Coral life watch

2026
Academic work
UI/UX designer, Illustrator
Overview

Learning how a reef lives, and how it dies, by playing.

Coral Life Watch is a web-based educational simulator where users change conditions in a coral reef and instantly see how the reef responds, including coral bleaching. My team and I designed it for stakeholders and a team of computer science students. I designed the interface and illustrated the fish, corals, and other marine life.

Tools - Figma · Adobe Illustrator · FigJam

Contribution
Category
Team
Timeline

UX research

Illustration

Wireframing

Mockups

Prototyping

Web game

Simulator

4 designers (me)

4 months


Scope

Four months, one reef, a lot to learn.

The project ran from January to April. We built a game-style reef experience focused on coral bleaching and its effects on surrounding marine life. Users make choices that affect the reef, learn about coral life stages, and see how bleaching begins and progresses. Our focus was research, user journey, interface design, and illustration.


Problem & Stakes

Making a complex ecosystem simple without making it wrong.

Coral reefs are essential to the ocean and to global ecosystems, yet their population is declining. We needed to help people, especially younger audiences, understand why, without overwhelming them or blaming them.

01 - Limited time

With only four months, we had to keep our research focused on the essential information needed for the final deliverables.

02 - A large, cross-disciplinary team

We worked with marine biologists in different time zones, along with computer science students. This made communication and project management more difficult.

03 - Accuracy versus engagement

Real coral bleaching is complex. We had to simplify it enough for young audiences while keeping the information accurate.

04 - Educational purpose and engagement

The simulator had to teach people about coral reefs while also keeping them engaged. Information alone may not hold the attention of younger audiences, so every screen had to be both informative and interactive, without feeling like a lecture.

Stake

If the simulator was confusing or inaccurate, it could mislead people instead of inspiring them to protect the oceans.


Strategy & Decision

From how reefs live to a world you can play in.

My team and I started by learning about coral reefs themselves: how they live, how corals grow through different life stages, and what is causing their decline. This research led to four guiding priorities: clear language, visuals that match the audience, accurate information checked with our stakeholders, and an educational tone that doesn’t blame users. We then studied similar educational reef experiences, sketched ideas on whiteboards and paper, and mapped how a player would move through the simulation. I designed the interface and illustrated the marine life, building up from simple grey layouts to the final polished screens. Throughout, I stayed in close contact with the developers so the designs could actually be built, and with the stakeholders so the language and science stayed accurate.


Design Process
Old

Methods
Research and Discovery

Subject research on coral reefs and bleaching, Stakeholder meetings, Competitor analysis

Defining the Problem

Key research insights (clarity, engagement, resources, education), Constraint mapping

Ideation

Brainstorming and sketching, Crazy 8s, Design sprints for coral life stages, User flows

Design

Illustration of fish, corals, and seaweed, UI elements, Wireframes, Prototyping

Validation

Design handoff to the computer science team, Ongoing communication with stakeholders


Reflection

Good design here meant getting the science right first.

This project taught me that information alone may not engage younger audiences, but interactive learning can make it meaningful and even inspire action to protect the oceans. Working with stakeholders and computer science students showed me how important it is to understand the project’s information and scope before designing, and to keep communication constant when others are building from your work. It was also my first time designing for someone else’s project, where the stakeholders had the final say on changes and language. If I continued this project, I would add more ocean information and resources, new features like different reefs and levels, support for more devices, and expanded accessibility features.