Isabel Martin-Horvath  ·  Interaction Design  ·  2025—26
Interaction Design · 2025—26

Poor design creates unnecessary barriers.

I'm Isabel — an interaction designer working where people, technology and everyday experience meet, building on a foundation in industrial design. Motivated by empathy, strengthened by collaboration and problem solving.

Four selected projects Product · Interface · System MOME Budapest · Interaction Design MA
The Command Center: a triangular desktop device in orange with a dark touchscreen showing the time, a current task and a grid of tool icons. Command Center · industrial design render
Selected work
Assistive device + companion app

Command Center

Rule the day.

An interactive technology that supports people with ADHD by removing barriers to action rather than adding another tool to remember. A desktop device and paired app that externalise the parts of the day that are hardest to hold onto.

A young woman at a desk touching the screen of the blue Command Center device, with a notebook and mug beside her.

Problem

The advice given to neurodivergent people is rarely designed for them — “just make a list, use a planner, set a timer.” Those solutions assume the executive function they're meant to replace.

Time management and organisation sat at the centre of respondents' distress, alongside dopamine-seeking and task engagement.

Approach

Academic research, a survey of 21 adults living with ADHD, and a professional interview with Kimberly Koljat, a therapist specialising in neurodivergence.

That interview changed the design: professional feedback challenged the assumption that a meditation feature would suit every ADHD user, so grounding shifted toward lower-friction somatic feedback instead.

Outcome

A triangular device that is hard to ignore and integrates storage, so everyday items have a home. A phone slot charges the phone while locking it away for a focus session.

The companion app carries a radial Day at a Glance calendar built against time blindness, plus a guided Check-In.

1 in 9 US children aged 3–17 have been diagnosed with ADHD
65% of those diagnosed as children carry symptoms into adulthood
80% of adults with ADHD live with at least one coexisting condition
11× more likely for young adults with ADHD to be both unemployed and out of school

Figures compiled during technical research. Child prevalence: CDC, 2022 National Survey of Children’s Health.

Close render of the Command Center's triangular touchscreen with speaker grilles at each corner.
Touchscreen, corner speakers, microphone, document scanner
The device's hexagonal storage tray holding keys, a wallet, a USB drive, a battery pack and a pill bottle.
Integrated storage for everyday essentials
A hand placing a wallet into the open storage compartment of the device.
Storage — reduces the stress of lost items
A hand sliding a phone into the device's front slot while the screen shows a colour-coded day wheel and a countdown.
Focus mode — off-loads time management to the device
Phone app screen titled Day at a Glance with a colour-segmented clock wheel, a current task timer and a to-do progress bar.
Day at a Glance — the smart calendar
Three app screens: emotional, physical and mental rating sliders; a reflection prompt; and a list of suggestion categories.
Check-In — pause, rate emotional and physical vitals, then get next steps across basic needs, somatic, sensory, social, emotional and play
Key insight
Sustained engagement is driven by how easy it is to begin — and then continue — any given task.

Designing for ADHD is not about adding more tools. It's about externalising cognitive processes, reducing decision friction, and designing for real behavioural patterns rather than ideal ones — an approach that transfers to education, the workplace, and mental health support technologies.

Modular furniture system · 12-month longitudinal study

MeowHaus Cat House

Join the neighborhood.

How can interaction design respond to non-verbal feedback when the primary user cannot articulate intent or preference? A modular cat tree designed from observed behaviour — then lived with for a year and redesigned around how it actually failed.

Illustrated diagram of cats perching, climbing, jumping, lounging, scratching and hiding around a vertical post.
Observed needs — cats are both predator and prey, and need both vantage and retreat
An orange cat lying on the top platform of the cat tree while a black cat and a second orange cat use the cube and lower perch.
Two of the four resident product testers

Problem

The cat furniture market is a choose-your-usage-failure adventure: big, bulky and unattractive, or designed for looks and cheaply built.

Neither adapts to moving house, adding a pet, or a cat's aging and mobility. When a tree gets too damaged or hard to clean, it goes to landfill.

Approach

Cats can't answer a survey. Research came from ethology and environmental enrichment literature, cat-owner forums and surveys, and in-person observation — recording preference, discomfort and engagement.

Six behavioural personas emerged: the Lounger, Hider, Zoomer, Scratcher, Hunter and Percher. Every cat shows all six, in different proportions.

Outcome

A modular system on a weighted solid-wood anti-topple base. Interchangeable panels create open or hidden areas; sisal poles come in two lengths to build varied levels.

Sisal for claw health, bare wood for structure, canvas for jumping points, removable covers for the wash. Presented through a concept storefront under the Viridis Design brand.

Viridis Design storefront homepage and About page mockups showing the MeowHaus product.
Viridis Design — concept storefront, product pages and community blog
Full modular cat tree with stacked cubes, red cushioned platforms and rope-wrapped posts on a wooden base.
Four modules — nest, box, pole and base — configured and reconfigured by the owner
One year of daily use

Finding one · Structure

Stable and topple-proof against cat activity, but the structure creaked and wobbled under any movement. Fix: parts secured with a simple screw instead of spin-assembly.

Finding two · Materials

Degradation followed uneven cycles — the upholstery failed at eight months while sisal wore down gradually. Fix: carpet wraps and clips on, fully replaceable.

