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Available for opportunities

UX Researcher &
Visual Designer

Hi, I'm Oluwabukola Elegbede a UX Designer with 6+ years spanning brand communication and user-centred design. Recent contracts at Accenture Song and Sainsbury's. MA User Experience graduate, University of the Arts London.

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6+
Years Experience
2
Industry Contracts
MA
UAL London
Explore My Work

Two Sides of My Practice

My work spans UX research grounded in empathy and real-world insights and visual design for major global brands.

🔬
Discipline 01

User Experience
Research & Design

Research-driven projects exploring trust, communication, sustainability and human connection through participatory methods.

Pain Cards Oaken Circle More Than A Number Priceless Tags
View UX Work →
🎨
Discipline 02

Visual Design &
Brand Campaigns

Creative advertising and brand work for major global consumer brands translating briefs into compelling visual stories.

OMO Lipton Gordon's Knorr Noah's Ark
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01 UX Research & Design

Case Studies

Pain Cards
HealthcareAccenture Song

Pain Cards

Accenture Song × UAL-LCC · 5 Weeks

Visual communication cards helping patients express pain beyond words increasing trust between patients and healthcare professionals.

The Oaken Circle
SustainabilitySainsbury's

The Oaken Circle

Sainsbury's × UAL-LCC · 7 Weeks

A multi-generational loyalty scheme run by plants reimagining reward systems through reciprocity and sustainable behaviour.

More Than A Number
Data StorytellingGovernment

More Than A Number

MA Project · 13 Weeks

Humanising international student migration data through a Quipu-inspired physical installation and emotional audio storytelling.

Priceless Tags
Participatory DesignExhibition

Priceless Tags

University Project

An interactive exhibition revealing emotional stories in worn objects challenging perceptions of "dirt" and value in fast fashion.

02 Visual Design

Brand & Campaign Work

OMO Enjoy the Meat Ramadan Campaign

Enjoy the Meat

OMO · Ramadan

Gordon's Gin G&T Fun Campaign

G&T Fun

Gordon's Gin

Lipton Extra Strong Tea Campaign

Extra Strong, Extra Taste

Lipton

Knorr Jollof Rice Campaign

The Good Jollof Recipe

Knorr Nigeria

OMO Easter Campaign

The First Man Who Saw the Good in Dirt

OMO · Easter

Noah's Ark Children's Day Campaign

Let History Repeat Itself

Noah's Ark · Children's Day

About Me

Research-Led. Creatively Driven.

I'm Oluwabukola Elegbede a UX Designer with 6+ years across brand communications and user-centred design, with recent contract experience at Accenture Song and Sainsbury's. My practice is grounded in empathy, research, and the belief that good design starts with listening.

Before completing my MA User Experience Design at UAL London, I spent years as a Senior UX & Visual Designer at Wild Fusion and a Designer at Noah's Ark Communications crafting campaigns for OMO, Lipton, Gordon's Gin, Knorr and more.

I'm skilled in end-to-end UX from research and usability testing to prototyping and design systems and have a strong track record of translating evidence into accessible, impactful experiences across retail, FMCG, and consulting sectors.

UX Research Interaction Design Figma Participatory Design Usability Testing Art Direction Brand Strategy Qualitative Research Adobe Creative Suite
Experience & Education

