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Daniel Li
designing visual experiences, strategically

I’m a UX/UI designer based in Germany, working at the intersection of digital design and human cognition. I enjoy crafting living designs and am fascinated by how humans interact with technology.

Much of my work is rooted in the media and culture sector, where I help organizations communicate with depth and intention. A background in cognitive science informs how I approach problems — bridging analytical thinking with visual craft.

I believe design systems shape how we interact with digital and social environments. I aim to contribute to a more thoughtful and positive connection between humans and technology.

Curious to collaborate? Let’s chat -> li.daniel@protonmail.com

MORE INFO

BACKGROUND

PortUNA Neue MedienUX/UI design

Intranet programming department
06/202304/2024 FT
RBB – Rundfunk Berlin-Brandenburgproduction assistance

Radio COSMO
01-04/2021 FT
SWFRproject management

International Club
german-asian project team
11/2018-10/2020 PT
Kunstverein Freiburgtechnical support
art handling
artistic assistance
11/2017-10/2020 PT

EDUCATION

FIGD Academy for IT and Graphic Design certification as 3D Specialist08-11/2022 FT
FIGD Academy for IT and Graphic Design certification as UX/UI Designer08/2021-08/2022 FT
LIMA Berlincertification in Photoshop04/2017
Albert-Ludwigs University Freiburg BA Sinology & Cognitive Science10/2014-02/2021

internships

MERICS – Mercator Institute for China Studies Berlininternship

communication department
10-12/2020 FT
Roberto Sandino (Granada NI)internship

analog print workshop – La Sirena
03-04/2016 FT
Gabriella Stellino (Riegel DE)internship

independent illustration office
11/2014-04/2015 PT

concept, strategy & management

Impuls Crewco-founding
project management
visual design
01/2020-10/2020
Subtil/Skurrilco-founding
management
visual design
05/2017-10/2023
Movement Motus e.V.co-founding
executive board membership
project management
graphic design
12/2015-01/2020

selected projects

The Decider

Conception, UX-UI Design
07/2022
Figma


Decision Support System, working as thought-reflection interface. Designed to help users discover their true opinion by supporting rational thinking and enhancing intuition.

READ ABOUT THE DECIDER

Goal

Design a digital tool that helps users:

  • Structure their thoughts
  • Balance rational and intuitive decision-making
  • Reach clarity with minimal cognitive load

The key challenge was to create a system that is both analytically useful and intuitively usable.

The idea originated from a personal observation: friends and family often consulted me during their decision-making processes. Since decision-making is inherently difficult, I explored existing decision support systems (DSS). I found that many available apps either lack usability or suffer from poor interface design. In addition, their underlying logic is often not transparent, making them hard to trust and understand.

From this, I concluded that the key challenge for such a product is to balance efficiency with intuitive usability.

Research

During my studies in cognitive science, I had already explored human decision-making in depth. This background helped me break down the complexity of decision-making into smaller, actionable components.

Decision-Making Models

Humans generally rely on two approaches when making decisions: rational and intuitive. Both come with distinct strengths, limitations, and influencing factors.

Rational decision-making

+

only if an optimal solution is possible

fact driven approach: minimizing biases, enhancing objectiveness

not a very human approach
due to our lack of cognitive capacities and optimization
(motivation ends as soon as a sense of satisfaction is reached -> no ongoing optimization)

time consuming

limits of information / knowledge / anticipation
quantity, quality, accuracy and integrity of information are often missing

cause-effect relationships are not clearly identifiable

Intuitive decision-making

+

good for low value decisions

speed

a certain degree of intuition is required
(more difficulty in decision making -> less intuition).

ability that can be improved through learning

inaccurate, insufficient, unreliable and unrelated information is indistinguishable

inappropriate application possible (example: overconfidence)

short term emotional bias
(even experts can be influenced by unrelated emotions)

bias due to prejudice (example: lack of openess)

insufficient consideration of alternatives – limits of information
(intuition relies on pattern-recognition -> limiting options)

heuristics and habits

To design an appropriate decision-making strategy, several key factors need to be considered:

Time

How much time can be invested in the decision-making process? More time -> more effective analysis of situation possible. (Risk of overanalyzing -> analysis paralysis.)

