/ Portfolio / 2025
6+
Base Melbourne, AU
Status Available 2025
Sectors Aviation / Gov / XR / Fintech / Ecom
Current Lead Researcher, Askable

Tyler Nielsen

Operating at the intersection of bold ambition and human clarity. From the world's first electric air race to government services used by millions.
UX Designer Product Designer Researcher
6+ Years practice
12+ Systems designed for Airspeeder alone
7+ Research clients incl. Toyota, Visa, NAB
Problems worth solving
Selected work / A small selection - the breadth is wider Click any row to explore
/ About

UX.
Product.
Research.
Same rigour.

/ Skills
UX Design Product Design UX Research XR / Immersive Design Systems Service Design Facilitation 🍮 Pudding

I'm Tyler Nielsen, a UX Product Designer and Researcher based in Melbourne, Australia. I work across the full arc from discovery and research strategy through to design systems and delivery. Hard problems don't respect category boundaries.

"From pilot interfaces for the world's first electric air racing series, to shaping how millions of Victorians navigate public transport. The altitude changes. The standard doesn't."

Currently Lead Researcher at Askable, embedding human-centred design across SaaS and non-SaaS teams. Building the research infrastructure that lets great decisions happen faster.

The projects shown here are a small selection. The breadth - aviation, government, XR, simulation, insurtech, brand experience, e-commerce - is deliberate. Different altitudes, same standard.

Also professionally certified in the fine art of pudding.

Got something
ambitious
in mind?

Let's Talk → Available for select projects in 2025
Live & Ongoing · 6 years in - this project is still actively evolving
01
01 / E-Commerce · 2019 - Present

Midnight
Merchant

Six years. One platform. Countless iterations - and still growing.

Active since 2019 · Ongoing engagement
RoleLead UX Designer
ClientMidnight Merchant
Duration2019 - Present (6 yrs)
DeliverablesEnd-to-End Platform
The Long Game

Six years of compounding
design decisions.

Midnight Merchant isn't a project with a start and end date - it's a living relationship between design and a brand still finding its full form. What began in 2019 as a foundational e-commerce build has evolved through multiple platform generations, shifting consumer behaviours, and an increasingly confident brand identity that deliberately operates outside the mainstream.

The insight that has sustained six years of work: alternative commerce brands don't fail because they're unconventional - they fail because their product experience doesn't honour the conviction of their aesthetic. Every iteration on Midnight Merchant has been about closing that gap.

Evolution Over Time

Not a project. A practice.

2019 - Foundation
Platform architecture & brand system
Built the initial e-commerce platform and established the dark-first design language - component library, typography hierarchy, and the tone of voice that would carry the brand forward.
2020-21 - Optimisation
Checkout flow rebuild
67% checkout abandonment identified as the critical failure point. Redesigned the full purchase flow around four trust principles: visibility, reversibility, social proof, and micro-feedback. Abandonment dropped 41%.
2022-23 - Expansion
Mobile-first redesign & creator tools
As the creator community grew, the platform needed tools for sellers - not just buyers. Designed the creator dashboard, product listing flows, and community features that let niche vendors thrive.
2024-25 - Maturity
System consolidation & scale
Six years of layered decisions required a full design system audit. Rebuilt the component library from first principles, documented governance rules, and handed off a living system that could grow without Tyler in the room.
2025 - Now
Ongoing partnership
The relationship continues. A six-year engagement built on trust, institutional knowledge of the brand, and a shared commitment to making alternative commerce feel premium.
Core Challenge

Dark ≠ scary. Dark means atmosphere - if you back it with clarity.

The critical insight across six years: the brand's darkness was an asset, not the problem. Users leaving weren't repelled by the aesthetic - they were let down by a product experience that couldn't hold the weight of the brand's promise. Inconsistency, generic components borrowed from mainstream templates, and a checkout that felt like it belonged on a different site entirely.

Every design decision since has been anchored to a single question: does this feel like Midnight Merchant, or does this feel like a template?

"

"Tyler redesigned our checkout and it felt like someone finally understood what our brand was trying to say."

Midnight Merchant, Founder
Key Outcomes (across 6 years)

Numbers that matter.

↓41%Checkout abandonment
(2020-21 rebuild)
↑3.2×Conversion rate
since 2019 baseline
4.8★Post-purchase CSAT
(current)
E-Commerce UXLong-Term PartnershipDesign SystemsCheckout OptimisationFigmaDark UICreator Tools

Next Project

RACV - Arevo

02
02 / Insurtech · 2025

RACV
Arevo

Insurance reimagined - and fuel found, fast.

RoleProduct UX Lead
ClientRACV / Arevo
Timeline20 Weeks
DeliverablesInsurance Platform + Fuel UI
01 - Primary Goal

Reinventing insurance for people who hate insurance.

RACV partnered with Arevo to launch a next-generation insurance product targeting younger Australians. The core challenge: insurance is a famously opaque and anxiety-inducing category. Most users don't engage until something goes wrong - and by then, confusion compounds distress.

We restructured the platform's IA around three mental models every user actually holds: What am I covered for? What does it cost? What do I do if something goes wrong? Every screen answers one of these - instantly, without jargon.

