
Sensory Relief App Design
Read on for background and development of this product, or view the final deliverable pitch for this product at the below Behance link:
How might we design an alternative outlet for adults with sensory disorders?
Senior Capstone Project, 2022
SkillsUsability TestingUI/UX DesignFigmaProject Management
Background & Objectives
Objectives
REALease is a digital fidget toy mobile app that provides relief for young adults with Body-Focused Repetitive Behavior Disorders by providing sensory and visual stimulation.
This is a project that was completed as my senior Capstone project at the University of Cincinnati in April 2022.

Information Architecture
Organizing Content
Deciding on the structure of the app, and the pages that needed to be designed.

The main function of the app is the Fidget section. This page of the app will include a variety of activities that mimic sensory experiences in the way that physical fidget toys do.Each activity has haptic vibration responses that can be customized, along with subtle color changes to keep the user engaged in the activity.Each time a user begins an activity, the time they use it is tracked and reported in the Data dashboard. This allows users to monitor when and where they use the app most often, and helps to keep track of picking/pulling urges.The onboarding and profile sections of the app allow for the user to tailor the experience to their needs, by pulling recommended activities based on behavior modification desires. Users can also add custom notifications to remind themselves to use REALease instead of picking or pulling at peak urge times.
User Journeys
Current User Journey 1
Journey of an individual with a BFRB without the use of a traditional fidget toy.

Current User Journey 2
Journey of an individual with a BFRB with the use of a traditional fidget toy.

Desired User Journey
Journey of an individual with a BFRB with the use of a traditional fidget toy.

Activity Ideation
Animation Exercises
I animated a series of activities to get a better sense of their visual, motion, and haptic impact.

The activities I chose to represent in my application are ones that involve a certain level of tension and release, to mimic the sensory experience of picking at skin or pulling at hair. BFRB disorders involve actions that can easily be repeated and leave the user feeling satisfied sensorily and visually.With this in mind, I began sketching out potential activities based on their pattern of tension and release.I also animated these activities using After Effects to better understand their sense of motion.




Final Product

With young adults as a primary audience, Realease is a mobile application as users are already comfortable in a digital environment. It also allows for discreet, convenient use.The design of the activities corresponding with haptic (vibration) feedback is crucial to successfully providing a sensory experience through a mobile device. The activities chosen were designed with the intent to provide relief for picking/pulling urges.Bright colors mimic the often vibrantly colored nature of physical fidget toys and make the overall experience enjoyable, whimsical, and game-like.
Personalization
Onboarding quiz recommends activities and offers custom push notifications.

Customization
Favorite activities for quick access.

Modification
Dashboard provides useful insights and data to help modify behavior.

With young adults as a primary audience, Realease is a mobile application as users are already comfortable in a digital environment. It also allows for discreet, convenient use.The design of the activities corresponding with haptic (vibration) feedback is crucial to successfully providing a sensory experience through a mobile device. The activities chosen were designed with the intent to provide relief for picking/pulling urges.Bright colors mimic the often vibrantly colored nature of physical fidget toys and make the overall experience enjoyable, whimsical, and game-like.

Sensory Relief App Design
How might we design an alternative outlet for adults with sensory disorders?
Senior Capstone Project, 2022
SkillsUsability TestingUI/UX DesignFigmaProject Management
Read on for background and development of this product, or view the final deliverable pitch for this product at the below Behance link:
Background & Objectives
Objectives
REALease is a digital fidget toy mobile app that provides relief for young adults with Body-Focused Repetitive Behavior Disorders by providing sensory and visual stimulation.
This is a project that was completed as my senior Capstone project at the University of Cincinnati in April 2022.

Information Architecture
Organizing Content
Deciding on the structure of the app, and the pages that needed to be designed.

The main function of the app is the Fidget section. This page of the app will include a variety of activities that mimic sensory experiences in the way that physical fidget toys do.Each activity has haptic vibration responses that can be customized, along with subtle color changes to keep the user engaged in the activity.Each time a user begins an activity, the time they use it is tracked and reported in the Data dashboard. This allows users to monitor when and where they use the app most often, and helps to keep track of picking/pulling urges.The onboarding and profile sections of the app allow for the user to tailor the experience to their needs, by pulling recommended activities based on behavior modification desires. Users can also add custom notifications to remind themselves to use REALease instead of picking or pulling at peak urge times.
User Journeys
Current User Journey 1
Journey of an individual with a BFRB without the use of a traditional fidget toy.

Current User Journey 2
Journey of an individual with a BFRB with the use of a traditional fidget toy.

Desired User Journey
Journey of an individual with a BFRB with the use of a traditional fidget toy.

Activity Ideation
Animation Exercises
I animated a series of activities to get a better sense of their visual, motion, and haptic impact.

The activities I chose to represent in my application are ones that involve a certain level of tension and release, to mimic the sensory experience of picking at skin or pulling at hair. BFRB disorders involve actions that can easily be repeated and leave the user feeling satisfied sensorily and visually.With this in mind, I began sketching out potential activities based on their pattern of tension and release.I also animated these activities using After Effects to better understand their sense of motion.




Final Product

With young adults as a primary audience, Realease is a mobile application as users are already comfortable in a digital environment. It also allows for discreet, convenient use.The design of the activities corresponding with haptic (vibration) feedback is crucial to successfully providing a sensory experience through a mobile device. The activities chosen were designed with the intent to provide relief for picking/pulling urges.Bright colors mimic the often vibrantly colored nature of physical fidget toys and make the overall experience enjoyable, whimsical, and game-like.
Personalization
Onboarding quiz recommends activities and offers custom push notifications.

Customization
Favorite activities for quick access.

Modification
Dashboard provides useful insights and data to help modify behavior.

Takeaways and Key Discoveries
Working on a true passion project was the most meaningful way to culminate my experience as a design student. It sparked a lasting interest in research and in creating products that have real, human impact.
Looking back, this project marks an important transition point in my approach to design. While I was able to draw from my own experience as a member of the target user group, I now recognize the limitations of relying too heavily on self-validation. If I were to approach this project today, I would begin with deeper, more inclusive user research. This would mean engaging a broader spectrum of neurodivergent individuals to better understand diverse needs, behaviors, and perspectives.
Since completing this work, I’ve developed a stronger ability to conduct and synthesize research, translating insights into more thoughtful, scalable design solutions. This project remains especially meaningful to me, and I continue to see its potential for real-world development.