NEST Thermostat Redesign

NEST Thermostat UI Study and Redesign

"The Science of Aesthetics in UI Design"

Project Overview

My Role: Project Manager, UX Designer

Team: Gabby Lewis, Anthony Chen, Andoryn Wu, Xuanzi Cao, Kasa Chan

Timeline: 10 weeks

The Challenge

How might we redesign the Nest UI to be more high-end, innovative, and user-friendly while maintaining the existing hardware constraints?

The Scenario

Google decides to divest non-core businesses. Three managers have different ideas to spin off the Nest Thermostat business, each turning to designers to build a concept to help sell their vision.

Design Constraints

  • Hardware remains unchanged
  • Design for both embedded and iPhone interfaces
  • 3 required screens: Home, Global Navigation, Manual Scheduling
  • Embody "high-end" and "innovative" aesthetics

Research Question

What makes a UI design objectively "high-end" and "innovative"? Can these subjective qualities be scientifically quantified through systematic analysis?

Research Methodology

We developed a systematic approach to quantify subjective design qualities, analyzing over 380 images to identify data-driven design patterns.

Quantitative Design Analysis

Our methodology involved collecting over 380 images of interfaces perceived as "high-end" and "innovative," then systematically analyzing them to identify common visual traits and patterns.

Data-Driven Insights

This extensive mood boarding led to the creation of quantifiable data points, which were distilled into actionable design directives. The process proved that subjective aesthetic qualities can be objectively measured and replicated.

Key Discovery

What makes a successful UI "high-end" or "innovative" can be scientifically quantified through systematic visual analysis. This approach transforms subjective design decisions into objective, data-backed choices.

What makes a successful UI, and what makes a UI "high-end", or "innovative", can be scientifically quantified. As a nerd, I found this really cool. It makes the subjective objective.

— Key insight from research methodology

Design Framework

Research-driven design directives translated into a systematic framework for high-end UI aesthetics.

Color Scheme

Monochromatic with vibrant accents

Color Contrast

High contrast ratios

Font Weight

Thin typography

Theme

Dark mode aesthetic

Typeface

Sans serif fonts

Framework Application

These data-driven directives guided every design decision, ensuring consistency across both embedded and mobile interfaces. The chosen design emphasized a sleek, dark mode with shades of blue and purple to convey a futuristic, high-end feel.

Cross-Platform Considerations

We mapped out user flows for both platforms, learning about embedded interface inputs from scratch—a significant challenge compared to familiar phone and desktop interactions.

Design Process

1

Research & Analysis

Collected and analyzed 380+ images to identify quantifiable patterns in high-end and innovative UI design. Created data points and design directives from findings.

2

Individual Concept Development

Each team member proposed individual UI concepts. We selected the most promising design that emphasized sleek dark mode with blue and purple accents.

3

User Flow Mapping

Mapped user flows for both embedded and mobile platforms, learning embedded interface constraints and input methods from scratch.

4

Testing & Iteration

Conducted usability testing using System Usability Scale (SUS) questionnaire. Used SUS scores to allocate resources and prioritize interface improvements.

Testing & Results

Usability Testing Methodology

Conducted comprehensive usability testing using the System Usability Scale (SUS) questionnaire, combined with observation and user interviews to gather both quantitative and qualitative feedback.

Key Findings

The embedded interface received higher usability scores compared to the mobile app. This unexpected result led us to concentrate our refinement efforts on improving the mobile UI experience.

Resource Allocation Strategy

Used SUS scores as a data-driven method to allocate development resources effectively, focusing improvement efforts where they would have the greatest impact on user experience.

Component Library Development

Created a comprehensive component library to maintain consistency throughout development, ensuring sleek aesthetics and correct color application across all platforms and screens.

Key Learnings

Establish Decision-Making Processes Early

This project underscored the importance of having backup decision-making strategies to save time and ensure efficiency. We used voting systems for decisions, with coin flips as tie-breakers for fairness.

