Portfolio
MSc project · Kingston University London · May 2026

PRE-PERFORMANCE COMPANION

A mobile companion for the three minutes before something important. Built to support readiness, not to cure nervousness.

−3.25
Nervousness
Average drop (1–10 scale, n=4)
−4.5
Mental clutter
Average drop
+4.25
Clarity
Average gain
+1.75
Readiness
Average gain
02 -
The problem

THREE MINUTES BEFORE SOMETHING IMPORTANT, THE BRAIN WORKS AGAINST YOU.

When users are minutes away from a presentation, interview, or high-pressure meeting, their cognitive capacity drops. Repetitive thoughts pile up, mental clutter builds, and current calming tools either take too long or demand too much attention to be useful in that moment.

I don't need a full solution. I just need something that helps me stop spiralling right before I begin.
User in semi-structured interview

Meditation apps are too long. Breathing tutorials demand focus. The phone is the distraction, not the fix.

03 -
The question

THREE MINUTES. NO ONBOARDING. NO LONG FLOWS. NO INSTRUCTIONS TO READ. WHAT DOES SUPPORT LOOK LIKE AT THAT SCALE?

04 -
Research

FIVE INTERVIEWS. SIX CLUSTERS. THREE HMWs.

5
Semi-structured interviews
6
Affinity clusters identified
3
HMW statements synthesized

Stress before performance was consistently described not as panic, but as clutter — repetitive thoughts, mental noise, loss of focus. Coping behaviour varied widely: some users wanted distraction, others wanted to offload thoughts, others wanted a passive reset.

HMW statements

HMW 1

How might we help users with performance anxiety or panic?

HMW 2

How might we help users get back into focus?

HMW 3

How might we distract users for a few seconds to break overthinking?

05 -
Co-design

ONE 45-MINUTE SESSION. THREE FEATURE DIRECTIONS.

A co-design session with five UX design students. At first, everyone proposed an idea to each statement - then they voted for the best idea. Crazy 8 sketches per HMW idea winner, tied votes resolved with a runoff.

HMW statement board for performance anxiety and panic HMW statement board for getting back into focus HMW statement board for breaking overthinking with short distraction
Figure 1 — Affinity map of semi-structured interview outcomes

Selected feature directions

HMW Selected direction
Anxiety / panic 30-second balance game
Back into focus Focus mode blocking distractions
Break overthinking Thought offloading
A fourth mode — guided breathing — was added later based on secondary research on acute physiological stress.
Crazy 8 sketch board for performance anxiety and panic Crazy 8 sketch board for getting back into focus Crazy 8 sketch board for breaking overthinking with short distraction
Figure 2 — Crazy8 ideas from co-creation session.
06 -
Design decisions

FOUR CHECKPOINTS.

01

Multi-mode, not one flow

Stress is not experienced uniformly. Built four targeted modes instead of one universal grounding sequence.

02

One action per mode

Tilt for balance, speak to offload, watch the fill, and press for breath. No menus, no scoring, no failure states.

03

Emotional tone as usability

Calm visuals and motion are not decoration. In a nervous state, tone determines whether the tool feels usable or adds load.

04

Science where method didn't reach

Co-design produced three modes. Secondary research on acute stress added the fourth: guided breathing.

07 -
The prototype

LOW-FI TO MID-FI. TWO STAGES, TWO QUESTIONS.

Low-Fi tested whether the structure made sense. Mid-Fi tested whether the interaction felt grounding.

Iteration deltas

Low-Fi finding Mid-Fi change
Distraction game purpose unclear Wording and description refined
Thought offloading not understandable as static Example words and visual bubbles added
Static screens couldn't convey emotional tone Visual polish moved closer to moodboard
Activities needed to feel real Functional interactions added (sensor, mic, touch)

Artefacts

Low-Fi and mid-Fi screens

Home screen

Low-Fi home screen
Low-Fi · Home screen
Mid-Fi home screen
Mid-Fi · Home screen

Balance game

Low-Fi balance game screen
Low-Fi · Balance game
Mid-Fi balance game screen
Mid-Fi · Balance game

Thought offloading

Low-Fi thought offloading screen
Low-Fi · Thought offloading
Mid-Fi thought offloading screen
Mid-Fi · Thought offloading

Focus fill

Low-Fi focus fill screen
Low-Fi · Focus fill
Mid-Fi focus fill screen
Mid-Fi · Focus fill

Breathing

Low-Fi breathing exercise screen
Low-Fi · Breathing exercise
Mid-Fi breathing exercise screen
Mid-Fi · Breathing exercise
08 -
Validation

FOUR STATES. FOUR USERS. PRE AND POST.

Each participant rated nervousness, mental clutter, clarity, and readiness on a 1–10 scale before and after using the mid-fi prototype.

−3.25
Nervousness
7.6 → 4.4 avg
−4.5
Mental clutter
9.5 → 5.0 avg
+4.25
Clarity
4.0 → 8.25 avg
+1.75
Readiness
6.25 → 8.0 avg

Three states shifted meaningfully. Readiness moved less — likely because feeling "ready" depends on factors outside the app (preparation, context, stakes).

Small sample. Scenario-based. Early indication, not clinical evidence.
09 -
What broke

THREE FAILURES THE TEST SURFACED.

01

Offloading crashed

Microphone handling failed mid-session. Error handling was thin. The feature couldn't be evaluated in that test.

02

Sensor data dropped

Balance game ball stopped responding on some devices. No calibration, no fallback state.

03

Breathing was unclear on first use

Users liked the press-to-exhale, release-to-inhale interaction once they understood it. They didn't understand it on first try.

For a tool meant to be used in stressful moments, technical friction undermines the entire premise.

10 -
Technical

BUILT IN FLUTTER. TESTED ON DEVICE.

Mid-Fi prototype implemented in Flutter, deployed to mobile. Accelerometer drives the balance game. Microphone captures offloading; touch input drives the breathing cycle.

Flutter Dart Accelerometer API Microphone API Touch input

Each mode is independently testable, so individual support modes can be refined or replaced without rebuilding the system.

11 -
Next steps

WHERE THIS PROJECT GOES NEXT.

  • 01Stabilise the microphone and sensor layers — reliability is non-negotiable for stress tools.
  • 02Add first-use cues for the breathing and balance modes.
  • 03Test in real pre-performance contexts, not simulated ones.
  • 04Compare which mode helps which user state — not all stress is the same stress.
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Moritz Wallbrecher