Figma x Little Troop - Digital Museum

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Figma x Little Troop - Digital Museum *

Art Direction, Visual Development, Motion

Figma: Software is Culture explores how software is no longer just a technical tool or utility, as it actively shapes how we think, feel, behave, communicate, and relate to one another. As interfaces have moved from distant, mechanical systems into intimate, embodied experiences (pinching, swiping, tapping, conversing), they have rewired human habits and perceptions. Design decisions in software don’t just affect usability; they define norms, expectations, and even generational worldviews.

As software becomes increasingly intelligent and adaptive, its cultural influence deepens: interfaces no longer stay fixed but evolve in response to human behavior. This makes designers cultural authors as much as technical ones. Their choices help shape not just products, but the future forms of attention, interaction, and meaning in everyday life.

The project, developed with Figma and NY-based design studio Little Troop, takes the form of a digital museum exploring the history and evolution of interactive media.

Drawing from the project’s editorial framing that the human relationship with software has shifted from something distant and mechanical into something intimate, embodied, and increasingly intelligent, I helped shape the experience’s art direction and visual language. This included developing early mood boards, conceptual directions, sketches, and design explorations that established the tone of the platform: reflective, human-centered, and attentive to how interaction design both mirrors and shapes cultural change.

Working closely with Little Troop, I helped translate these ideas into a cohesive visual system and contributed motion and animation to the final build, bringing key transitions and moments to life. The result is a curated, immersive timeline that functions as both archive and narrative space, tracing how interface design has influenced how we think, feel, and connect, while gesturing toward the forms it may take next.

Case Study - Voice Interaction

These set of images explore early voice interaction following its introduction on the iPhone in 2011. Through a series of animated visual experiments, the project investigates how voice can be represented visually and how its initial functions, such as making calls, playing music, and setting reminders, can be translated into expressive interface language.

Early explorations on how to visualize voice interaction

Animated explorations for vocal input.

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Demo Reel