Resume

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Apr 2025 –
Jun 2025
Accenture Song · Contract via UAL-LCC
UX Designer
  • Co-designed and facilitated a public participatory design workshop with ~20 participants, surfacing key pain points that informed 3 priority design iterations
  • Led moderated usability testing with 10+ users, synthesising qualitative insights into actionable recommendations adopted by the wider team
  • Implemented real-time design changes during live testing, improving task completion flow and measurably increasing prototype engagement
  • Championed inclusive design principles, contributing to an evolving accessible design system within an agile cross-functional team
Feb 2025 –
Mar 2025
Sainsbury's · Contract via UAL-LCC
UX Designer
  • Designed an experimental AR-enabled shopping reward system using plant-based interactions for a major UK retailer
  • Led user interviews with 8+ shoppers to understand motivations and reward preferences, translating findings into clear design principles
  • Facilitated behavioural mapping and bodystorming workshops to generate and evaluate AR interaction concepts within tight sprint timelines
  • Prototyped and iterated a novel AR user experience, presenting concepts to stakeholders for sign-off
Jan 2021 –
Sep 2024
Wild Fusion
Senior UX & Visual Designer
  • Led digital, print, and OOH campaigns for FMCG and lifestyle brands across infographics, motion, interactive, and photography
  • Conducted audience research to inform creative and communication strategies, aligning brand output with user and business goals
  • Mentored junior designers and introduced workflow improvements, reducing revision cycles and increasing output quality
  • Developed and maintained branded design systems and templates ensuring visual consistency across all touchpoints
Sep 2018 –
Jan 2021
Noah's Ark Communications
Designer
  • Developed creative concepts for print, outdoor, and digital campaigns (OMO, Knorr, Lipton, Gordon's Gin)
  • Designed new brand identities for multiple clients, balancing creative ambition with strict brand standards
  • Supervised photography and production processes to ensure quality and on-time delivery
2025
University of the Arts London
MA User Experience Design
  • Research into data humanisation, migration storytelling, and participatory design methods
  • Industry contracts with Accenture Song and Sainsbury's embedded within the programme
Core Skills
User Research Usability Testing User Interviews Journey Mapping Workshop Facilitation Information Architecture Inclusive Design Wireframing Prototyping Interaction Design Design Systems Agile Figma Adobe Creative Suite Stakeholder Management

Let's build something meaningful.

I'm open to UX research roles, design contracts, and creative collaboration. If you're working on something worth solving, I'd love to hear about it.

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Case Study 01 Healthcare

Pain Cards

Increasing trust and collaboration between healthcare professionals and patients through visual communication.

Role
UX Designer & Researcher
Partner
Accenture Song
Industry
Health (NHS)
Timeline
5 Weeks
Read Time
6 Minutes

The Brief

Our brief was to design an interaction between a patient and their healthcare professional that promotes trust and collaboration. The project was completed in partnership with Accenture Song as part of the UAL-LCC contract programme.

Understanding the Problem

To deepen our understanding, my team and I conducted interviews with both healthcare professionals and patients, gathering insights about their experiences with the NHS. We organised the findings into core themes: systemic challenges, misinformation and distrust, and opportunities to rebuild trust.

Our research revealed that many patients felt their GP appointments were rushed and that they weren't truly being heard. Healthcare professionals, on the other hand, expressed concerns about patients arriving with preconceived self-diagnoses influenced by Google and social media. This disconnect created frustration on both sides and ultimately contributed to a breakdown of trust.

To better understand the user experience, we created a journey map that visualised the end-to-end process from booking an appointment to receiving treatment.

Key Insight

"Patients felt unheard. Clinicians felt undermined. The gap wasn't medical it was communicative."

From Shared Screens to Physical Cards

During a brainstorming session, we explored the idea of displaying a visual representation of the patient's body on a screen that both the doctor and patient could view simultaneously. This would allow patients to describe their feelings by pointing to the visual, and help doctors explain potential causes more clearly.

While exploring the shared screen concept, we realised that developing a fully interactive AI-integrated system would require significant technical resources. To make our solution more accessible, we decided to explore a more tactile, low-tech alternative that still focused on visual communication.

I proposed turning the concept into a deck of visual cards, each combining imagery with descriptive keywords. This would allow patients to select cards that best represent their pain and use them as a communication aid during consultations.

To guide our design, we ran a short survey asking people which common pains they struggle to describe. 47% of respondents said they found it difficult to describe stomach aches, making it an ideal starting point for prototyping the card system.

Designing the Cards

In developing the pain communication cards, we aimed to create a simple, visual system that could help patients express the type of stomach pain they were experiencing, especially when words were hard to find. We drew from the McGill Pain Questionnaire, which helped us categorise pain into three main types:

Pain Categories

  • Spasm-based (Twisting, Cramping, Tugging)
  • Pressure-based (Tight, Heavy)
  • Acute and Focused (Dull, Sharp)

Front of Card Contains

  • A representative icon
  • A descriptive label for the type of pain
  • A short explanation of what the pain might feel like
  • A metaphor based on how patients described their experiences

One key insight from our survey was that many patients use metaphors to describe pain (e.g., "It feels like something twisting"). These metaphors were powerful, so we incorporated them to make the cards feel more relatable and emotionally accurate.

