(D_IS.01)

’026
Dana Tamir

/ART&TECH

Designing a visual discomfort research experience

Services
Visual identity
Print materials
Interactive design
UX / UI

DIS — key visual

↓ Project story

(K.01)D/IS

Designing a visual discomfort research experience

The gap between seeing and understanding.

DIS is a speculative research lab exploring visual discomfort and how perception responds when familiar visual systems become unstable. The identity focuses on disruption, disorientation, and the gap between seeing and understanding.

I developed the project as a complete visual and interactive system, including branding, UX/UI, print and social materials, motion design, and a two-part experience combining interactive projection, real-time tracking, and an immersive first-person game.

(01)

/Logo

DIS logo with Mind Gap tagline
(01) /Logo Logotype · Grid system · Lockups

DIS is cut where the eye loses its grip. Each letter is sliced at the same height and the lower half slips out of place, so the word reads as one frame lagging behind the next. In the I, the shift becomes a slash, a small gap in perception built into the name, answered by the tagline “Mind Gap”. Every distance in the lockup is a whole multiple of one base unit, giving three fixed ratios: stacked 3:2, horizontal 3:1 and mark-only 2:1.

Logotype · Grid system · Lockups

(02)

/Merch

Lab issue for staff and participants: aluminium flasks, tote bags and ID badges that carry the identity off the screen.

Flasks · Tote bags · Badges

DIS aluminium flasks
(02) /Merch Flasks · Tote bags · Badges
DIS tote bags
(02) /Merch Flasks · Tote bags · Badges
DIS staff badges and lanyards
(02) /Merch Flasks · Tote bags · Badges

(03)

/Print

An Open Call poster for the study and a lab folder with business cards: the same grid, the same lime, the same gap.

Poster · Folder · Stationery

DIS Open Call poster
(03) /Print Poster · Folder · Stationery
DIS folder and business cards
(03) /Print Poster · Folder · Stationery

(04)

/Packaging

Eye drops named after the visuals they “relieve”: Trypophobia, Frequency and Colorimetric. One system, three colourways.

Bottles · Boxes · Labels

Trypophobia eye drops
(04) /Packaging Bottles · Boxes · Labels
Frequency eye drops
(04) /Packaging Bottles · Boxes · Labels
Colorimetric eye drops
(04) /Packaging Bottles · Boxes · Labels

(05)

/App

A tablet intake app before the session: consent, a short medical screening and a session ID that calls you into the projection room.

Tablet app · UX/UI

Intake app start screen
(05) /App Tablet app · UX/UI
Terms of participation screen
(05) /App Tablet app · UX/UI
Medical history screen
(05) /App Tablet app · UX/UI
Intake complete screen
(05) /App Tablet app · UX/UI

(06)

/Installation

An interactive projection that watches back. A camera tracks the viewer’s face and eyes in real time, and the image responds to every glance: patterns shift, tighten and break apart as attention moves. The longer you look, the more the room reacts, until the moment of discomfort becomes part of the work.

Interactive projection · Real-time tracking

Visitor seated in front of the interactive projection
(06) /Installation Interactive projection · Real-time tracking

(07)

/Website

A recruitment site for the lab: join the study, meet the team behind it and book a test session.

Web · UX/UI · Booking flow

DIS website home page, full scroll
(07) /Website Web · UX/UI · Booking flow · Hover to scroll ↓
DIS team and scheduling page, full scroll
(07) /Website Web · UX/UI · Booking flow · Hover to scroll ↓