Luminora

Luminora is "a more playful way to win at life": a hand-crafted, interactive sidekick called a Lumie, who learns how you work, shows up for you every day, and helps you build a life you love one goal at a time.

I'm the lead UI/UX designer. I started on the UI side while working full-time at Bungie, and my work grew into defining the product itself: what Wendy and a Lumie are for, your relationship with her, and the UX framework and interaction models on desktop and mobile. I keep the team focused on the core first, and I designed and built everything here myself, prototyping and shipping with AI coding tools.

Luminora is still in the rough stage, so the screens use temporary visuals. This case study is about the UX: the structure, the behaviour and the decisions.

Role
Lead UI/UX designer
Services
Product definitionUX designPrototyping
Team
10 people
Company
Luminora
Year
2025–now
Status
In progress, temporary visuals
Luminora: halfway through a guitar quest, Wendy coaches you on the next step while the quest sits open beside her

The idea: help you enjoy your real life

Wendy is your sidekick for real life. She takes care of the busy parts of life so you can get off your screen and enjoy your real one: out in the world, with your friends, doing what you love. Success isn't time spent with Wendy; it's time well spent away from her.

The core loop

Every turn makes the next one better: the more she knows, the more she can take off your plate, and the more of your real life you get back.

Day one, she handles one small, real thing perfectly. By week one, she's planning your days with you. By month one, she knows your patterns and protects your time without being asked.

Less time managing life, more time living itLess time managing life, more time living itYou talk to herwhat's going on, what you wantShe plans and actsplans, books time, frees you upYou go live ita free evening, plans with friendsShe knows you betterand you trust her with moreTHE CORE LOOPEach turn makes the next one better.

Designing for AI

Chatting with AI today is one-sided: you can't see anyone, and it agrees with almost everything you say. These are the principles I design Wendy around.

Presence

Her face and reactions add the body language that AI chat is missing, so the relationship feels two-sided.

Honest, not agreeable

Each Lumie has her own personality. Wendy jokes, pushes back and tells you when you're wrong.

Memory you control

What she remembers is shown in plain words: correctable, forgettable and private by default.

She says why

Every suggestion comes with its reason, tied to something you said.

You decide

She suggests; nothing starts without your yes.

Designing how Wendy behaves

I don't only design the screens around Wendy; I write the rules for how she thinks, talks and learns, and ship them into her instructions.

What counts as a quest

A quest takes real effort, time and growth: you overcome something. Knitting isn't one; it's a hobby to enjoy, and you can knit the same hat again.

Say less

Short sentences, a character limit, just the main beats, like cliff notes.

Shorter still on the phone

Fewer words on a small screen, and a quick handoff to where the task belongs, like a video straight to YouTube.

Learn like a friend

She picks things up in natural conversation, the way you get to know someone, never by quizzing you for a profile.

Kind about what she writes

She never judges your body, age or money, and sensitive things like health, job loss or grief never lead.

Wendy drives, navigation is the fallback

You aren't meant to dig through HUDs. Wendy brings up what you need, in context, one thing at a time, and it leaves when the moment passes. Asking always works too, and the menu is there as a fallback. This one rule shaped the Vault, the profiles, the input and the phone app below.

You say you want to read real manga; Wendy brings up a quest idea beside the conversationShe brings it up, because of what you just said
After you accept, the quest idea closes and Wendy confirms it's on your quest boardThen it leaves: never a pile of HUDs

A quest is a journey

Our team comes from games, so quests came naturally, but what is a quest in real life? I started from the meaning: a long, difficult search or journey to find or achieve something important.

Then I split a quest's shape (a line, a branching path, a search) from its theme, the reason it exists. Real life has about ten themes, from goals and adventures to creation, rescue, transformation and legacy, and most real quests layer two: a fitness quest is a Goal and a Transformation; a house hunt is a Mystery and a Rescue. That layering is what makes a quest feel meaningful rather than a checklist.

"Go fishing this Saturday" is a to-do, not a quest. Skills aren't quests either: quests run in a line, but skills branch like a tree, where mastering one branch opens the next, and a skill is the tool you carry forever, not the house you build with it. Wendy decides which is which, so you don't have to, and on a real quest she carries the burden while you do the part that matters.

A search

Looking for something hard to find, like truth, peace or gold.

An adventure

A heroic journey, like a knight trying to find the Holy Grail.

