Ved Varun
Varanasi

Design. Psychology. Systems.

I design digital products and interventions by balancing the logical with the emotional. Moving past surface aesthetics to understand people, decode behaviors, and shape meaningful structural outcomes.

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The Human Variable

Perspective

We often discard the irrational in pursuit of perfection.

Sometimes we throw away irrationality in an attempt to do the right thing so well—to be so aspiringly perfect in action and advice—that we make our solutions incredibly hard to comprehend.

We personify this dynamic of the logical and the emotional, often failing to realize that while they may not meet in the process, they are usually aligned in their objective: preventing emotional self-harm.

But what happens when we listen to the emotional? When we let the so-called "madness" and "misunderstood" have their free reign?

I am a second-year design student deeply interested in psychology and writing. My practice focuses on untangling complex socio-technical environments. I don't just build interfaces; I listen to the complexities of human behavior to design interventions that are grounded, empathetic, and structurally sound.

Role: Second-Year Design Student
Location: BITSDES, Kalyan

Selected Work

[Image: GenYuvaa Project]
System Strategy / NGO Rehabilitation 2025

GenYuvaa

Architecting systems of care and outreach for vulnerable children.

The Context

An NGO rescuing children from systemic begging required ways to visualize their deep emotional care models without aestheticizing their struggle.

The Process

Abstracted the organization's existing methods into self-reinforcing feedback loops and mapped the invisible design of their emotional infrastructure.

The Outcome

Delivered a visual toolkit, a low-resource social media framework, and an AI chatbot deployment strategy to respect their operational constraints.

Solo — Varanasi Ved Varun
Read Case Study →
[Image: ISLET Framework]
Ethnography / Service Design Working with Informality

The ISLET Framework

A grassroots tool for problem-solving in informal settlements.

The Context

Informal settlements balance the need for safe infrastructure (lighting, terrain) against the very real threat of eviction that comes with visibility.

The Process

Conducted on-ground participatory mapping in Belapur Gaon to surface layered pain points, focusing on the "Visibility Dilemma" and geographic invisibility.

The Outcome

Created ISLET (Infer, Solve, Listen, Examine, Test): an actionable co-design loop empowering residents to prototype transient, community-led infrastructure.

Team — Aditya Singhdeo, Arya Gangwar, Anvi Pathak, Kavya Soni, Koutilya Karmala, Kripa Mittal, Purvi Ramatilak, Sri Sanjana Somanchi, Ved Varun Varanasi
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[Image: Proxy Wars ARES]
Game Design / Research Generative Device

Proxy Wars (ARES)

Using game mechanics to extract principles of good design.

The Context

Proxy wars are highly complex systems fueled by resources, political leverage, and misinformation. We asked: Are wars designed?

The Process

Built a scenario-based board game where players roleplay as diplomats and designers navigating pre-war tensions, forcing them to make ethical trade-offs.

The Outcome

Analyzed player behavior to generate 11 core design principles, highlighting how human capital, tech, and empathy influence systemic decision-making.

Team — Ruchira Sharma, Swasti Sinha, Varanasi Ved Varun
Read Case Study →
[Image: Birdom App]
UX Architecture / Mobile App Concept

Birdom

Mitigating Empty Nest Syndrome in Urban India.

The Context

Urban empty nesters face sudden isolation and lack intuitive, low-risk pathways to discover and sustain new personal interests without feeling overwhelmed.

The Process

Engineered an interface centered on "Growth over Performance", utilizing an Activity-Tree mental model to visualize effort as accumulation rather than pressure.

The Outcome

A mobile app that curates centralized hobby resources, surfaces familiar activities first, and builds gradual connection without competitive anxiety.