Large Teams Require Structure

Managing a 6-person team taught me valuable lessons about coordination and decision-making in collaborative settings. Clear processes and adaptability are essential for team success.

Research Can Quantify Subjective Qualities

The systematic analysis of aesthetic qualities proved that "high-end" and "innovative" design can be objectively measured and replicated through data-driven research methodology.

"60 minutes of timekeeping, a lifetime of cuteness."

NEST Thermostat Redesign

Role

Type

UI Design

Timeline

Tools

Project Overview

"Snow: The Fairest" subverts the classic fairy tale into a visceral horror experience for Universal Orlando's Halloween Horror Nights. In this twisted retelling, Snow White is a feral child vampire terrorizing a kingdom, while the Queen becomes the unlikely hero attempting to stop her reign of terror. This comprehensive design portfolio piece—presented to Disney Legend Bob Weis—demonstrates end-to-end attraction development from concept through operational specifications.

Key Achievements

10-scene, 440-foot

walkthrough attraction

Designed

Calculated operational capacity:

840

guests/hour

Created

photoreal

environmental renderings

Developed complete

technical documentation

The Challenge

The Brief: Design an immersive experience based on a fairy tale, myth, or legend—no existing IP.

My Approach

Rather than create an unbounded concept that could never be built, I chose to design within real-world constraints. I gave myself the parameters of a Halloween Horror Nights attraction at Universal Orlando because constraints drive better creative solutions (and because I'm a longtime admirer of the event's storytelling - I want to create a love letter to all the things that make HHN special).

Self-Imposed Design Parameters

  • Work within a standard Universal soundstage envelope (94' × 134', ~8,500 sq ft walkable space) - I found a CAD file online of the soundstage for reference!
  • Achieve an operational capacity of 600-800+ guests/hour
  • Design for seasonal operation with scareactors
  • Subvert the source material rather than adapt it directly—guests need to feel surprised, not nostalgic

The Creative Challenge

How do you take a fairy tale everyone knows by heart and make it genuinely terrifying?

The answer: invert everything. Make the princess the monster. Make the queen the hero. Force guests to confront their assumptions about beauty, goodness, and who deserves to be saved.

Concept Development

The Story Inversion and Central Themes

Traditional fairy tales teach us that beauty equals goodness. "Snow: The Fairest" weaponizes that assumption. Guests encounter a kingdom where the 'fairest' princess has become a bloodthirsty monster, and the 'wicked' queen is desperately trying to save her people from the daughter she once loved. Playing on the central themes of the original narrative from "the hunter vs. the hunted" to beauty and youth, this new retelling takes a dark turn.

This inversion creates cognitive dissonance that amplifies scares—guests want to trust Snow, making her attacks more shocking.

Characters

Snow

A feral child vampire, cursed at birth and turned monstrous, hungry, and with incredible supernatural power.

The Queen

Forced to hunt her own stepdaughter to save the kingdom she has sworn to protect. Armed with magic darker and darker as her desperation grows, she vows to end this forevermore.

The Prince

Enslaved by Snow's supernatural control, he is her puppet - but does that glimmer in his eye mean he's still in there? Or is it just the moonlight of the Black Forest?

The Dwarfs

Complicit companions, defending their vampiric mistress. They come from the deepest caverns of the Black Forest, and have become Snow's thralls, minions, and playthings.

Experience Design

The Guest Journey: 440 Feet of Escalating Terror

The attraction uses environmental storytelling and strategic pacing to build dread before delivering shocking scares.

Pacing Strategy

Using principles from Halloween Horror Nights' most successful mazes, the experience follows a calculated fear curve with three major peaks (Snow Feeding, Glass Casket, Bungee Drop finale) interspersed with atmospheric tension-building moments.