The back of each card features only the icon, with no text. This allows patients to choose based on pure instinct what visually connects with how they're feeling, without the influence of labels or descriptions.

Designing for Everyone

To ensure the cards are accessible to everyone, including people with colour vision deficiencies such as Tritanopia (blue-yellow colour blindness), we designed the icons with high contrast. This means each icon remains recognisable regardless of a person's ability to perceive certain colours. We tested across Protanopia, Tritanopia, Deuteranopia, and Achromatopsia.

Results

To assess the effectiveness of our pain communication cards, we carried out a series of role-playing tests. My team members and I acted as general practitioners (GPs), while participants took on the role of patients. We tested three versions of the cards. Coincidentally, two of the participants were experiencing stomach pain at the time of the test, providing a unique opportunity to observe how the cards performed in a real, in-the-moment context.

01
Most participants selected two or more cards to accurately describe their pain, showing that pain is multi-dimensional
02
Some participants appreciated how readily the cards helped them express what they were feeling, particularly when they had previously struggled to describe pain in words
03
One participant wished for a broader range of card options, suggesting that expanding the set could improve coverage of diverse pain experiences

Feedback from Clinicians

To gain a clinical perspective, we interviewed two medical doctors with different levels of experience.

"It is very easy to lose a patient's trust if you immediately dismiss their self-diagnosis. These cards help build trust early in the consultation, enabling more open and respectful communication. They're especially helpful for patients who face language barriers."

Doctor with 27 years of consultation experience

"Pain is deeply subjective. When a patient says they're in pain, you have to believe them. Tools like these cards can help clarify and validate the type of pain being experienced, reducing miscommunication and improving care. This is especially true for conditions like endometriosis."

Doctor with 25 years of consultation experience

Aside from the one-on-one consultation, another area where these cards could be highly beneficial is in supporting women with endometriosis a condition that involves chronic and often misunderstood pain. The cards can empower patients to more accurately identify, describe, and communicate their pain, which may result in more compassionate and effective diagnosis and treatment.


Interested in this work?

I'm open to UX research roles, design contracts, and creative collaboration.

Get In Touch →
Autumn Equinox Festival
Case Study 02 Sustainability

The Oaken Circle

A multi-generational loyalty scheme run by plants reimagining reward through reciprocity and care for the natural world.

Role
UX Designer & Researcher
Partner
Sainsbury's
Industry
Retail / Nature
Timeline
7 Weeks
Read Time
7 Minutes

Design a shopping loyalty system run by local plants.

The goal of this project was to explore how a loyalty experience could be designed around reciprocity, where plants reward humans for eco-friendly behaviours, encouraging a more emotional and mutual relationship between people and nature.

Reimagining the loyalty loop

The goal of this project was to explore how a loyalty experience could be designed around reciprocity where plants reward humans for eco-friendly behaviours, encouraging a more emotional and mutual relationship between people and nature.

Research into Existing Loyalty Programmes

To establish a baseline, we analysed how current UK loyalty programmes function. We reviewed Lidl Plus, Sainsbury's Nectar, Asda Rewards, and Tesco Clubcard, focusing on three areas: how users earn rewards, how those rewards are structured, and how users interact with each system.

Asda Rewards loyalty programme
Tesco Clubcard loyalty programme

Asda Rewards and Tesco Clubcard two of the programmes we analysed as part of our competitive review.

We realised that Asda uses a cashback model, which many users prefer due to its simplicity and immediate value. Despite differences in execution, all programmes shared a common requirement: users must take a deliberate action such as making a purchase or scanning a card before receiving any reward.

This highlighted a clear pattern in existing loyalty systems: value is always earned after consumption or transaction.

Sainsbury's Nectar loyalty programme

Sainsbury's Nectar the primary client partner for this brief.

