Some of my short projects - websites, games and apps - from 2012 to now.

For a decade, I have been crafting delightful applications, websites and games. As most of these projects are short projects, I have opted to showcase them in this one page. Enjoy!

Websites I made

This Portfolio (2016)

Revamped my portfolio after researching heavily into what recruiters and college faculty look for in a UX Portfolio. I took this opportunity to familiarize myself with Frontend Build Tools - npm and Grunt.

Catastrophe Github Page (2015)

Made in one day, this page contains Catastrophe's download link, features and installation instructions. link

PACIS (2015)

Website for the 19th Pacific Asia Conference on Information Systems. I designed and implemented a desktop website and hybrid mobile app for conference goers. link

Personal Website (2012)

My personal website! Developed before the responsive web and before I heard about UX.



An overwhelming majority of students and working adults in Singapore lack sleep. Sleepwell is a campaign created to address this issue, empowering Singaporeans to achieve their daily recommended 8 hours of sleep.

Organizational research was done beforehand to determine key publics and how to address them.

The campaign's strategic plan consists of three main publications – a flier, brochure and website - that collectively aim to help Singaporeans reach work-life balance.

Visit campaign website



by Xinni, Yiwen & Weilin

Taptask is an Android app that lets you discreetly execute tasks with a sequence of taps defined by you. Send a text, call a number or run any app on your phone! Created in one week.

Tasuke [助], Software Engineering Project

Tasuke [助]

by Xinni, Fazli & Liboon

Your new personal assistant is here to save the day.

Tasuke is Japanese for “assistance”, and combines the appeals of an elegant user interface with a powerful command interpretation engine to form a flexible task scheduler.

Made in C++ and QT for a software engineering module, Tasuke is my first UI development project.

As part of the software engineering process, we conducted a competitive analysis and defined user and functional requirements. After designing the system architecture, we implemented the program and tested its functions.

We coded in the most basic features (such as adding and deleting tasks) first. After weeks of iteration, we refined the user interface and added more useful features: A tooltip command guide, spellcheck, color coded keywords, settings window and a tutorial.

Our main deliverables also included developer's documentation and a user guide.

Despairity, Playable Art Project


by Xinni, Liting, Rossen, Vincent & Bettina

With the theme of ‘Apart’, Despairity aims to highlight the wide disparity between social classes within a meritocratic system. A resource management game, Despairity requires players to study and work to beat Richard, a student hailing from a higher social class with more wealth and social capital than the player could ever have.

I helped with ideating game concepts, game mechanics and prototyped the game interface on paper. I also programmed the game.
I conceptualized and implemented a game balancing algorithm that tied in with the game events system.

Marry Lah, Board Game

Marry Lah

by Xinni, Jasmine, Yuko & Joseph

Does being “together” with someone make you happier, or is society and government conditioning us to think so? Marry Lah! reflects the pressure that society places on Singaporeans to get married, through the gameplay experience and in-game privileges made available to married couples but not singles.

The game is played on a circular board with two rings. At each turn, players draw a card and they can decide to use or discard it. The goal of this game is to collect sufficient money to purchase all 3 Dream Tokens i.e. House, Vacation and Car. Money can be collected throughout the game, depending on the cell players land on. Dream Tokens can be purchased and collected with money. Game ends when player(s) collect all 3 dream tokens.

I was the Assets Lead for this game, but was also integral in its conceptualization and design. Paper assets were designed with Photoshop and 3D tokens were modeled with air-dry clay.

Candycatch, Casual Computer Game


by Xinni, Nelson, James, Amy & Setyo

Candycatch is a casual game created in Gamemaker. Your objective is to catch all the candy and avoid the bombs before the candypile rises and drowns you in candy. I served as the Prototyper and Assets Lead.

Casual games contain elements of positive fiction, usable design, ease of interruptibility, fair amounts of difficulty, lenient punishments and juiciness.

3 different characters to choose from!