Designing products and systems across digital and physical spaces.

© 2026 Kapil. CC BY-NC-ND 4.0

Project Palette

4 platforms studied, Catchafire, SEEK Volunteer, LinkedIn, and Dribbble, and none of them solved the real problem: designers want to volunteer, but can't easily find the right opportunity or the right people.
MY ROLE

UX research, interaction design, prototyping, usability testing

TEAM

Solo project

MY CONTRIBUTION

Led research, persona development, and the full design from sketch to prototype

Try the live prototype Click through the actual Figma interface (Desktop view)
PROBLEM

Designers struggle to find peer connections, mentors, and volunteering opportunities after graduating.

UX RESEARCH

Think-aloud interviews across different backgrounds, plus a competitive audit of Catchafire, SEEK Volunteer, LinkedIn, and Dribbble.

PROTOTYPING

Two personas guided the design, moving from low-fidelity sketches to a full interactive Figma prototype.

FEEDBACK

Semi-structured user testing found specific usability issues in the first working prototype.

IMPROVEMENT

Findings led to clearer onboarding language, social sharing, LinkedIn integration, and an open-positions page for nonprofits.

Designers often struggle to find meaningful connections, volunteering opportunities, and like-minded peers after graduating. Palette is an online platform built to close that gap, giving designers and nonprofit organisations across Australia a space to connect, collaborate, and create real impact together.

Research started with think-aloud interviews across a range of backgrounds, which surfaced a clear pattern: volunteering after graduation is hard to find, but socialising and career growth are strong reasons to get involved once people do. A competitive audit of Catchafire, SEEK Volunteer, LinkedIn, and Dribbble found the same gaps everywhere, few social events for creatives, little incentive to volunteer, and no easy way to find real social impact work.

Two personas guided the design: Emily, a recent graphic design graduate looking for connection and volunteering opportunities, and James, a design manager looking to scout and mentor emerging talent. Their needs shaped the core features, designer matching, local events, an "ink points" rewards system, and profiles for partner nonprofits.

Semi-structured user testing on the working prototype surfaced specific usability issues, which directly shaped the final design, clearer onboarding language around the ink points system, social sharing, LinkedIn integration, in-app calls and video, and an open-positions page for partner organisations.

© 2026 Kapil. CC BY-NC-ND 4.0

Beatlesfest Bathurst

6 web pages and a ticketing kiosk, redesigned end to end. A full site audit turned into a new homepage, a real SEO plan, and a brand system built from scratch.
MY ROLE

UX research, information architecture, UI design, SEO strategy

TEAM

Solo project

MY CONTRIBUTION

Led the full redesign, from site audit through to final pages and brand guide

PROBLEM

A site audit found the old Beatlesfest site had uneven content, no cross-promotion, and little sense of community.

UX RESEARCH

Went through the old site page by page, then looked at how Airbnb, SXSW Sydney, and Big Chill Festival handle similar problems.

PROTOTYPING

Wireframed six web pages and a ticketing kiosk, then built a side-by-side comparison of two homepage directions.

DESIGN DECISIONS

Swapped the generic hero image for real Bathurst photos, and added Instagram, event cross-promotion, and app links.

OUTCOME

Delivered a full SEO plan (title, meta description, 25 keywords) and a complete brand guide alongside the finished site.

The old Beatlesfest site had outdated navigation, a confusing ticketing flow, and not much sense of community, making it hard for fans to book with confidence or feel connected to the event. This redesign gives festival-goers in Bathurst a simple, modern way to explore the program, book tickets, and connect with the event online.

Through site mapping, user flow work, and side-by-side testing of two homepage directions, the redesign added streamlined ticketing through Humanitix, social media integration, and cross-promotion tools, so visitors can find, book, and enjoy the festival without friction.

A page-by-page audit of the old site, checked against Airbnb, SXSW Sydney, and Big Chill Festival, shaped every decision. The homepage hero became real Bathurst community photography instead of a stock image, an Instagram feed was added for live updates, and Humanitix cross-promotion was built in to drive traffic across related events. The final delivery included a full SEO strategy and a complete brand and style guide, alongside six redesigned web pages and a ticketing kiosk flow.

Note: this is a personal and academic redesign project. Original branding and IP belong to Beatlesfest Bathurst; the logo shown has been altered for portfolio purposes.

© 2026 Kapil, Maitri, Shima. CC BY-NC-ND 4.0

Way-finding for Accessibility in Buses

98% of people we tested got confused by the old bus wayfinding signs. After two rounds of user testing, we redesigned it into a system people can actually understand.
MY ROLE

UX research, interaction design, usability testing

TEAM

3 designers — Kapil Vedak, Maitri Soni, Shima Vahabi

MY CONTRIBUTION

Led the research and made the key design decisions across both testing rounds

PROBLEM

Neurodivergent bus riders in Sydney deal with confusing signs and sensory overload, making it hard to travel alone.

UX RESEARCH

Talked to 4 experts, including a neurodiversity designer and an occupational therapist, plus research into sensory-friendly design.

PROTOTYPING

Tested a simple paper prototype with 5 people, then a working screen prototype with 10 more.

FEEDBACK

Round 1: 98% found the green line signs confusing. Round 2: 90% liked physical buttons more than raising a hand.

IMPROVEMENT

Redesigned the signs, added glowing buttons, and built a live display showing how full the bus is.

Riding the bus in Sydney can be stressful, especially for neurodivergent people who deal with sensory overload, confusing signs, and unpredictable stops. This project set out to design a bus experience that works for everyone, using accessible, inclusive design principles from the start.

Through user research, testing, and several rounds of prototyping, we built a physical wayfinding system: a smart bus stop pole showing real-time info, physical buttons for requesting a stop, and screens inside the bus. The goal was simple, help every passenger travel with confidence.

Two rounds of testing shaped the final design. Early testing found 98% of people misunderstood the original green line signs, and 80% said a "quiet mode" button would make them more anxious, not less. Both were redesigned. Later testing with 10 people found 90% wanted real-time info on how full the bus is, and 85% preferred physical buttons with a glowing light over raising a hand. Those findings shaped the final pole and in-bus screens.

ACCESSIBILITY CONSIDERATIONS
  • Cut down on confusing visual signs that tripped people up in testing
  • Made information easier to follow for riders who don't know the system well
  • Used physical buttons instead of gestures, since testing showed people found them less stressful