UX - UI DESIGN

2025

ONYRIC: Bridging Dreams & Reality with Voice-First Design

Dream journaling has a retention problem. Through preliminary research with 8 colleagues who had attempted the practice, everyone abandoned it within 2-3 weeks. The issue wasn't lack of interest—it was friction at the moment of capture.

Typing coherent narratives immediately after waking requires too much cognitive effort when dream memories are most fragile. Existing dream journal apps treat dreams like diary entries, requiring users to be fully alert to manually type detailed text.

I designed ONYRIC as a portfolio project to explore whether voice-first interaction could solve this fundamental usability challenge.

Project Details:

  • Role: Solo UX/UI Designer

  • Timeline: 4 months (Sept 2025 - Dec 2025)

  • Tools: Figma, FigJam, Maze, UserTesting.com, Google Forms

  • Deliverables: High-fidelity prototype, design system, research documentation

The Objectives:

  • Reduce friction: Create a zero-effort input method for groggy users upon waking

  • Enable reflection: Make it easy to review and search past dreams without manual organization

  • Surface patterns: Help users identify recurring themes over time without tedious manual review

I conducted a mixed-methods research approach to validate the problem and inform design decisions:

Competitive Analysis: Analyzed 4 popular dream journal apps (Dream Journal Ultimate, Awoken, Lucidity, Shadow). All followed the same text-entry paradigm. Only 2 offered voice recording as a buried secondary feature, with no transcription.

User Interviews: 12 semi-structured interviews with current/past dream journalers (recruited via social media and UX research communities, ages 24-51). Key findings:

  • 9/12 mentioned difficulty typing immediately after waking

  • 6/12 had tried phone voice memos but found replaying audio tedious

  • 10/12 wanted to see patterns over time but manual review was too effortful

  • One quote that shaped my approach: "If I could just talk into my phone and have it written down for me, I'd actually do it."

Survey Validation: Distributed Google Forms survey to r/Dreams and r/Luciddreaming (n=47). Results: 68% had tried dream journaling; of those, 74% abandoned within one month. When ranking input preferences, 53% selected voice as first choice.


Design Process

Based on research insights, I established three core design principles:

  • Minimize cognitive load: Reduce steps between waking and capturing

  • Prioritize voice input: Make recording the primary, most prominent interaction

  • Enable pattern discovery: Surface recurring themes without manual effort

Information Architecture: I mapped a simple three-screen flow focused on the core journey: capture, review, discover. I deliberately avoided feature bloat.

  • Home/Capture: Dominant voice button, recent entries below

  • Timeline: Chronological list with search

  • Insights: Auto-identified recurring themes

Wireframing: Created low-fi wireframes and tested 3 home screen variations via Maze with 6 participants:

  • Version A: Text input with small voice button in corner

  • Version B: Center-screen voice button with text as secondary

  • Version C: Full-screen voice activation (entire screen as button)

Results: Version B had fastest task completion (avg 3.2s vs 5.1s for A, 4.8s for C). Version C confused users who expected tapping to navigate. I moved forward with Version B.

Critical design decision: Should transcription happen real-time or post-recording? I prototyped both. Real-time created anxiety—users wanted to "check" if it was working. Post-recording let users speak freely. I chose post-recording with clear loading states.

The visual design needed to balance calming aesthetics (appropriate for a sleep-adjacent product) with sufficient contrast for readability.

Color Palette:

  • Primary: Deep indigo (#2D2A4A) for backgrounds—dark enough to feel restful without being stark

  • Accent: Purple gradient (#7B68EE to #B19CD9) for primary action button and key elements

  • Text: Off-white (#F5F5F5) for primary text, WCAG AA compliant (12.6:1 contrast ratio)

The purple gradient evokes the subconscious state without feeling depressing or heavy. Every color choice prioritized readability over aesthetic preference.

Typography:

  • Body: Inter for excellent legibility at small mobile sizes

  • Headings: Felgine to add warmth and a slightly dreamlike quality while maintaining readability

I resisted the temptation toward decorative fonts or heavy ornamentation. Clarity trumped aesthetic flourish.


Prototype Testing

Created high-fidelity interactive prototype in Figma with realistic voice recording animations. Tested with 8 participants via moderated UserTesting.com sessions.

Scenario: "You just woke from a vivid dream. Use this app to record it."

Results:

  • 7/8 completed recording task without prompting

  • Average time to first tap: 2.1 seconds

  • Post-task SUS score: 78.1 (above average)

Issues identified:

  • 3 users didn't understand automatic transcription—looked for a "transcribe" button. Added clearer loading states and onboarding tooltip.

Design iterations based on testing:

  • Added first-time overlay explaining voice transcription

  • Increased record button size by 15% for greater prominence

  • Simplified Insights screen by removing poorly-testing secondary tab

  • Changed wording from "Processing..." to "Transcribing your dream..." for clarity

This project reinforced several core UX principles:

Context is everything. Designing for semi-conscious users required different assumptions than typical app design. I couldn't rely on users reading instructions or tolerating complexity. The "just woke up" context drove every decision.

Test assumptions early. My wireframes assumed users would understand automatic transcription. Testing revealed this needed explicit communication—a reminder that what's obvious to designers rarely is to users.

Constraints drive creativity. Designing for groggy users forced ruthless prioritization, resulting in a cleaner, more focused product than if I'd had unlimited freedom.

Limitations & Next Steps

As a portfolio project, ONYRIC has limitations that would need addressing in production:

  • No technical validation: I designed assuming perfect speech-to-text, but real accuracy varies. Production needs error handling for misheard words.

  • Privacy considerations: Dreams are deeply personal. A real product requires robust encryption and clear consent for any AI analysis.

  • Accessibility gaps: Voice-first helps some users but excludes deaf/hard-of-hearing. Text input needs equal functionality, not afterthought status.

  • Limited diversity: My research sample skewed tech-savvy, English-speaking adults. Cultural differences in dream interpretation weren't explored.


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LOCATION

Athens,
Available Worldwide

CONTACT

markoferrari@proton.me
(+39) 375 65 888 06

SOCIAL

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Let's create
something cool together.

LOCATION

Athens,
Available Worldwide

CONTACT

markoferrari@proton.me
(+39) 375 65 888 06

SOCIAL

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