of the medium demands a different kind of intentionality.
On print design: Designing for something physical, something that gets stapled to a telephone pole or pinned to a venue wall, creates a different kind of accountability than designing for screens. The constraints are different but the craft standard is the same.
Each poster started as a rough type sketch, testing how the band's name could anchor a layout before any imagery came in. I built variations quickly in Canva, then moved final files into Photoshop for color grading, texture, and print-ready export (bleed, CMYK conversion, resolution checks) so nothing fell apart at the print shop.
Because these were meant to be seen from a distance, taped to a wall, glanced at while walking by, legibility at a low information density mattered more here than in almost any other project on this site.