Human Experience
Designing how people feel, behave, move, and interact with products, spaces, and systems.



R&D · Innovation · Prototype · Execute
Questioning the ordinary. Designing beyond.
HUMAN EXPERIENCE DESIGN · Creative Technology · Research + Concepts

01 / Identity
Graduate of the Dubai Institute of Design and Innovation, where I specialized in Product Design and Multimedia Design within a broader interdisciplinary education in design, technology, and innovation. The curriculum was developed in collaboration with MIT and Parsons School of Design.
My practice now moves beyond a single discipline, connecting design, technology, research, experimentation, and physical making. I work across different mediums to understand unfamiliar problems, develop ideas, build systems, and turn concepts into experiences people can see, use, and feel.

.webp)
.webp)
.webp)
.webp)
.webp)
02 / Specialties
Designing how people feel, behave, move, and interact with products, spaces, and systems.
Using code, AI, interaction, robotics, and emerging tools as active design materials.
Investigating hidden conditions and translating evidence into propositions, experiments, and systems.


.webp)


Question / 01
This project explores how wind and sand can become active design forces through physical experiments, digital simulation, immersive visualization
and Speculative Thinking.
My RoleResearch · System Design · Physical & Digital Simulation · Visualization

A temporary companion for moments of urban solitude.
In cities crowded with people and constant movement, moments of isolation can easily go unnoticed. The installation recreates the quiet intimacy of sitting alone by the sea at night—speaking your thoughts into the darkness and hearing the waves answer back. For a brief moment, something is simply there with you.
My RoleResearch · Experience Design · Interaction Design
Making a scientific vision for Martian agriculture visible.
Grow Mars V2 translates research by Daniel Tomkson into a spatial and visual system for future agriculture on Mars.
By understanding the technical relationships between crop growth, water, infrastructure, access and habitation, I developed a series of 3D models, system studies and visualisations that explore how the research could exist beyond diagrams—as a believable environment.
The project places scientific understanding before aesthetics, using design to make a complex technical proposition clearer, more tangible and easier to communicate.


What if we could feel the way we speak?
A-VOID is a speculative communication device exploring what happens when conversation is no longer an unlimited resource.
By listening to the wearer’s tone, the device assigns a communication allowance and gradually interrupts the conversation as that allowance is exhausted.
Rather than making communication faster and easier, A-VOID introduces friction—using speculative design to ask whether our words could become more intentional.
Everything startswith a conversation.