Discipline
Interactive Design

Focus
App concept development
UX Design
Usability
User Interface Design
Design system
User engagement strategies
Digital Service Design

Interactive Design provides an overview of core design principles on how to create a User Experience that includes a digital product. The students learn about the complete design process from User-centred Research and its methods, problem definition, concept ideation, Concept Prototyping and Testing, User Interface Design to presentation and documentation of such a project.

Each semester the students can choose from a range of topic clusters in which they research and design their concepts in. Those clusters include Design for social impact, civic participation, education, culture and health.

EDUCATION

Fictio

Fictio is an app and educational framework designed to foster critical thinking, creativity, and empathy through popular fictional stories.

While students are often disengaged from academic content, they are deeply passionate about the stories they love. This project bridges that gap by using narrative exploration, character cards, and speculative fiction to challenge users to rethink familiar plots, analyze character decisions, and imagine alternative outcomes.

Fictio creates an engaging space where students can sharpen their critical thinking skills while enjoying the content they care about, making learning feel like part of the story.

HEALTH AND WELLBEING

Stroke Care

The app aims to create a holistic system that addresses various challenges across the post-stroke recovery phases. This interconnected system integrates different touchpoints, facilitating seamless communication and support between caretakers and patients’ families. 

Key features include a medication schedule for timely re- minders, an AI chatbot providing expert answers on strokes and rehabilitation, and vital sign monitoring with daily/ weekly analysis for progress tracking.

This comprehensive platform enhances patient care and offers invaluable support and resources for caregivers, fostering a collaborative environment for effective stroke management and recovery.

EDUCATION AND CULTURE

Aref, the birdie

Aref, the Birdie is essentially a for- gotten Egyptian folktale that has been rewritten, modernized, and designed into a storybook to captivate bilingual Generation Alpha readers.

Through vibrant illustrations and engaging storytelling, Aref learns valuable lessons about kindness and the true meaning of giving without expecting anything in return.

The accompanying app enriches the experience with audio narration and a trilingual feature, allowing children to explore the interconnectedness of Formal Arabic, Modern Egyptian Arabic, and English. By fostering linguistic and moral development simultaneously, this project empowers young minds to navigate cultural diversity with empathy and understanding.

SOCIAL IMPACT AND EQUALITY

Samba

Samba” is a dynamic mobile app designed to revolutionize women’s football in Egypt. It stands as a pioneering endeavor to elevate the visibility, engagement, and empowerment of female football players and fans.

Through features like league tracking, match analysis, and top stats, Samba fosters a vibrant community where fans, players, coaches, and stakeholders converge.

By providing a platform for easy access to information, connection, and celebration, Samba not only amplifies the voices of women in sports but also catalyzes societal change, promoting inclusivity, equality, and opportunity in the world of Egyptian football.

CIVIC PARTICIPATION AND EQUALITY

Cut

A mobile application designed to empower individuals with varying levels of engagement to participate in boycotts of different social and civic causes.

The app addresses the diverse needs of its users through tailored features such as a personalized progress tracker, curated alternatives to boycotted products, a news feed with credible information, and community-driven support groups.

By providing tools for education, motivation, and collaboration, the app enables users to make informed purchasing decisions, stay committed to their goals, and contribute to a collective effort toward ethical consumerism.

HEALTH

Dayra

Dayra is a mobile app designed to support women with Polycystic Ovary Syndrome (PCOS) by offering a range of personalized features, including educational tools, symptom tracking, nutrition plans, and community engagement.

Dayra empowers users to gain a deeper understanding of their condition, manage symptoms effectively, and reconnect with their bodies. The app bridges the gap between medical advice and emotional support, helping users navigate the challenges of PCOS.

By offering tailored resources and fostering communication between women and healthcare providers, Dayra aims to improve health outcomes, reduce isolation, and enhance overall well-being.

EDUCATION

Hadaf

Hadaf bridges the gap between student-athletes and higher education in Egypt by transforming the complicated and intimidating admissions process.

Many students fear applying to universities due to endless forms, unclear requirements, or the belief that top universities are accessible only to those from privileged backgrounds. Hadaf changes that — offering a bilingual platform where athletes can easily build a profile, guided by a 24/7 AI coachbot, explore and compare universities, and apply directly to scholarships with a click.

By turning athletic talent into access, Hadaf breaks the stigma and opens new doors — so no one is limited by background, only empowered by potential.

EDUCATION/WELLBEING

Hum

"Hum" is an educational nutrition application dedicated to raising awareness about proper nutrition during early childhood, targeting parents of toddlers aged 1–3 years.
Parents can browse culturally relevant Egyptian recipes, filter them based on their child’s needs, or log their own creations.

For those who like to plan ahead, Hum offers a weekly planner where parents can add upcoming recipes and easily track what has already been logged.

All logged recipes automatically generate a full daily report of the five essential food groups, recommending the toddler’s next meal accordingly.

So dive into a world of nourishment, and Hum Ya Gamal. 

 

HEALTH/WELLBEING

Flow

"Flow" is an app helping its users with anxiety to learn more about their condition, to get practical advices and exercises on a daily base.

 The app includes a mood tracker logging events and situations the user can learn and reflect upon.

HEALTH/WELLBEING

Mindglow

"Mindglow" is an app helping its users with migraine to learn more about their condition, to get practical advices and exercises on a daily base.