Guests enter a blood-soaked medieval village. Overturned carts and barrels hint at a hasty retreat as half-timbered facades loom overhead. Guests experience the aftermath of Snow's siege - and tension grows as they wind through alleyways and see the carnage for themselves.

The path winds through a twisted forest where Snow and her dwarfs stalk from the shadows. Gnarled trees create natural hiding spots for scare actors while spraying water simulates fresh blood and environmental effects heighten vulnerability during the reveal of snow herself.

In the Queen's candlelit workshop, guests discover she's not the villain—she's the solution. Alchemy tables, magic mirrors, and spell circles reveal her desperate attempts to create a cure. Gothic windows bathe the scene in purple light as guests realize they've been rooting for the wrong character. She whispers feverishly, desperately, as her grief for her daughter becomes clear to guests passing by.

Stepping through the magic mirror, guests watch as Snow bites the cursed apple. Her body convulses—the sound of snapping bones fills the room, and they hear the monster, or perhaps the girl, cry out - "mother, no!". Shrouded in shadows, the huntsmen and the queen warn guests to run, for she will not stay down for long.

Guests enter a gothic chamber where Snow lies in her famous glass casket. Red-lit gothic windows line stone walls and guests are closed in, forced to inch closer and closer. The casket suddenly rattles—she's very much alive, and very hungry. She lunges at guests and shatters the coffin in a flurry of air, sound, water, lighting, and fog effects as they narrowly escape.

Guests then enter a grotesque royal banquet where Snow, her feral dwarves, and a hypnotized prince preside over a horrifying feast—corpses and gore presented as delicacies. Normal children have tea parties, but Snow has this twisted banquet. Eagle-eyed guests will notice torn, bloodstained tapestries of the kingdom's history, showing that time, and Snow, have laid ruin to this kingdom.

Guests are thrust into the climactic confrontation between the Queen's forces and Snow's dwarf defenders. Pine trees provide cover for scare actors as the Queen makes her final stand. A 10/10 intensity bungee drop scare delivers the ultimate shock as Snow attacks from above.

Technical Design and Operational Planning

From Concept to Buildable Reality

Every creative decision was validated against real-world operational requirements—the hallmark of professional themed entertainment design. Elevation drawings show how half-timbered village facades, gothic cathedral walls, and forest scenic elements fit within the 94' × 134' building envelope. Every prop, scare position, and sightline blocker is strategically placed to maintain show quality and operational flow.

Capacity Analysis:
Operational Capacity: 840 Guests/Hour

  • Total path length: 440 feet
  • Walking speed: 2.5 fps (accounting for low light and fear response)
  • Walkthrough time: 5 minutes
  • Dispatch interval: 30 seconds
  • Group size: 7 guests
  • Theoretical maximum: 840 guests/hour

This exceeds Universal's typical 600-800 target for seasonal haunts, ensuring the attraction can handle peak Halloween Horror Nights crowds.

Design Process and Research

Research-Driven Horror Design

The project drew from historical vampire mythology, particularly the 17th-century legend of Jure Grando (the first documented vampire, 1656) and Countess Elizabeth Báthory's alleged blood-bathing rituals. This research grounded the fairy tale subversion in genuine folkloric terror.

Reflection & Impact

What I Learned

This project taught me to balance creative ambition with technical reality—a crucial skill in themed entertainment. Designing solo meant wearing every hat: creative director, technical designer, renderer, and operations planner.

Presentation to Bob Weis

I was beyond lucky to have the opportunity to present to my professor, my classmates, and class mentor Bob Weis, former president of Walt Disney Imagineering. Presenting this project to a Disney Legend provided invaluable industry mentorship and validation that the work met professional standards for attraction development.

Key Takeaways

High-concept storytelling must serve operational requirements.

Every design choice should answer 'Can this be built? Can it be maintained? Will it work at 3 AM on October 31st?'

Horror design is about psychological setup as much as jump scares.

Capacity calculations aren't constraints—they're creative parameters.

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