CASE STUDY

Revolutionizing Mobile Phones

Redefining the future of smartphone experiences with NTERLNK.

OVERVIEW
For the final project of my interactive product design studio, I collaborated with three other designers to form NTERLNK. Over the course of 12 weeks, we developed a transformable smart phone that adapts to users’ shifting needs throughout the day. Through research, concept development, and iterative testing, we developed a context aware device that limits distraction based on user intent, encouraging mindful interaction.
ROLE
Designer
Research, UI/UX Design, Wireframing, User Flows, Visual Designs, Prototyping,, Information Architecture, Design Systems
TEAM
Mandy Luong, Davis Gentry, Jazmine Echevarria
DURATION
12 weeks
TOOLS
Figma, Figjam, Photoshop, After Effects, Solidworks, KeyShot, Blender
BACKGROUND

Prompt Brief

At one point in time, phone designers vied for market share with innovative form factors, functionalities, and movements. Since the introduction of touchscreen ecosystems, innovation has stopped. You are challenged with designing a speculative phone of the future.

Full design prompt as given

The Process

We broke our project down into four main phases:

Discovery

• Tech & Trends
• Behavioral Insights
• Expert Perspectives

Ideation

• Sketching & Ideation
• Concept Refinement
• Storyboarding

Design

• Physical Form Testing
• Behavioral & UI Testing
• Mid-fi Development

Handoff

• UI Finalization
• Animation Development
• Hi-fi Development

Exploring Opportunity

Our team started by investigating the landscape, focusing on research and interviews to uncover opportunities to drive our design.

Focus Areas

• Tech & Trends

• Behavioral Insights

• Expert Perspectives

Research Methods

Desk Research

Conducted secondary research on existing forms, emerging technologies, and current trends.

Industry Interviews

Conducted 20-30 minute interviews with three experts in their respective fields for insights on design direction.

Online Survey

Collected 80 responses from Georgia Tech students through an online survey.

Field Interviews

Conducted brief 1-5 question surveys at Georgia Tech, Ponce City Market, and Lenox Square Mall.

DISCOVERY

Desk Research

We kicked off our project with desk research, focusing on understanding the current mobile device landscape.

Key Focus Areas:

• Emerging tech & trends

• Everyday phone behavior

• Upcoming, niche phone companies

Research sections from FigJam

Aaron Yan

Smart Product Designer @ Nothing

Lisa Yaszek

Prof. of Science Fiction Studies @ Georgia Tech

George Kedenburg

Head of AI Software Design @ Humane

DISCOVERY

Interviews

We then conducted interviews with three industry professionals to gain insights on how to approach the design of a “future phone.”

Key Takeaways:

• Emphasize physical feedback

• Reduce screen dependence

• Prototype bold ideas early

DISCOVERY

User Research

Finally, we carried out a series of in-person interviews across three different locations and also conducted an online survey to understand user phone behavior and pain points.

Online Micosoft Forms survey
Lenox Square Mall, Georgia Tech, Ponce City Market

The Problem

Many people recognize that their phones are a major source of distraction, but rarely take any meaningful steps to limit their use.

75%

of survey respondents

acknowledged that phones were a major distraction.

• Phones have too much of a presence in    social settings
• People often lose track of time when    using their phones

92%

of overall participants

preferred distraction control over restriction.

• Trends such as returning to flip phones    are too extreme
• 'Dumb phones' have the same issue as flip    phones, just rebranded

83%

of field interviewees

were dissatisfied with existing forms of distraction limitation.

• Do Not Disturb & Screen Time are too    easily bypassed
• These features can be inconvenient and    lack contextual awareness

How might we design a phone that encourages mindful interaction and helps users stay present?

NTL image 1

Shaping the Vision

After gaining a deeper understanding of our problem space, we moved on to developing and refining concepts, translating early ideas into clear directions for prototyping.

Focus Areas

• Concept Refinement

• Storyboarding

• Sketching & Ideation

CONCEPTING

Rapid Ideation

We first created over 80 thumbnail sketches to capture a wide range of initial ideas. We then organized these sketches into categories and evaluated their pros and cons.

