hūmNET app

designing the hūmNET mobile app to connect people over a shared thought or feeling.

roles

interaction design

visual design

prototyping

content design

team

alice e (product designer)

rana a. (UX research lead)

darren m. (CEO)

ajay k. (SWE lead)

zach s. (CTO)

designing the hūmNET mobile app to connect people over a shared thought or feeling.

roles

interaction design

visual design

prototyping

content design

team

alice e (product designer)

rana a. (UX research lead)

darren m. (CEO)

ajay k. (SWE lead)

zach s. (CTO)

designing the hūmNET mobile app to connect people over a shared thought or feeling.

roles

interaction design

visual design

prototyping

content design

team

alice e (product designer)

rana a. (UX research lead)

darren m. (CEO)

ajay k. (SWE lead)

zach s. (CTO)

01

introduction

01

introduction

01

introduction

hūmNET is an early-stage startup founded by Darren Mark, an entrepreneur with a dream to give people around the world a way to connect over shared thoughts or feelings by attending meditative, in-app events called “humns” [huhmz].

A "humn" is a shared meditative experience, showing where participants are located
A "humn" is a shared meditative experience, showing where participants are located

in 2021, Darren rushed out a MVP of the hūmNET app to iOS and Android app stores. while the app could (mostly) function, there were major usability issues - the design was unintuitive, inconsistent, and unfounded by research.

in june 2023, i was contracted to overhaul and redesign hūmNET's key feature: the humn experience.

before
after

i measured success by two main goals:

boost usability via System Usability Score (SUS)

System usability increased by 71%

promote customer satisfaction via Net Promoter Score (NPS)

NET PROMOTER SCORE REACHED 75 POINTS
02

generative research

02

generative research

02

generative research

we began by conducting heuristic analyses of the existing interface. Rana then conducted moderated usability tests with 3 target users, revealing that the average usability score was just 47.5 (compared to an average of 68).


together, heuristic analysis and user feedback revealed that the existing app had three major problems…

1) "What is this for?"

with event descriptions hidden in a bottom sheet, it was difficult for users to find the information they needed to sign up.

2) "How do i sign up?"

the small, unlabeled icons on the screen made it difficult for users to understand how to sign up to join a humn.

3) "what am i supposed to do?"

with no context and no apparent way to interact with a humn, users felt disconnected from the experience.

focus words

focus words

focus words

03

ideation

03

ideation

03

ideation

before addressing the major problems by changing or adding features, we broke down the existing flow into three distinct sub-flows:


(1) before the humn ("pre-humn")

(2) during the humn ("humn")

(3) after the humn ("post-humn")

from there, we began brainstorming features, organizing them into one of the three sub-flows. while we began by dreaming big, focusing on the main problems was more important, both in the interest of time and budget.

feature brainstorming

prioritizing

after collecting the features that we wanted to explore more, we utilized a prioritization matrix to narrow down even further, focusing on high impact features - both the "major projects" and the "quick wins".

a new sitemap

collecting the features revealed the need for another sub-flow: an "emotional on-ramp" to prepare users to enter a humn. with this in mind, i created a user flow that outlined the four sub-flows to design:


1) pre-humn

2) on-ramp (new)

3) humn

4) post-humn

04

design

04

design

04

design

wireframing

with the features nailed down and an existing framework for the main flow, i began working on the low-fidelity wireframes. this helped me make decisions around logic and interaction design.

mocking up my solution

with the final iterations decided on, it was time to bring them to high-fidelity. i built out a design system as i applied visual design to the wireframes, including color and text styles, UI components, and assets like backgrounds.

certain components were especially complex – the logic states for humn cards, for example, took a great deal of thought and conversations.

it was then time to string the screens together into four prototypes, one for each sub-flow. i designed the content to be as realistic as possible.


check out the changes below (updates are bolded).