As part of our secondary research, I came across Braiding Sweetgrass by Robin Wall Kimmerer. The book introduces reciprocity as a core principle giving back to the Earth in return for what is taken. This perspective challenged the transactional logic of conventional loyalty schemes and became a key conceptual driver for the project.

It prompted a shift in our design focus: rather than rewarding consumption, how might a loyalty system reward care, stewardship, and sustainable behaviour?

Design Pivot

"Rather than rewarding consumption, how might a loyalty system reward care, stewardship, and sustainable behaviour?"

Brainstorming the brief

Based on these insights, we conducted a brainstorming session to define our design direction. This resulted in the following guiding questions:

  • How might we design for long-term, potentially intergenerational, loyalty between humans and plants?
  • How might shopping or participation be reframed as a reciprocal relationship rather than a one-way transaction?
  • How might a loyalty system help rebalance existing power dynamics between humans and nature?
Brainstorming session sticky notes
Brainstorming FigJam board

Our brainstorming boards exploring what a loyalty system run by plants could look like.

During the brainstorming phase, we explored multiple concepts. One early idea was a plant-specific dating app, inspired by platforms such as Bumble or Hinge. This concept aimed to surface human preferences around produce and plant types, helping users "match" with plants they felt drawn to.

However, during evaluation we identified a key issue: the idea centred on human preference rather than reward or reciprocity. As a result, it did not support our core design objective and was deprioritised.

Bumble for Produce concept sketch

"Bumble for Produce" an early concept that was explored and then deprioritised.

From this process, a stronger concept emerged. We asked: what if people could build an ongoing relationship with a grove of plants similar to a partnership that could be maintained and passed down through generations?

We explored this idea through a speculative interaction model using AI-enabled smart glasses, inspired by emerging wearable technologies such as Ray-Ban's smart glasses. The glasses would interpret a plant's needs in real time and prompt users with specific actions, such as watering, adjusting sunlight exposure, or removing pests.

Smart glasses AR concept sketch

Sketch of the AR smart glasses concept plant needs surfaced as real-time overlays.

Completing these actions would trigger symbolic or tangible rewards from the "plant," creating a feedback loop based on care, response, and reciprocity. This loop reframed loyalty as an ongoing relationship rather than a transactional exchange.

Due to resource constraints, we were unable to prototype the smart-glasses experience. Instead, we communicated the concept through storytelling and visual mockups to test the logic of the system and user understanding.

Body-Storming in Epping Forest

To better understand how the interaction between humans and plants might unfold, we engaged in a bodystorming session. My team and I visited Epping Forest, where we physically acted out the user journey from start to finish imagining how a person might connect with a plant grove, receive care-related tasks, and eventually earn rewards.

Epping Forest bodystorming — forest path
Epping Forest bodystorming — ancient tree
Epping Forest bodystorming — mossy tree roots

Epping Forest where we bodystormed the experience of connecting with a plant grove.

This immersive experience helped surface key questions around the user flow, emotional connection, and environmental context. While it gave us valuable insights, we also realised there were gaps in our concept particularly around how the experience begins, how plant needs are communicated, and how users receive feedback or alerts.

To further bring the concept to life, we prototyped a basic hardware interaction using an Arduino system. We connected a plant to the Arduino board in such a way that if the plant's conditions were off (e.g., lack of water, light), the board would trigger a red alert signal. This visual feedback acted as a notification to the user that a specific plant in the grove needed attention. While still early-stage, this prototype allowed us to experiment with real-time alerts and explore how physical computing might support plant–human reciprocity in a tangible, low-tech way.

Arduino plant prototype — Hi I'm Medo
Arduino and sensor research board

Our Arduino prototype "Hi, I'm Medo" a plant connected to moisture and light sensors triggering LED alerts.

Storytelling the vision

After multiple bodystorming iterations, we reached a clear point of view and a more structured understanding of the user journey including the onboarding process, the core tasks users would complete, and the types of rewards they would receive. Through prototyping and concept testing, we refined a loyalty experience that felt engaging, reciprocal, and aligned with our original vision: one in which plants could symbolically "give back" in response to care and eco-friendly actions.