A goal

The actual target or objective of the search.

A quest

A journey: time, effort, growth

  • Learn Japanese
  • Learn to play guitar
  • Travel to a foreign country
  • Plan a wedding

Not a quest

To-dos: a reminder, or nothing at all

  • Go fishing this Saturday
  • Pick up guitar strings
  • Call Priya back

Skills: they branch like a tree

  • Cooking: sauces, proteins, baking
  • Music: technique, theory, performance

What Cortana taught me

Two and a half years on Cortana taught me two things I bring to Wendy. First, everyone defines a to-do differently, and not every goal needs a deadline. When every goal in Luminora was becoming a quest on the calendar, I pushed back: knitting, for example, is a hobby to enjoy, and racing a deadline can even cause a repetitive strain injury. Wendy offers structure only when it helps.

Second, people come back to an assistant for small things done well, like reminders and timers. Big work features made Cortana feel built for Microsoft employees, as research participants told us. With Wendy, I push for a few standout features, but never at the cost of the small, everyday wins.

Just for fun, no deadline: Wendy saves no quest, sets no reminders and books nothing on the calendar

What Wendy knows

The Vault was a profile to fill in: eleven domains with progress bars and a "Complete" pill. I reframed it as what Wendy knows so she can help you, kept between the two of you: AI memory you can see and control, in plain words, correctable and private by default.

Wendy already had everything she'd learned; she just didn't know what to do with it. So instead of asking engineering for something new, I wrote her instructions: how to sort what she knows into themes, summarise each in her voice, and never show things like your weight, a divorce or a hard childhood. The screens show a made-up person's notes.

Six groups, not eleven

Fewer, clearer sides of your life.

Words, not XP

Each group says how well she knows you, from "just met" to "know you well"; a relationship has no finish line.

One cool thing up front

Something Wendy learned about you, like a bookshop pick.

Privacy on every group

Just us, or other Lumies can use this. Everything else is always just us.

About you, not her

Her level and unlocks moved to her own card, because this space is about you.

What Wendy knows: her bond with you, one highlight she learned, and six groups that say how well she knows each side of youThe front page
The People group: her take, what she knows, what she does with it, and a privacy switchA group page, with its privacy switch

Your profile, and hers

Your profile used to be a huge icon that opened onto almost nothing. I turned it into your account plus the place that celebrates your journey with your Lumie: your relationship, days together, gifts from Wendy, achievements and milestones. Wendy's card holds her progression, and Switch Lumie opens a simple overlay that shows profiles only.

Your profile: your account, plus your relationship with Wendy, days together, gifts and achievementsYour profile
Further down your profile: gifts from Wendy, achievements and a timeline of milestones togetherYour journey with Wendy
Wendy's card as a HUD: her profile, level and a soft Switch Lumie buttonWendy's card
Lumie Select: profiles only, front and center over the dimmed stageLumie Select

The input is for talking

The chat input had become a catch-all, with a clock, a notch and shortcuts. I cut it back to talking only: mic, text, send and attach, in one clean pill that stays centred and never slides away when HUDs open. On the phone it works like a messaging app, and the keyboard's return key sends.

The desktop input: one clean pill with tools and chat history on the left, voice and the store on the right, and your picture

Wendy on your phone

On a phone, the desktop stage was simply squeezed in, with HUDs floating over the chat. I rethought it as a chat-first app: Wendy large when you arrive, then the conversation takes over. What she brings up appears as a small card in the thread, and HUDs open as full pages from a menu.

I started with a clickable prototype to test the ideas, like her expression on each message and long answers as one short card, then built it into the app.

She opens with something specific she remembers
Each message carries the face she made
A suggested quest: Accept, Save or Decline
A long answer: one short line, then one card
Wendy full size, with her latest reply
The whole conversation, in the chat view
HUDs live in the menu
Each opens as its own page

No finished box

There's no finished, boxed version of an AI product. Every person's Wendy behaves a little differently, and people won't use her the exact way we design for. So I push us to ship the core small, learn from real use, and keep evolving, with patterns that hold up however someone talks to her.

What I believe

Since Cortana, I've believed AI's real power is giving people back time, the most valuable thing we have. Let it handle the mundane things we have to do, so we can spend our lives on what we want: family, friends, play and creativity. Luminora is how I'm designing for that.