Team — Anoushka Pednekar, Dhimant Dusshaad, Parisha Mehta, Ved Varun Varanasi
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Capabilities & Mindset

Core Disciplines

  • Systems Thinking & Architecture
  • UX / UI Design
  • Service Design & Blueprints
  • Ethnographic Research
  • Participatory Co-design

Understanding People

  • Behavioral Psychology
  • Narrative & Storytelling
  • Cognitive Empathy
  • Conflict & Trade-off Analysis
  • Writing & Communication

Technical Arsenal

  • Figma / Prototyping
  • Adobe Creative Suite
  • Information Architecture
  • Data Visualization
  • Workflow Frameworks
System Strategy & Organization Design

GenYuvaa

Architecting systems of care, dignity, and outreach for vulnerable children.

Solo — Varanasi Ved Varun

This project began with a question: What happens to children after we stop giving them loose change?

That curiosity led me to Generation Yuvaa — an NGO working in Visakhapatnam to rescue, rehabilitate, and reimagine futures for children who were once on the streets, begging for survival. I wasn’t there to “fix” anything. My intention was to understand the system from within — to trace a child’s journey from the street to a structured life, and to explore how imagination, identity, and dignity are rebuilt along the way.

[Image: The Local Picture of Child Begging]
Visualizing the reality of child begging in Visakhapatnam.

Systemic Response: A Design Lens

Child begging is often treated as a one-dimensional issue — something to be solved with money or removal. But what happens after rescue is what actually determines the future of a child. Generation Yuvaa’s work is not just logistical or charitable — it is systemic, emotional, and deeply architectural.

By breaking down their methods, I identified invisible frameworks of care:

[Image: GenYuvaa System Map]
Self-reinforcing feedback loops dictating organizational continuity.

Field Visits & The Power of Play

At the Gajuwaka branch, I spent time with younger children. We played games — “statue” being the most memorable. But when we said, “The winner gets a chocolate,” the tone shifted. Suddenly, there was competitiveness, eagerness, a kind of narrowing. And then we asked: “Should only one person get the chocolate, or should everyone who plays get one?”

"Some children said only the winner should get it — that’s what they’re used to. Others paused. Then one child said, 'But we all played.' It was a gentle unraveling of what fairness could mean — not just earning, but participating."

That moment seeded a critical thought: What if the systems we design for children rewarded effort, play, and presence, not just outcome? This insight connects deeply to GenYuvaa’s design: the need for a more equitable reward logic, where support isn’t just transactional but emotional.

Strategic Interventions

To support funding and awareness, I proposed ways to connect with more CSR projects through structured storytelling. Respecting their financial constraints, I designed a low-resource social media framework building consistency through rotating themes without relying on images of children's faces for the sake of privacy.

[Image: Booklet Redesign and AI Chatbot]
Booklet redesign and AI chatbot workflows to reduce administrative load.

Reflective Note: Designing Trust

I thought I would learn about rehabilitation. Instead, I learned how much of it is emotional, messy, and made up of decisions no one claps for. I learned that design isn’t always what you add — sometimes, it’s what you refuse to do. Not simplifying someone’s story. Not rushing their healing. Not treating care like a product.

I don’t have all the answers. But I’ve begun to understand the value of sitting with these questions. To design, in this kind of space, is not to arrive with certainty — it’s to stay with complexity. And to recognise that some of the best design doesn’t speak loudly. It simply holds.

Ethnography & Service Design

Working With Informality

A grassroots tool for problem-solving in informal settlements.

Team — Aditya Singhdeo, Arya Gangwar, Anvi Pathak, Kavya Soni, Koutilya Karmala, Kripa Mittal, Purvi Ramatilak, Sri Sanjana Somanchi, Ved Varun Varanasi

Belapur Gaon is a chawl and slum settlement in Navi Mumbai. Its residents are people who have been living there for years, even generations. The terrain is divided into smaller sectors based on elevation, with thin walkways adorned with waste, mushy land, and loose rocks posing daily risks of injury.

[Image: Layered Systems Map of Belapur Gaon]
Layered Systems Map identifying stakeholders, assumptions, and power dynamics.

