Hi! I'm Pratik

I am a Product Designer from New York. I enjoy creating user centric, delightful and humane experiences. I am passionate about inclusivity, accessibility and designing for our extended reality.


Inclusive Design for Virtual Reality


Care Services for New York University


Design and Prototyping for Augmented Reality


Independent Toy Store website


UX Design, Voice UX

Hello! 👋

I am a Product Designer currently living in Brooklyn, 🗽New York. I am a second-year MS graduate student at the Integrated Digital Media program at New York University. I love designing for impact and using inclusive and accessible design practices to create empowering products and experiences that create value.

I was born and raised in Mumbai 🇮🇳 and since early childhood, I was the person my family always reached out to for choosing things to buy, to pair clothes and even selecting materials to design our new home! I have always had a keen eye for color and design but it took me almost two decades to realize that this could transition into a design career.

A self-taught designer, I was freelancing for over a year when I decided to dive in deeper and pursue a Master's degree. Currently, I work as a product designer for NYU where I lead design teams to create internal enterprise and consumer products for various schools, departments and administrative units.

I am a nerd 🤓 and super passionate and excited about designing and creating experiences for emerging technologies. I want to explore how Virtual Reality, Augmented Reality and Artificial Intelligence can positively enhance the way we use technology. I am also a hobbyist game developer.

When not working, I am always trying new cafés, playing videogames and boardgames, spending time in VR, browsing interesting things on Product Hunt, reading, and often daydreaming 💭

Craft: Accessible VR Art Tool

01 Project Description

We started this project as an Inclusive Design Challenge given by Microsoft, our client for the project. The challenge was to design for inclusivity in a "deskless workspace". Aligning with Microsoft's mission statement: To empower every person on the planet to achieve more, the goal was to challenge and redefine the conventions of what it may mean to be "at work." After studying the Microsoft Inclusive Design toolkit and exploring multiple options, my team decided to work on making Virtual Reality more inclusive by making an accessible art tool and introduce this new platform of computing to more people which could be there future workplaces.

02 Problem

"VR is inaccessible to people with limb disabilities due to the use of hand controllers."

300 million people of the world's population has some sort of limb disability and due to the use of hand controllers, most VR applications are not accessible to people with these disabilities. People who have cerebral palsy, multiple sclerosis, paralysis and someone who is missing an arm is completely excluded from utilizing the full potential of VR.


"How might we enable people with limited limb mobility to create art in Virtual Reality?"

Current State of VR Art Tools: A person using Tilt Brush needs to move all limbs.

03 Approach

04 Sketches

Team: Cherisha Agarwal, Joanna Yen, Pratik Jain, Simi Gu, Srishti Kush, Raksha Ravimohan

My Role: I was primary responsible for user research and prototyping.

Fraga: Sex-Ed AI Assistant

How might we radically improve access to, and quality of, sexual and reproductive health education and services for young people?

Role: User Experience Design, User Research, Prototyping

Tools Used: User Experience Design, User Research, Prototyping

Team: User Experience Design, User Research, Prototyping

01 Problem

How might we radically improve access to, and quality of, sexual and reproductive health education and services for young people?

02 Solution

Fraga is a platform that 14 to 24 year olds can use to chat with experienced specialists and learn through holistic educational material on their own time. We came up with Fraga (which means “question” in Swedish) because people were not getting the answers they needed. This was based on two main insights: Firstly, information is lacking. Young people either trust online information, which is often unreliable, or distrust the information and ended their search with none of their questions answered. An investigation on 177 sexual health websites revealed that 46% of those addressing contraception and 35% of those addressing abortion contained inaccurate information. And secondly, young people often feel too embarrassed to ask intimate questions to older people. Young people have a great need for accurate and relevant health information, especially as they have to cope with their developing bodies and social situations that often stem from that.

03 Sketches

How might we radically improve access to, and quality of, sexual and reproductive health education and services for young people?

04 Prototype

How might we radically improve access to, and quality of, sexual and reproductive health education and services for young people?

05 Final Prototype

How might we radically improve access to, and quality of, sexual and reproductive health education and services for young people?

- Accura: Web Extension for Fake News -

Determining Reliability in News: Accura is a news credibility tool created as a way to counter the misinformation and fake news currently prevalent on the Internet.

01 Problem

With fake news and discrediting campaigns on the rise, how can we encourage people to be critical and aware of credibility in the news that they consume? Tech Media Democracy's first hackathon revolved around addressing threats to the free press, journalism, and the media. My team decided to take on the challenge of credibility and reliability in news.

02 Research

The problem with fake news lies in its hidden adeptness; with over 50% of Americans reading their news on social media platforms like Facebook and Twitter, algorithms and bots sway and influence the political conversation, making spreading factually incorrect stories easier, and distinguishing real news from fake ones harder. [Source]

We wanted to tackle these two problems:
How can we encourage fact checking and people to be more informed of the news they consume?How can we determine reliability in the news?