To communicate the final concept, we first created a storyboard to map out the first-person (POV) interaction flow. This helped us define the key moments in the experience: the user caring for the plant, the plant responding with a reward, and the long-term transfer of the grove to a family member.

Storyboard — The Oaken Circle POV flow

Storyboard mapping the POV user journey from onboarding to generational handover.

The storyboard then informed the production of a POV video, which allowed us to convey the emotional, relational, and generational aspects of the experience within a realistic user context. Meet Billy he lives in Devon, near Dartmoor rainforest.

The Oaken Circle

"A loyalty scheme run by plants where care and stewardship are the currency, and rewards are earned across generations."

The Oaken Circle Final POV film communicating the full loyalty experience.

Speculative Design AR Interaction Arduino Prototyping Body-Storming Sustainability Sainsbury's

Interested in this work?

I'm open to UX research roles, design contracts, and creative collaboration.

Get In Touch →
Hands tying a knot on the Quipu installation
Case Study 03 Data Storytelling

More Than A Number

Humanising international student migration data through storytelling making invisible human realities impossible to ignore.

Role
UX Designer & Researcher
Context
UAL MA Project
Industry
Government / Policy
Timeline
13 Weeks
Read Time
6 Minutes

The Problem

International student migration is often discussed through statistics, policy changes, and economic impact. This project explores how UX and storytelling can reframe these abstract numbers into lived human experiences helping audiences understand not just what the data shows, but who it affects.

Policy decisions around international students rely heavily on quantitative data, yet this data often strips away emotional context. As a result, the lived realities of students navigating visas, employment restrictions, and uncertainty remain invisible.

Design Question

"How might we communicate student migration data in a way that surfaces empathy, emotional impact, and human experience?"

The Numbers Behind the People

I began with quantitative research using Higher Education Statistics Agency (HESA) data. In 2023/24, 409,040 postgraduate non-EU students entered the UK. China (84,515), India (132,575), and Nigeria (48,085) represented the highest number of postgraduate non-EU entrants, making them the focus of the project.

HESA student visa data chart

Student visas increased dramatically post-pandemic, then fell sharply in 2023 and 2024 Source: Home Office

HESA data — China highlighted
HESA data — Nigeria highlighted

HESA data showing the top origin countries China, India, and Nigeria that shaped the focus of this project.

A 6% decline in international students in 2023, followed by a 14% drop in 2024, coincided with new restrictions on bringing dependants. These figures highlighted how quickly policy shifts can reshape migration patterns but they also raised a critical question: what do these changes feel like for the students themselves?

Listening to the Stories

To move beyond statistics, I conducted interviews with postgraduate international students to understand how these policies are experienced in everyday life. I received consent to use students' audio and video recordings, which were edited into narrative-driven stories. Recurring themes emerged across all interviews.

Emotional Themes

  • Feeling unwelcome and valued primarily for financial contribution
  • Anxiety and instability caused by frequent policy changes
  • Barriers created by rising salary thresholds and stricter visa rules
  • A growing sense of exclusion despite significant academic and economic contribution

Words that Repeatedly Surfaced

  • Frustration
  • Uncertainty
  • Difficulty
  • Feeling used
  • Vigilance

Video Interviews

Audio Interviews

Alongside video, I also captured audio-only interviews which were edited into condensed narrative stories for use in the installation.

The Quipu as Inspiration

I explored historical and cultural data-visualisation artefacts, including the Ishango Bone, Chinese ivory counting rods, African bead-and-string systems, and Celtic knotwork. The Quipu (Khipu) stood out. Traditionally used in the Andes, it is a system of knotted strings used to record numerical and administrative data.

Quipu — knotted string data system
Ishango Bone and counting rods

The Quipu (left) and Ishango Bone artefacts (right) historical data-recording systems that informed the concept.

What resonated was its dual nature functional as a data-recording system, and symbolic with knots as moments, decisions, tension, and transition. I reinterpreted each knot as a metaphor for human experience: uncertainty, migration, belonging, and resilience making the Quipu the strongest conceptual anchor for the project.