Actionable Insights & The Visibility Dilemma

Through layered mapping and speaking with the residents and NGO facilitators (YUVA), we uncovered the paradox of their situation. Residents are caught in a trap: securing their future and fixing infrastructure requires engaging with the same authorities they fear will risk their eviction.

"Visibility, while necessary for progress, also carries the risk of dismantlement. Dignity is eroded when even basic acts like walking to washrooms become unsafe struggles."

This led to a reframed opportunity: How might we enable the community to ideate and create solutions within existing initiatives, using their own context to address grassroots problems without drawing hostile attention?

[Image: The ISLET Framework Diagram]
ISLET: Infer, Solve, Listen, Examine, Test. A 5-step loop for inclusive problem-solving.

The Proposal: ISLET

The proposal called ISLET is not a physical product, but a framework to generate ideas. It guides community members to address problems collectively and understands that authorities may not always have solutions either.

Example Scenario: Terrain & Lighting

Using ISLET, a community might focus on lighting as a first problem to solve for unsafe terrain. Rather than petitioning the government for permanent streetlights (which alerts authorities to illegal structures), the framework leads them to test water-bottle lamps or reflective tape. These are affordable, easy to install, and do not raise alarms.

By empowering the community to ideate for themselves, ISLET builds shared problem-solving muscle. It reinforces that value, power, and emergence constantly intersect, and that small, informal actions can evolve into vital systems of survival.

Game Design & Research

Proxy Wars (ARES)

Using game mechanics as a generative device to extract principles of good design.

Team — Ruchira Sharma, Swasti Sinha, Varanasi Ved Varun

A proxy war involves superpowers supporting opposing sides in a regional conflict through funding, weapons, and political leverage, without direct combat. We asked a provocative question: Are wars designed?

If conflicts are systematically planned and sustained by resource allocation, manipulation, and strategic decisions, could we reverse-engineer the logic of war to understand systemic design?

[Image: ARES Game Setup]
The ARES scenario-building board game in action.

The Generative Device

To explore this, we created ARES, a scenario-building board game set in a pre-war tension state. Our generative aspect lies in the conversations that the opposing nations have, and how their solutions are influenced by their belief systems, gameplay mechanics, and constraints.

The Roles:

[Image: ARES Cards and Mechanics]
Scenario cards, Resource metrics, and Infrastructure events force ethical trade-offs.

Play Testing & Synthesis

We tested the game across multiple groups: peers, visual/human-centered industry designers, and external players (game designers, historians). By forcing players to switch nations after every round, we compelled them to empathize with the opposition and solution for the greater good.

"I felt like as a human-centered designer, I came from a place of empathy and tried to resolve conflict without escalation... but time constraints in solutioning made ethics a lower priority."

The 11 Design Principles

Through observing the negotiations, trade-offs, and betrayals during gameplay, we synthesized 41 inferences into 11 core doctrines for designing complex systems. Some key takeaways include:

UX Architecture & Product Concept

Birdom

Mitigating Empty Nest Syndrome in Urban India.

Team — Anoushka Pednekar, Dhimant Dusshaad, Parisha Mehta, Ved Varun Varanasi

An empty nest can turn simple in-between moments of boredom into despair. For urban Indian parents whose lives have revolved entirely around child-rearing, the sudden quiet of the home can trigger severe isolation.

We set out to solve three very specific tensions:

[Image: Birdom App UI]
Surfacing familiar activities first, using feel-based themes instead of outcomes.

Growth Over Performance

Most habit-tracking or hobby apps rely on "streaks" and gamified consistency, which creates anxiety when a user breaks the chain. Birdom changes this paradigm entirely.

Instead of a calendar streak, we introduced the Activity Tree. This mental model visualizes effort as accumulation, not consistency pressure. Every time a user engages in an activity (whether reading, cooking, or walking), their tree grows a leaf. If they stop for a week, the tree doesn't die—it just waits for them to return. It creates a space for learning in the moment of curiosity.

"Birdom turns moments of despair into moments of enrichment. An app to discover new interests, one moment at a time."