Coalign: A Tangible Collaboration System for Product Teams

TIMELINE
October- November 2025
ROLES
UX Research Lead
Product Designer
UI Designer
TEAM
Shrushti Chavan
Suri Liu
Alfreda Liu
TOOLS
Figma
CONTEXT

Coalign is a tangible collaboration tool designed to help design, product, and engineering teams critique, iterate, and make decisions together

By combining a large interactive screen with tangible inputs (pens and disks), Coalign transforms fragmented feedback and abstract discussions into a hands-on, real-time collaborative experience aligned with Agile workflows.

PROBLEM

The Specific Problem

Our team focused on a challenge that all product teams face. Every week there are meetings and milestones to meet and the most difficult part is communicating and getting changes processed thought the team. It is so time consuming to collaboratively critique, refine, and understand on the best decisions across design, product, and engineering teams. Feedback is scattered across tools, decisions get lost in threads, and design variations are hard to track and follow through. The Agile workflow is all about working fast and small teams want the fastest, most efficient way to work fast.

GOALS

This project aimed to...

01 Velocity

Enable a faster, clearer collaboration during design critiques and sprint meetings

02 Clarity

Support multiple roles (Designer, developer, manager) in a single system

03 Continuity

Bridge ideation -> critique -> execution within one workflow

ARCHETYPE

User archetypes

Our designs were heavily impacted by these archetypes because we needed to be building for three groups of people falling under different job categories. We needed to understand what each of these users wold gain and need from our interface.

HOW MIGHT WE

💭 How might we design a tangible interface that enables product teams to collaboratively explore, compare, and critique designs – so they can iterate and ship with clarity and speed?

EARLY ITERATION

Main idea

Our solutions circled around the ideas of allowing the already existing Agile workflow to be reached better.

1. First, designers will present new design features or products that need to be critiqued and built.
2. Next, teams will understand and give feedback, or even brainstorm and make real-time changes to designs
3. Then, developers review the updated designs and understand the technical requirements and feasibility. Break it down and understand what needs to be done (what data needs to be accessed, how long will this take?)
4. Finally, the tool will end the meeting documenting the feedback, tracking changes, and assigning tasks to specific people, and the manager can edit and iterate on milestones and tasks.

USABILITY EVALUATION

What was learned?

After sketching out this prototype and receiving feedback, we understood that there had to be more options and collateral for the other types of users. Even though designers have the most agency, there needed to be more choices and ways that other users could interact with our TUI.

Limited Collaboration

Non-designers lacked clear ways to participate, indicating a need for more inclusive interactin options.

Unclear New Project Creation

"So I think cursor by default it does not have any option for me to create a project."

Missing Guidance

"And even page for me to create a new project, it’s only allow me to open file open project."

USABILITY EVALUATION

Key Findings From Moderated Testing

To evaluate the clarity, accessibility, and onboarding effectiveness of the redesigned Cursor experience, we conducted moderated usability interviews. These sessions allowed us to observe real-time behavior, probe user expectations, and uncover friction points that would not surface through unmoderated testing alone.

Accessbility Gaps

Older and less experienced users struggled with text size and contrast.

Need for Addtional Help

Users expected an in-product help hub with documentation, FAQs, and search.

Lack of Context in Intro Page

Several participants did not understand what Cursor was before onboarding.

FINAL DESIGN

Refined Experience

LEARNING & IMPACT

This project taught me how to guide a project from research to outcome

🔁 Iteration as a Core Requirement

This project highlighted how tangible interfaces are especially impactful in group settings. By enabling multiple users to interact physically and simultaneously, the system encouraged discussion, shared understanding, and real-time decision-making. The physicality lowered barriers to participation and made abstract concepts easier to externalize, organize, and negotiate collaboratively.

🤝 Physical Interaction Enables Better Collaboration

Tangible interfaces are most effective in group settings, where shared physical interaction supports communication, idea exchange, and real-time decision-making.

🎯 Storytelling Improves Understanding

A key takeaway was the importance of storytelling and “show, not tell” design. Even with a strong concept, users struggled when interactions were not immediately legible. Clear setup, visual cues, and microinteractions proved essential for communicating intent and guiding use—demonstrating that how a system is presented can be just as important as what it does.