The Physical Installation

Through collaborative brainstorming sessions, the concept evolved into a physical installation: a central pole with multiple yarn strands extending outward. Each strand represents an individual student's story. Participants listen to an audio narrative through headphones. Whenever they feel empathy or emotional connection, they tie a knot. As the story progresses, the knots accumulate visually mapping emotional intensity and struggle across a student's life journey.

Installation concept sketch — quipu pole
Installation sketch with headphone pedestals

Early concept sketches the central pole with radiating yarn strands, paired with audio-listening pedestals.

From Sketch to Exhibition

For the visual interaction, I built a low-fidelity physical prototype a wooden pole wrapped in yarn with hanging strands. Testing revealed key insights: knot-tying helped participants visualise struggle rather than passively listen; users reflected on stability and freedoms they often take for granted; and participants empathised more deeply with pressures around visas, work, and survival.

Building the prototype — knots on yarn strands
Building the prototype — yarn laid flat
Building the prototype — holding the pole

Building the Prototype

Behind the scenes building the physical installation.

Testing Session 1

These insights confirmed that physical interaction amplified the emotional power of audio storytelling. After multiple iterations, I developed the final prototype and conducted additional testing ahead of the exhibition.

Testing session 1

Final Design

Following testing, I refined the installation into its final form a polished pole with layered yarn, hanging strands, and a dedicated headphone pedestal for audio playback.

Final design — close-up of knots on pole
Final design — hands tying knot
Final design — pole with headphone pedestal close
Final design — full view pole and pedestal

Final Design Testing

Final design testing session 2a

Final design testing session 2b

Final design testing session 2c

Exhibition Outcome

During the exhibition, participants who engaged with the piece were visibly moved by the students' stories. The combined act of listening and knot-tying consistently sparked meaningful conversations about the lived realities of international students fulfilling the core intention of the project.

Translate complex data into lived experience
Use storytelling and embodied interaction to build empathy
Create space for reflection and dialogue around policy and human impact

The goal was not to offer solutions but to make the realities of international students impossible to ignore.

Exhibition — multiple visitors engaging with the installation
Exhibition — two visitors listening with headphones
Exhibition — visitors tying knots
Exhibition — close-up of hands tying knots
Exhibition — two participants tying knots together
Exhibition — crowd of visitors listening and engaging

More Than A Number UAL exhibition, visitors engaging with the Quipu installation.

Data Storytelling Physical Installation Quipu Participatory Design MA Project

Interested in this work?

I'm open to UX research roles, design contracts, and creative collaboration.

Get In Touch →
Case Study 04 Exhibition & Participatory Design

Priceless Tags

An interactive exhibit revealing the emotional stories embedded in worn and "dirty" objects challenging how we define value.

Role
UX Designer & Researcher
Theme
Dirt, Perception & Value
Industry
Fashion / Culture
Read Time
5 Minutes

Dirt, Perception & Value

This project explored how dirt is perceived, ignored, or reinterpreted by individuals particularly in contexts where it is uncomfortable or inconvenient. By applying UX research methods and participatory design, we examined how emotional value can override negative perceptions of dirt.

Project Frame

  • Theme: Dirt, perception, and value
  • Focus: How people define, ignore, or emotionally engage with "dirt"
  • Outcome: An interactive exhibit revealing emotional stories in worn objects

Problem Statement

  • Dirt is usually framed as undesirable messy, unhygienic, disposable
  • Yet people frequently ignore it when it is invisible or inconvenient
  • How might we make people reflect on the dirt they ignore, and reconsider the value it holds?

Love Letters & Breakup Letters

We began with a brainstorming exercise using love letters and breakup letters to personify dirt, exploring what emotional relationship people have with it.

Brainstorming mind map — ignorance to dirt

Early brainstorming mapping the concept of "ignorance to dirt".

Love Letter Themes

  • Childhood
  • Playfulness
  • Growth
  • Nostalgia

Breakup Letter Themes

  • Clingy
  • Messy
  • Unwanted

This exercise revealed that dirt holds contradictory meanings it can represent warmth and memory, or discomfort and rejection. Dirt is not inherently negative. Its meaning depends on context, awareness, and emotional attachment.

