Mani Atasay
maniatasay.comMani creates many “cool” things. He loves anything that lets him conceptualize, connect people and ideas, create unique systems, and do research on the user. On the other hand, he is not the best when it comes to drawing, or illustration, all a bit of a headache for him. But if he gets a set of sticky notes and a vague idea, HE WILL deliver a product, a campaign, or an experience of some sort, before lunch time. After 4 years of visual communication and branding practices, he is ready for a change in his career. And that change is Human-Computer Interaction, with a focus on UX design and Product management, where he wants to learn more about user experience, systems thinking, and design for human-centered solutions. He is planning to attend the University of Washington to get his master’s in HCI+D and hopefully end up in a big boy tech/finance Job.
FEEL
FEEL (Frequent Emotional Experience Logger) attempts to address the long-standing problem of youth and young adults’ difficulty with being in touch with their emotions. This issue has created a widening gap between the individual’s overall mental health and performance. FEEL explores potential ways a handheld device can become trusted, and users can become habituated to logging their daily emotions, resulting in knowledge of their mood patterns, eventually leading to improved mental health and productivity by becoming conscious of their emotions and taking meaningful actions to address their psychological needs.
FEEL consists of two main components, a hand-held clicker powered by a lithium-ion
battery and a microcontroller, paired with a companion application. Through the research
process, it became clear that most existing solutions in this space are predominantly
“digital-first”, existing entirely on-screen without any physical component. This informed
FEEL’s core approach, which combines a physical clicker with an application that
allows users to customize the emotions they track, fostering a sense of collectiveness
and control over their inner experience. The app’s core purpose is to offer insights
derived from past emotional entries collected from the physical device, helping users
recognize personal patterns and develop a deeper understanding of themselves over
time. Physically, FEEL was designed to feel approachable and familiar to a young target
audience, drawing inspiration from the iconic flower-shaped highlighter for its rounded
edges, comfortable grip, and recognizable silhouette, which is compact enough to carry
and fit naturally in the hand. Finally, because emotions are inherently dynamic, shifting in
both type and intensity throughout the day, FEEL’s visual identity was built around the
concept of range, utilizing gradients and motion. The digital interface was designed with
a purpose: to welcome users whenever they are ready, with no streaks or pressure, just
them and their emotions!