Value

Importance of the decision result. Higher value -> requires more consultative / collaborative approach.

Quality

How to define the optimal solution? Is a satisfactory outcome sufficient, or is maximization/optimization of the solution required? (Risk of moderate solution bias, criterions for quality could be: level of action, social harmony, self-actualization.)

Commitment to implementation

Are the options of the decision realistically implementable? -> Many decisions fail at this point because the acceptance / commitment is too low.

Relationship impact

If the decision is embedded in a social context -> decision-making approach should include social factors.

Complexity

Are the options imaginable without additional help? Is the decision comprehensible?

Biases
Both deicision-making approaches contain sources of bias -> How to deploy bias filter?

Objectives

What is the motivation behind the decision? A decision that deals with the fear of losses is something completely different from a decision about possible gains.

Uncertainties

Always play a role. The question is which.

Insight: An efficient decision support system provides structure and guidance, helping deciders to interpret their own thoughts iteratively.

User Journey Design Concept

With my theoretical findings in mind, I began to design a process for my app that incorporates both rational and intuitive decision-making approaches, as well as methods for filtering biases.

The Decider translates complex decision-making into a guided, step-by-step interaction flow:

The decision-making journey is structured into four key phases:

1. Identifying the problem – framing the decision

The process begins by framing a decision as a clear question.
Users define their problem and clarify whether it’s binary or multi-option. To counter cognitive bias, the system introduces small interventions — such as prompting users to reconsider missing alternatives in binary decisions.

2. Define options & arguments – prepare to make a decision

  • Define possible options
  • Assign pro and contra arguments for each option
  • Weight arguments based on importance or consequence
  • Review the list of arguments for completion

3. Deciding

Users can choose between an intuitive or rational decision-making approach, depending on their situation and preference.

Intuitive Approach

The intuitive path begins by validating whether the decision can realistically be made at this point — ensuring that sufficient and reliable information is available.

If so, users are guided into a rapid, instinct-based interaction. They are asked: “What does your gut say?” while all defined options are displayed. After a short delay, a 10-second countdown appears as a shrinking visual indicator, encouraging a quick, emotional response.

During this time, an option to indicate complete uncertainty gradually appears. Regardless of the user’s input, the system then transitions to a resolution screen:
“No problem—I decided for you.”

At this stage, the app presents the rational optimum, calculated by comparing the weighted arguments and selecting the strongest overall choice.

Users can either accept this suggestion or repeat the intuitive process if the result does not feel right.

Rational Approach

Users who choose the rational path are directly presented with the rational optimum, based on their structured inputs and argument weighting.

4. Reflection & Validation

Users review their inputs in a structured format, enabling a more objective perspective.

After making a decision, users enter a reflection phase. They are encouraged to consider both positive and negative consequences of their choice — across the near and distant future — and optionally document their thoughts for later reevaluation.

To support better long-term outcomes, the system suggests revisiting the decision after some time (e.g., “sleeping on it”), especially for high-impact choices. If the decision continues to feel uncertain or uncomfortable, users are encouraged to repeat the process.

For decisions that are ready to be acted upon, users are guided toward execution or further reflection — optionally transitioning to a companion tool called the MOTIVATOR.

Design Approach

Once the interaction flow was defined, I translated the concept into a wireframe, focusing on clarity, guidance, and reducing cognitive load throughout the experience.

The design focuses on:

  • Clarity over complexity
  • Guided interaction instead of open-ended input
  • Reducing cognitive load through step-by-step flows
  • Making reasoning visible and comparable

The interface acts less like a tool and more like a facilitator for thinking.

Outcome

The result is a lightweight decision-support experience that:

  • Encourages self-reflection
  • Makes abstract reasoning tangible
  • Supports both intuitive and rational thinking

Instead of giving answers, The Decider helps users arrive at their own — with more confidence and clarity.


menopause.film

Rise and Shine – Cinema

Web Design
10/2025 WP, JS, HTML, CSS

The upcoming film release, MY NEW OLD SELF – a documentary by Louise Unmack Kjeldsen – required a clear and functional website, intended to serve as an accessible bilingual platform for ongoing communication and engagement with the project.