During our research, we found an example of how vigorous journalists are at fact-checking their articles. It's a tedious and extensive process of making an Excel spreadsheet of facts to be checked and double checking it again. This was an a-ha! moment for our team as we realized how highlighting and fact checking could go hand-in-hand as a tool, and be maintained by a community similar to Wikipedia. Next we had to consider how this system would work.

03 Brainstorming

Through some quick brainstorming, we decided to create a web browser plugin/extension that encourages community assessment of stories and their credibility using three metrics: a journalist/expert rating, the general public rating, and an algorithmic rating. Similar to Googling a movie and seeing ratings from IMDB, Rotten Tomatoes, and film critics, showing readers all ratings from three sources has the potential to be transparent and indicative of a news article's content.

Using the browser plugin, a reader can highlight a section of the article and flag it as inaccurate, while providing a source. Other users of the plugin can see highlighted inaccuracies and upvote or downvote it.

My Role: User Experience Design, User Research, Prototyping

Tools Used: Pen & Paper, Sketch, Invision

Team: Pratik Jain, Jenni Wu, Pratheek Irvathur, Yijia Wang

- Coming Soon -

Take a sneak peek below


Board Game ∙ Summer '19 ∙ WIP


Video Game ∙ Global Game Jam '19 Winner ∙ Impact Award


Virtual Reality ∙ Video Game ∙ WIP


Video Game ∙ Global Game Jam '18

Little Einstein: STEAM toy store

01 Project Description

Little Einstein is a new website of curated and innovative learning kits and toys for kids based out of Brooklyn, NY. The owner, Alberta, wanted to convert her store to a web-only store and wanted to focus her inventory on products geared towards kids ages 4 - 15. The primary goal for the Little Einstein website is to become the #1 resource for parents that want to incorporate hands on STEAM (Science, Technology, Engineering, Math, Art + Design) education into their child’s everyday learning experience.

02 Research

Contextual Inquiry

We set out to explore the toy stores in Brooklyn, in search of answers. Our team set out in different directions of the city to ask questions to the toy store owners, parents and other customers. Our starting point was Downtown Brooklyn and we visited toy stores in the surrounding neighborhoods of Park Slope, Brooklyn Heights, Prospect Heights, South Slope and Cobble Hill. We used all the data we gathered to draw comparisons with our competitors to analyze the user experience of their customers.

1. Acorn 2. Norman and Jules 3. Little Things 4. Pizzazz Toyz 5. Brooklyn Superhero Supply Co. 6. Toy Space 7. BB's Corner


We then translated our interviews to create user personas to better understand our primary target consumer base. We chose to create four different personas - a parent buying toys for her kids, a grandma buying toys for her grandchildren, a pre-teen buying products for himself, and an uncle shopping for his niece and nephew.

03 Process


Immediately after visiting the toy stores, we began discussing our experiences of the interviews and observational research. During this session, we noted down keywords that were important for the buyers.
A few important observations included:
Disguised educational toys to make them more enticing to smaller kids. Play area and library for workshopsA lot of Parents weren't sure about what to buyNo electronics for sale within the storesSustainable materials were popular within certain neighborhoods.


This was the second brainstorming exercise we conducted. We took items from the first session (Brainstorming) that needed to be on Alberta's website, and organized them into categories. The categories were identified were Features, Products, Community, Design and Personal Touch. These were the foundations of the site map and our prototypes.


After carefully selecting our list of toys to include in the inventory, our next step was to categorize them through card sorting and distinguish how the toys need to be listed on the shop page of the website. Also, it helped us to develop filters for our products.


Based on all our research and brainstorming, we created a sitemap of the website.

04 Prototyping


After deciding the features that we wanted to keep on the website and consulting with some potential users, the first paper prototype was created. After making the prototype, each member of the group set out to test it with a variety of users.

Quick Paper Prototype for first round of testing

Key Interactions for Paper Prototype Mapped out


Through user testing, we found that there were some features that the website lacked - like a registration button for workshops. Some features like the Augmented Reality needed modification to match the use case. Some features simply needed a tweak - like a better product layout page. This feedback helped us design our next prototype.


We then developed a low fidelity prototype from the feedback received in the user testing session.
Some of the new features to test for were:
Quick Gifts Page - Located on the navigation tabEvents Page - Located on the navigation tabCheck Size - Click on a gift to view its details and check the size in augmented reality by placing it in your environment.


The Chat button made it quick and easy to ask for support.The Check Size feature was especially well received by the users as they found it helpful in making decisions to buy toys based on weather they would have the appropriate storage space for it, considering the tiny apartments we have in the city.The Quickshop tab was a little confusing to some users.

05 Final Solution

06 Reflection

We would definitely want to build a functional coded prototype in order to test on screen reader users! Due to the time limitations of the project, we were unable to do so. This project gave me insights into considerations when designing for a niche audience. We also couldn't run A/B tests for different ways for filtering the toys and the listings. Given more time, I would have also done more research into successful independent online stores.

Team: Naz Karnasevych, Pratik Jain, Karan Sancheti

My Role: I was the design lead on the project and primary responsible for prototyping, visual and interface design and leading the team during user research to make user centric decisions in our designs.