Jose Alvarez · UI/UX Designer

I design interfaces
that show you
what state you're in.

Progression systems, character states and the design systems behind them. Two case studies below, both running on the same four-state framework.

Case study — character-driven UI

State First, Data Second

  • 60/40 layout
  • Progression tiers
  • Feedback states
  • Spend simulator
  • Playtested ×5
Am I okay? →

Case study — progression & feedback

Fail State as Loop

  • Streak recovery
  • XP economy
  • League ranking
  • Widget family
  • UI style guide
Data is the conversation →

The framework behind both projects

Emotional State Architecture

  • Trigger
  • State Machine
  • Feedback
  • Progression
  • Presentation
State changes everything →

Two systems built on the same idea: a progression loop only works if the person using it can read, at any moment, what state they're in and what the system is asking of them. Characters, XP economies, streaks and fail states — designed as systems, not decorations.

Emotional State Architecture

ESA is my own framework: a four-state machine where every state has a trigger, a psychological mechanism and an action it invites. It drives the characters, the reward tiers and the fail states in both case studies.

Trigger — day start, no activity

Pure potential. The day begins without pressure. An expectant posture: the character waits, it doesn't judge.

Anthropomorphism · Epley, Waytz & Cacioppo

Read the full framework

Character systems, data made readable, and why presentation is part of the work.

See how I build

Character
Systems

State machines, behavior, feedback loops, progression.

Data
Made Readable

Information hierarchy, visual language, clarity over noise.

Presentation
as Action

The interface is the product doing the talking.

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