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I'm Anurag,Product Designerwith a universal approach

I look for the story inside the system. I explore people, behaviour, technology, and the conditions that make experiences work for more people.

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TacSign
Parcel Delivery Mental Model
Eco Quest

Designed experiences for

  • Resermine

How I approach design.

  • Observe and absorb.

    Pay attention to people, places, behaviour and the small details others stop noticing.

  • Question everything.

    Ask why things work the way they do, who benefits, and who gets left out.

  • Make easy, make inclusive.

    Remove needless complexity, and design beyond the default user: other abilities, languages and contexts.

Selected work.

View all work
  • Research

    TacSign

    Exploring tactile geometry as a semantic language for non-visual indoor wayfinding and facility identification.

    Design researchRead the case study

  • Research

    Parcel Delivery Mental Model

    Understanding delivery-partner behaviour, task switching, parcel sorting, and the cognitive demands of last-mile delivery.

  • Digital Products

    Eco Quest

    A carbon-credit platform concept for capturing emissions across infrastructure projects and supporting carbon-credit opportunities.

  • Digital Products

    Unified Healthcare Delivery

    A government healthcare service concept exploring how patients access healthcare services through a unified digital experience.

Skilled in.

  • Interaction Design
  • Universal Design
  • Accessibility
  • User Research
  • Mental Models
  • Systems Thinking
  • Prototyping
  • Product Design

Universal design.

In digital work, universal design means building one product that as many people as possible can use, understand and enjoy, whatever their ability, age, language, device or situation, without a separate “accessible version”.

it starts on day one, not at the end

Where it reaches

  • Interaction design

    Actions and responses that make sense with any input: touch, keyboard, voice or switch.

  • Mental models

    Matching what people already expect, so they don't have to learn the system's internal logic.

  • Cognitive study

    Designing for memory, attention and focus as they really are: varied, tired, distracted.

  • System design

    Finding where exclusion is produced between the parts: a policy, a form, a handover.

  • Accessibility design

    Standards and techniques for disabled people, treated as the starting point, not a late fix.

  • Product design

    Deciding who a product is for, and widening that circle on purpose.

  • Human–computer interaction

    Methods to test whether a design works for more people, rather than assuming it does.

  • User interface and user experience

    Contrast, size, language and flow: the small decisions that decide who gets through.