Fabric Swatches Experiment

To explore how perception changes when dirt is revealed, we designed a small participatory experiment. We created fabric swatches using tie-dye techniques with unconventional materials onion peels, corn cobs, rusty objects, and dirty water. Participants selected a colour they loved without knowing how it was made. After selection, we revealed the origins and asked if they would still feel comfortable wearing it.

Collecting materials for tie-dye experiment
Applying dye to fabric swatch
Fabric dyeing with unconventional materials
Fabric swatches drying — tie-dye experiment
Final fabric swatches displayed on board

Final fabric swatches made with materials participants had no idea about until after selection.

1

Participants were confident when origins were hidden

They responded purely to aesthetics — dirt is invisible when abstracted from the experience.

2

Comfort shifted once the "dirt" was revealed

The same fabric became undesirable the moment its origin was disclosed.

3

Some rejected; others rationalised or ignored

People often define dirt for themselves and disregard it when it does not disrupt their experience.

Invisible Dirt in Fast Fashion

This insight led us to examine fast fashion as a form of invisible dirt. Trendy, inexpensive clothing is often produced in unsafe working conditions. These ethical issues are hidden within the shopping experience consumers frequently ignore this dirt because they are not directly confronted by it.

Primark store — fast fashion environment

Primark store visit observational research site.

AEIOU Study

We conducted an AEIOU (Activities, Environments, Interactions, Objects, Users) study in a Primark store to observe consumer behaviour around fast fashion.

AEIOU framework diagram

Observations

  • Shoppers showed little awareness of ethical production issues
  • The retail environment did not prompt reflection or questioning
  • Indifference was common when the issue did not directly affect the user

Insight

  • If ethical "dirt" is not surfaced within the user journey, users are unlikely to engage with it

What if dirt wasn't ignored — but listened to?

We explored a speculative concept of telling the story from dirt's point of view, initially considering a documentary format. However, this felt abstract and difficult to ground in a meaningful user experience.

This led to a key reframing: what if dirt wasn't ignored but listened to? We began exploring dirt as a carrier of memory and emotional meaning, rather than something to be removed.

Stained fabric swatches hanging to dry
Collecting materials from a bin for the experiment
Brushing wax onto fabric
Fabric soaking in natural dye bowl

Exploring dirt as material — collecting, processing and dyeing with unconventional substances.

Emotional Attachment to Objects

We asked participants to share objects they held dear items that were worn, dirty, broken, or no longer functional and the stories connected to these objects. Participants often valued these items because of their wear.

Insight

"Dirt became a record of time a symbol of care, loss, or identity, and proof of lived experience."

Video interviews — participants sharing emotional attachments to objects

User research interviews exploring emotional attachment to personal objects.

The Emotional Value Exhibition

We translated these insights into a physical, user-centred exhibit. Participants' objects were displayed as artefacts. Each item featured a QR code, styled like a price tag. QR codes linked to personal stories behind the object worn Nike trainers, a sewing machine, clothing all with their hidden stories made visible and accessible.

Exhibition — worn Nike trainers with QR tag
Exhibition — sewing machine with QR price tag
Exhibition — white t-shirt on hanger with QR tag
Exhibition — burgundy blouse with QR tag
Exhibition — worn Nike shoes front view with QR tag

Objects displayed as artefacts — each with a QR price tag linking to its personal story.

"By shifting focus from avoidance to storytelling, we created an experience that invited users to reconsider what dirt represents and what we choose to value."

What the Project Demonstrated

  • Dirt is subjective and context-dependent
  • People ignore dirt when it is inconvenient
  • Dirt can act as a powerful emotional archive

Design Decisions

  • QR code price tags familiar retail format subverted
  • Personal video stories linked to each object
  • Pedestals and hangers museum-like reverence for everyday items
Participatory Design Exhibition Fast Fashion Perception Study Emotional Value

Interested in this work?

I'm open to UX research roles, design contracts, and creative collaboration.

Get In Touch →