Thumbnail categorization and pinup
CONCEPTING

Refinement

Building on the insights from our evaluation, we developed 12 refined concepts, drawing on earlier ideas and incorporating findings from our user research.

Refined sketches from Procreate
CONCEPTING

Evaluation

After developing 12 refined concepts, we presented them to current designers, professors, and peers for feedback.

User Preferences:

• transformable features

• separate "activity modes"

• rectangular forms

• wrist wearables

Concept feedback from peers

Final Concept

After evaluating user feedback, we chose to develop a transformable device that adapts to the user’s environment and intent, featuring three core modes:

1

Social Mode

A wrist wearable with a simplified interface that allows users to stay present in the moment.

2

Focus Mode

A deep work mode, displaying only work-related notifications to minimize distraction.

3

Leisure Mode

A traditional form for relaxation, giving users a balance between personal downtime and work.

CONCEPTING

Story Boarding

To help communicate our chosen concept, our team created a storyboard that contrasts the experience of using a standard smartphone with ours. This visual narrative highlights the shifts in user behavior, focus, and presence enabled by our design.

Storyboard showcasing transformations & use cases
NTL image 2

Refining Interactions

After selecting our concept, we conducted user testing to better define our final design. The results were used to developed mid-fidelity models, which were used to validate our design direction.

Focus Areas

• Physical Form Testing

• Behavioral & UI Testing

• Mid-fi Development

TESTING

Social Mode

In this test, we had users interact with a variety of wrist wearable models, which varied in terms of attachment style, band width, sizes, and shapes.

User Preferences:

• Rectangular, medium-sized displays

• Velcro + cuff attachment types

• 2 cm band width

TESTING

Focus Mode

In this test, we presented users with a variety of models which differed in curve harshness, curve location, shape, and size. Users were sat down in a simulated desk environment and physically interacted with each model.

User Preferences:

• Rectangular, medium-sized models

• Later curve location (70% vs 50%)

• Softer, rounded curves

TESTING

Leisure Mode

For this test, we focused on fine-tuning the proportions and dimensions of the sidebar, screen, and pull tab. We used a velco backing to allow users to both interact with a full-scale model of the phone and swap between differently sized components.

User Preferences:

• 6 cm screen

• 2.25 cm sidebar

• 0.25 cm pull tab

TESTING

User Interface

To test Focus Mode, we simulated a work environment using typing tasks while presenting three UI views: Mini View (notifications & minimized previews), Full View (notifications & full previews), and Work View (work notifications & full preview). To simulate work notifications, users recited incoming codes, helping us assess which layout minimized distraction.

Key Takeaways:

• Mini View had the most distraction

• Work View had the least distraction

• Minimized previews caused more distraction

REFINEMENT

Mid-fi Models + UI Development

Using our results, we then created mid-fi models with basic UI screens to test multiple variations and confirm that earlier feedback wasn’t affected by low-fidelity constraints. After another round of testing, we found that our initial insights remained consistent.

Mid-fi models using acrylic, chipboard, and paper
UI templates & screens for each mode
NTL Image 3

Realizing the Vision

After gaining insights from our testing phase, we finalized the UI to create high-fidelity prototypes. In addition, we developed animations to help communicate specific use cases and interactions.

Focus Areas

• UI Finalization

• Animation Development

• Hi-fi Development

Hi-fi models developed through resin printing
REALIZING

Focus Mode

Focus Mode transforms the device into a desk-friendly setup optimized for work.

The later curve location optimizes visibility when seated, supporting focus and productivity.

Similarly, focus mode is limited to work notifications (user-adjustable) and phone calls only.

The sidebar can be used to filter notifications, which are fully expanded on tap.

Filtering and responding to Slack messages
REALIZING

Leisure Mode

Leisure Mode provides the balance between work and personal time, providing the same features as a traditional phone.

The rubber lettering on the back doubles as branding and grip, while the indented pull tab allows for easier expansion.

Leisure Mode features a customizable sidebar dock that displays favorited apps alongside a scrollable feed of recent ones.

When an app is opened, the sidebar intelligently adapts to support the selected experience.

Opening TikTok from recents bar

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Contact

Want to talk about a project or just chat?

Henry Kuang Portfolio - 2025