1) pre-humn

  • new sign up page with event details

  • a clearer CTA to join the event

  • preference options in a new bottom sheet

1) pre-humn

  • new sign up page with event details

  • a clearer CTA to join the event

  • preference options in a new bottom sheet

BEFORE
AFTER

2) on-ramp

  • new context to prepare users

  • an emotional check-in and breathing exercise

2) on-ramp

  • new context to prepare users

  • an emotional check-in and breathing exercise

BEFORE
AFTER

3) humn

  • new live map to show where others are joining from

  • preference options in a new bottom sheet

  • an interactive orb for deeper connection

3) humn

  • new live map to show where others are joining from

  • preference options in a new bottom sheet

  • an interactive orb for deeper connection

BEFORE
AFTER

4) post-humn

  • an emotional check-in as a way to measure progress

  • option to share to social media about the experience

4) post-humn

  • an emotional check-in as a way to measure progress

  • option to share to social media about the experience

BEFORE
AFTER
05

formative research

05

formative research

05

formative research

with the prototypes finished, we conducted usability tests with five participants. the results were overwhelmingly positive: the usability scores had increased by over 30 points (71%), and the NPS score was 75.

despite the massive improvements in usability, users still experienced confusion around three particular elements:


  • the "preferences" drawer

  • the on-ramp flow

  • the humn orb functionality


these indicated places where it would be best to simplify the design.

design updates

preferences

user problems:

  • confusion using sliders

  • felt sound preferences were redundant


solution(s):

  • use a more familiar slider pattern

  • remove sound preferences

preferences

user problems:

  • confusion using sliders

  • felt sound preferences were redundant


solution(s):

  • use a more familiar slider pattern

  • remove sound preferences

Before
After
Before
After

on-ramp

user problems:

  • confusion when breathing exercise began

  • felt emotional check-ins were invasive

  • anxiety about humn timing


solution(s):

  • simplify on-ramp to just instructions and context

on-ramp

user problems:

  • confusion when breathing exercise began

  • felt emotional check-ins were invasive

  • anxiety about humn timing


solution(s):

  • simplify on-ramp to just instructions and context

Before
After
Before
After

humn orb

user problems:

  • confusion with triggering instructions

  • confusion with triggering orb movement

  • desire for more interaction with orb


solution(s):

  • remove instructional text

  • trigger orb movement while pressing

humn orb

user problems:

  • confusion with triggering instructions

  • confusion with triggering orb movement

  • desire for more interaction with orb


solution(s):

  • remove instructional text

  • trigger orb movement while pressing

Before
After

final prototype

finally, after making the above changes, more polishing, and lots of documenting, i handed off our final designs to the developers.

final prototype

finally, after making the above changes, more polishing, and lots of documenting, i handed off our final designs to the developers.

06

conclusions

06

conclusions

06

conclusions

next steps

while my contributions to this project are finished for now, the app could benefit from further review and finishing touches - more user testing and provisional UI, like skeleton screens or loading animations, for example.


you can also check out my work on hūmNET’s landing page here.

next steps

while my contributions to this project are finished for now, the app could benefit from further review and finishing touches - more user testing and provisional UI, like skeleton screens or loading animations, for example.


you can also check out my work on hūmNET’s landing page here.

takeaways

get developers involved early and often.

though this advice is not new by any means, its importance in ensuring consistency from design to development became far clearer to me after this project. had we included our developers earlier on, it may have saved energy, time, and money.


always prioritize your “must-haves” over your “nice-to-haves”.

while being on a small, uber-creative team of people was great, it also made it difficult to know what to prioritize and how. it became clear after usability testing that we should have focused less on new features, and more on the existing ones.

takeaways

get developers involved early and often.

though this advice is not new by any means, its importance in ensuring consistency from design to development became far clearer to me after this project. had we included our developers earlier on, it may have saved energy, time, and money.


always prioritize your “must-haves” over your “nice-to-haves”.

while being on a small, uber-creative team of people was great, it also made it difficult to know what to prioritize and how. it became clear after usability testing that we should have focused less on new features, and more on the existing ones.

e.alice.design@gmail.com

© 2026

made by me, alice e

e.alice.design@gmail.com

© 2026

made by me, alice e

e.alice.design@gmail.com

© 2026

made by me, alice e

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