NEST Thermostat UI Study and Redesign
"The Science of Aesthetics in UI Design"

My Role: Project Manager, UX Designer
Team: Gabby Lewis, Anthony Chen, Andoryn Wu, Xuanzi Cao, Kasa Chan
Timeline: 10 weeks
How might we redesign the Nest UI to be more high-end, innovative, and user-friendly while maintaining the existing hardware constraints?
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.
What makes a UI design objectively "high-end" and "innovative"? Can these subjective qualities be scientifically quantified through systematic analysis?
We developed a systematic approach to quantify subjective design qualities, analyzing over 380 images to identify data-driven design patterns.
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.
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.
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
Research-driven design directives translated into a systematic framework for high-end UI aesthetics.
Monochromatic with vibrant accents
High contrast ratios
Thin typography
Dark mode aesthetic
Sans serif fonts
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.
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.
1
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
Each team member proposed individual UI concepts. We selected the most promising design that emphasized sleek dark mode with blue and purple accents.
3
Mapped user flows for both embedded and mobile platforms, learning embedded interface constraints and input methods from scratch.
4
Conducted usability testing using System Usability Scale (SUS) questionnaire. Used SUS scores to allocate resources and prioritize interface improvements.
Conducted comprehensive usability testing using the System Usability Scale (SUS) questionnaire, combined with observation and user interviews to gather both quantitative and qualitative feedback.
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.
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.
Created a comprehensive component library to maintain consistency throughout development, ensuring sleek aesthetics and correct color application across all platforms and screens.
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.
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.
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."
UI Design
"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.

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



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

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.

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?

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.
The Guest Journey: 440 Feet of Escalating Terror
The attraction uses environmental storytelling and strategic pacing to build dread before delivering shocking scares.


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.


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.







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




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.
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.