HEALTH/WELLBEING

Nourish

"Nourish" is an app helping its users with an eating disorder condition to learn more about their condition, to get practical advices and exercises on a daily base.

HEALTH/WELLBEING

Restored

"Nourish" is an app helping its users with an eating disorder condition to learn more about their condition, to get practical advices and exercises on a daily base.

HEALTH/WELLBEING

Runners Rush

"The Runners Rush Movement" is a social-powered application aiming to encourage communal engagement and connection through running.

The application works on creating and fostering an established, growing and consistent running community in Egypt by turning every run into a shared experience - both online and onground.

It works on encouaging people to get out, get some air, meet new people, and most importantly, keep moving! Users can view real-time activity from nearby runners, join friends live runs, follow curated paths by friends for a smoother journey, and share their own runs to celebrate achievements and cheer each other on.

With weekly on-ground runs and an ever-growing digital community, The Runners Rush Movement keeps you moving — together.

HEALTH/WELLBEING

Tab Talk

"The Runners Rush Movement" is

HEALTH

Hayyah – blood donation with benefits

Hayyah is an online platform that aims to give users an easy access to blood donation. The user knows when being eligible for donating, where to donate and how to make an appointment.

Accessibility is the base of the application, but in order to solve the problem of constant blood donation shortage in Egypt this app offers an additional service to its users:

With little effort any blodd donation can turn into a health check. The user can decide which additional components should be tested. The results are displayed in the app  tracking users’ health over time and provide knowledge on how to enhance ones health tailord to the users conditions.

HEALTH

Quit kit – quit smoking companion

Quit kit is an app that helps smokers to quit smoking in the most convenient way:

The first step is tracking the existing smoking pattern to then offer a personalised step by step plan to reduce smoking.

The goal is to reduce and finally to quit smoking without pressure. Several user engagement strategies like unlocking achievement batches, communication with the community, monetary benefit and  health status information about smoking are included.

CULTURE

Engagement strategies for the National Museum of Egyptian Civilization

»Murder through history« is a hybrid board game concept to engage with the museum audience before and after the museum visit. The game uses the artefacts and historical eras displayed in the museum to incorporate them into a various murder stories the competing users have to solve.

The digital part of the board game using scanning and sound is included into the mobile application concept for the museum itself covering all core experiences in the museum for different user archetypes.

»Sinuhe: The Timeline Explorer« is an Interactive Children’s book for children of ages 7-9.

The book tells a story about Sinuhe’s journey full of troubles, hunger, and fatigue throughout the eras, on a mission to find the invaluable Golden Scarab Beetle Coins. Through »ugly funky« illustrations in each chapter, a different scenario in Sinuhe’s adventurous journey is exhibited.

At the very end of the book, there are a series of games that help reinforce the children’s learning process.

Digital interactivity is incorporated within the book to allow the user to listen to an audiobook of each chapter through a scanner feature in the AR (Augmented Reality) smartphone app.

The app also contains other features like the option to download a coloring book containing the chapters’ illustrations.

The app is to be used by a facilitator who is helping children to get the full experience, encouraging family quality time through an educational experience.

»Check mate« is a treasure hunt based gamification concept for the Museum of Egyptian Civilization. The style is illustrative, inspired by Pharaohs.

This game is designed for museum visitors who want to explore the artefacts hall and learn more about the mummies in the basement in a playful way.

The user has to answer a series of questions connecting different artefacts in the museum. The goal is to find out who killed this king.

»Flip it« is a treasure hunt based card collection game concept for the Museum of Egyptian Civilization.

This game is designed for museum visitors to test their knowledge about the artefacts displayed in the museum. With each question answered the user gains a collectible card that adds points to their account.

Points can be redeemed in the museum shop. The collected card sets are also available in print form to be played outside the museum experience.

»Sabeel« is a hybrid board game based on the game ludo. The game's story and theme is based on different Islamic Art eras.  

»National Mystery« is a multi media children publication illustrating a fictional story based on the pharaonic Era.   

EDUCATION

Aktahsef – helping to learn

»Aktahsef« is a comprehensive digital learning program that empowers administrators and teachers to help elementary students build essential skills while enjoying a playful experience.

The application includes a number of tools and guided exercises that allow  for students to work independently and if necessary with the help of their peers or guardians.

The exercises are suggested and build by local educators and instructional designers that want to offer their didactal approach to a wider audience and to gain an extra income.

SUSTAINABILITY

A digital green wallet

»PayGreen« aims to encourage its users to live a greener life for the benefit of their own health and the environment.

It enables citizens to pay their bills online through a digital wallet. The app includes a point system according to usage, but also type of products bought with the app. To redeem the points the user can donate to green initiatives.

Additionally the user can compete in challenges and to learn more about the Co2 footprint of their consumption behaviour. The app also suggests more eco-friendly alternatives, if possible.

DIGITAL SERVICE ENHANCEMENT

One app to manage all services around your home

»Khadamat« is a home services app that aims to connect the services providers with their users in a high quality and fair way. The app offers all kind of services around ones home – from temporary cleaning to a cleaning service throughout the year, moving or repair services as well as painting and renovation jobs.

The app measures constantly the satisfaction of their users but also the workers to ensure a good experience from both sides of the service.

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