Finding three · Panels

Magnets weren't strong enough; cats knocked panels out and the noise frightened them. Fix: panels redesigned as a sliding mechanism.

Finding four · Behaviour

When reconfiguration took effort, people improvised temporary fixes instead of using the modular system as intended. Fix: rope fed through drilled holes and knotted, so repair is a five-minute job.

The revised cat tree: a white cube nest with a window, a red cushioned platform, and rope-wrapped posts.
Revised system after twelve months of testing — screw-fixed modules, sliding panels, knotted rope and replaceable upholstery
Key insight
The final design is not a fixed object, but an evolving system shaped by continuous interaction.

Most cat furniture fails not because of a single design flaw, but because it does not adapt to how cats actually interact with space over time. Longitudinal testing turned predictable material failure into a design requirement rather than a defect.

Game onboarding · tabletop

D&D as a System

A better onboarding system for Dungeons & Dragons.

New players freeze, because the game introduces rules, character abilities, social performance and dice mechanics all at once. How might a session help new players make informed, meaningful choices before they understand the rules?

Five card-based components: action cards, character motive cards, turn prompts, a world state tracker with sliders, and consequence cards.

Problem

Complexity arrives all at once. Players defer to the Dungeon Master, pause, or ask rules questions instead of acting — and rule anxiety replaces play.

Approach

Model the table as an interaction ecosystem: the DM prompts, rules and dice constrain, players act through characters, characters change the world state, the world state prompts the DM again.

Testing observed where players paused, asked about rules, or deferred. Success was measured by faster actions and fluid rounds with more player-made choices.

Outcome

Five components that deconstruct the complexity — action cards, character motives, turn prompts, a world state tracker, and consequence cards that turn rolls into story so there's never a dead end.

Circular diagram: Dungeon Master interprets to Rules and Dice, which constrain Players, who act through Characters, which change Game Reality and World State, which prompts the Dungeon Master.
The interaction ecosystem — interpretation, constraint, action, change and prompt cycling into emergent story
Key insight
Reduce the question from “What can I do?” to “What do I want to attempt?”

Play becomes more enriching and rule anxiety drops. The rules didn't change — only the shape of the decision the player is asked to make.

Brand & content system · self-applied

Live Streaming: For Dummies

Applying the design process to my real-life passions.

Stagnant growth and low engagement kill small streamers. I researched what actually works, compiled it into a step-by-step program, then ran the program on myself and tracked the results.

A live Twitch stream layout with a hand-drawn forest overlay, chat panel, fairy avatar and a cat camera in a crystal-ball frame.

Problem

New streamers are told to “be consistent” with no system behind it. Growth stalls, the community never forms, and the channel dies.

The real costs — time, energy, weekends, relationships — are rarely named up front.

Approach

Ground-up research plus advice from streamers who reached Twitch partner, compiled into an actionable program: set goals, define the niche and brand, reflect weekly, repurpose content, foster community.

Reflection was made a mechanic: rewatch the stream, note every moment you get bored, pick one technical and one skill-based improvement, repeat.

Outcome

A complete identity — a PNG-Tuber fairy avatar, themed overlays for gameplay, chatting and start/end scenes, panels, and a set of custom emotes.

The niche is the hook: a live cat cam, a !cats command that spawns cats on screen, channel-point redeems, drink “orders” and loyalty cards.

2 mo to qualify for Twitch affiliate from a zero-member start
65% returning engaged viewers against 35% new
#cozy and #fantasy tags brought returning viewers back
3 honest failures logged: too few chatters, inconsistent content, community not yet self-sustaining
Three stream overlay designs: a gameplay frame, a just-chatting scene with the fairy avatar, and a starting-soon mushroom forest scene.
Overlays — gameplay, just chatting, start and end scenes
Illustrated fairy character with green wings, red curly hair and a green dress, used as the streamer's avatar.
PNG-Tuber avatar — anonymity, visual interest, a cohesive character
Seven custom cat emotes drawn from a grey cat, including sleeping, hearts and a winking face.
Emotes — unlocked by following, expanded by subscribing
Analytics line chart tracking returning viewers, new viewers and chatters across September and October.
Tracked results across the trial period
Key insight
Streaming isn't content creation. It's a system of interactions — identity drives discovery, consistency drives retention, quality drives engagement.

Not every goal was reached, and the failures are part of the finding: a community that depends on the streamer to sustain it hasn't become a community yet. Channel performance still ran well ahead of streamers who started at the same time from the same zero.

Portrait of Isabel Martin-Horvath in a coral blazer, leaning against a pale wall.
Isabel Martin-Horvath · Los Angeles — Budapest
Approach

Designing for real behaviour, not ideal use.

Interaction design engages directly with the relationship between people, technology and everyday experience. My goal is to create solutions that are both innovative and humane.

Across these four projects the same method keeps showing up: watch what people — and cats, and new players — actually do when the designed thing gets difficult. The improvisations, the workarounds, the moments someone quits. That's where the design brief is.

By strengthening the connection between my analytical and creative processes, I'm building new skill sets on top of an existing foundation in industrial design: form, materials, manufacture and structure, now applied to interfaces and systems.

User researchBehavioural observationInterviews & surveys Longitudinal testingIndustrial design3D modelling & rendering UI designPrototypingMaterials research Brand systemsIllustrationWoodworking
Contact

Let's talk about
what people actually do.

Los Angeles — Budapest · Open to interaction design internships and junior roles