READ ABOUT THE MENOPAUSE FILM

Client: Rise and Shine – Cinema is a film production and distribution company specializing in high-quality documentaries, releasing an average of four films per year in cinemas since 2015.

Goal

the client defined a small conceptual backlog to clarify the website’s initial scope.

Primary purpose of the site

-> Business card / Credibility / Information for the press / Cooperation partners

Content required at launch

-> Synopsis, vision & mission, team, teaser images, protagonists,contact information

Content planned for later phases

-> Trailer, festival information, screening kit download, press review, social feed integration

Language requirements

-> If so: German/English from the start? Or English as standard, with German and Danish as options?

From these insights, the following user requirements were derived:

  • Users need quick access to essential information
  • The site must offer a clear and easily scannable overview
  • The experience should invite users to explore the project behind the scenes

Challenges

  • Conceptual: Keep an informative website engaging while addressing sensitive subject matter.
  • Aesthetic: Narrate the story behind the film with emotional impact while avoiding clichés and spoilers.
  • Technical: Provide two languages efficiently across the website.

Design Approach

  • Minimal user interface with a consistent layout ensures fast orientation and easy access to content
  • Visual and structural elements subtly invite users to explore behind-the-scenes material
  • Prominent and easily identifiable language switcher, labeled in each language’s native form to support a multilingual audience

SHOOT N‘ SHRINK

UX/UI Design, Visual Design, Gamedesign
08/2024
Blender, PS & Unity, Git

Contribution for the GMTK Gamejam. Submitted by Superschnizel, Hynozia, aetheristics on itch.io —> 1 hour, 57 minutes before the deadline.

Shoot and shrink your way through your enemies in this high paced top down shooter!

Gameplay: break your enemies plasma shields and use your shrink gun to shrink them down to size so you can eat them.

PLAY ON ITCH.IO

READ ABOUT SHOOT’N SHRINK

Goal

The GMTK Game Jam is one of the largest game jams worldwide, bringing together thousands of developers to create a game within a strict 96-hour timeframe. The 2024 theme, “BUILT TO SCALE” challenged 32000 participants to explore scale in creative ways.

Our initial concept focused on swarm behavior. We aimed to design a system of small, hand-animated microorganism-like entities — similar to amoebae — that would move as a clustered group through space. We called them Nanobots. The idea was to let players push, pull, and guide these organisms to interact with the environment, potentially solving puzzles or engaging in destruction-based gameplay. A clustering algorithm was planned to drive this emergent behavior.

Research

While the technical exploration progressed, the concept revealed critical UX issues early on. The visual result lacked clarity, and the interaction model failed to produce engaging or intuitive gameplay. More importantly, we were unable to define a satisfying core loop — an essential foundation for user experience.

At the halfway point (after ~48 hours), I initiated a strategic pivot. With limited time remaining, we shifted our focus from innovation to clarity, playability, and completion. Our new goal became: deliver a small, coherent, and polished experience.

Insight: In difficult situations, we need to adapt our strategy. Developing this ability is a learning process for the team.

Design Approach

We transitioned to a straightforward top-down shooter in 2½D. In this redesigned concept, the player controls a mysterious character shrinking enemies in an abandoned spaceship — tying back to the theme of the gamejam.

From a UX/UI perspective, this pivot allowed us to:

  • Establish a clear gameplay loop (shoot → shrink → eliminate)
  • Improve visual readability and player feedback
  • Reduce cognitive load and ambiguity in interactions
  • Focus on responsive controls and satisfying moment-to-moment gameplay

The project was developed in Unity, with version control managed via Git on a private server. I was responsible for visual design and asset creation in Blender, integrating and refining them within the engine.

Outcome

While not at the top, the result reflects a successful recovery from an initially over-scoped concept to an exciting, playable experience. The project demonstrates pragmatic decision-making and a user-centered approach under extreme time constraints.

Out of 7527 submitted games, ours ranked: Overall #3689 and #3200 in the Enjoyment criteria (based on 21 ratings)

A standout moment was the integration of the soundtrack, which significantly enhanced the overall user experience — elevating emotional engagement beyond expectations.