02 - Process

Mapping the anxiety out of insurance.

01
Research
8 user interviews, diary studies on existing insurance interactions and pain moments
02
Map
Service blueprint, emotional journey mapping, pain point triage across 6 touchpoints
03
Prototype
Low to high fidelity, 4 usability test cycles, plain language content audit, accessibility review
04
Launch
Phased MVP → full release, post-launch analytics, support call volume monitoring
Secondary Goal - Fuel Finder Component
Helping Australians find the cheapest fuel - with confidence, not confusion.

RACV members have always had access to fuel price data - but the existing experience buried it. A list of stations with varying prices, no meaningful filtering, and no context for whether a price was actually good. Users were overwhelmed, not empowered.

The redesign of the Fuel Finder component was built around one clear user truth uncovered in research: people don't want the cheapest price in the state - they want the cheapest price they can actually get to, right now.

Before
Undifferentiated station list · No radius filter · Prices shown without context · No fuel-type toggle · Poor mobile legibility
After
Location-aware radius slider · Fuel-type filter · Price-vs-area-average indicator · Map and list toggle · One-tap navigation to cheapest nearby station

The key design decision: surface the relative value of a price, not just the absolute number. A station charging 182.9¢ means nothing in isolation - telling a user that's 8¢ below the suburb average means everything. Small label, massive trust signal.

"

"We went from being one of the most confusing steps in someone's year to one of the easiest."

RACV Product Director
04 - Outcomes

Trust, measurably built.

↑58%Policy completion rate
↓62%Support calls at onboarding
4.6★App store rating
Service DesignInsurtechMobile UXFuel FinderAccessibilityInformation ArchitecturePlain Language

Next Project

Airspeeder

03
03 / Aviation · 2022 · World First

Air
Speeder

Designing for a world that had never been designed for before.

RoleUX Designer
ClientAlauda Aeronautics
Duration18 months · 12+ systems
ScaleWorld First - No Precedent
The Context - A World First

Dubbed 'the F1 of Flying Cars' - and it needed a design system to match.

Airspeeder is the world's first electric flying car racing series - eVTOL (electric vertical take-off and landing) speeders racing an augmented reality track in remote locations, starting with Adelaide, South Australia. No comparable sport had ever existed. No comparable interface had either.

I collaborated with Alauda Aeronautics across an 18-month engagement, designing and developing 12+ interconnected systems from the ground up: portable race stations, flight control interfaces, race control, race timing, pilot augmented HUD, timing sheets, telemetry playback, track design tools, event planning systems, flight director stations, an augmented reality tabletop experience, and the pilot training flight simulator.

Every system had to work in isolation - and integrate seamlessly under live race conditions, compliant with CASA (Civil Aviation Safety Authority) safety standards.

Design Under Constraint

When a missed data point is a safety incident.

The most demanding design environment I have worked in. Race operations interfaces are used under extreme cognitive load - by engineers, race directors, and support crews simultaneously monitoring live telemetry during competition. There is no room for ambiguity, no graceful degradation, and no "undo".

We embedded with the race operations team, shadowed engineers during test events, and applied aviation HMI principles - progressive disclosure, colour-coded alert hierarchies, spatial consistency - so operators could access critical information without consciously searching for it. The interface had to become invisible under pressure.

The 12-System Ecosystem

Not one product. An entire operational world.

01
Race Operations
Portable race stations, flight control UI, race director interface, flight director station
02
Timing & Data
Race timing, timing sheets, telemetry playback, live data hierarchy and alert system
03
Pilot Experience
Augmented HUD design, pilot training simulator, AR tabletop flight experience
04
Event & Track
Track design tools, event planning system, CASA-compliant safety documentation
"

"The interface essentially disappeared - operators stopped thinking about the tool and started thinking about the race."

Airspeeder, Head of Operations
Outcomes - Beyond Metrics

Some results can't be benchmarked.

Standard UX metrics don't capture the scale of what a world first means. So alongside the numbers, these are the outcomes that mattered most.

The First
No template existed.
We made one.
Every design pattern, interaction model, and data hierarchy was built from first principles. Witnessing the aircraft navigate the virtual world we created was a moment that will not be replicated.
The Numbers
↓2.1s
Avg. time-to-insight under race conditions
0
Critical data misses across live competitions
12+
Interconnected systems delivered
Aviation UXWorld FirstHigh-Stakes InterfaceHMI DesignData VisualisationAugmented RealityCASA ComplianceEye-Tracking

Next Project

Immersive Workshops

04
04 / Brand Experience · 2023

Immersive
Workshops

Design thinking as a real-time, adaptive practice - meeting each problem where it lives.

FormatFacilitated Design Workshops
ClientsDulux · Apple · Sydney Swans
ToolsBlender · Unity · AutoCAD · CNC
NatureAdaptive Problem Solving
The Approach

The method flexes.
The rigour doesn't.

Immersive workshops are not templated engagements. They are facilitated design thinking environments that change shape depending on what the problem actually is - and who is in the room. The output might be a high-fidelity prototype, a business case, a set of low-fidelity sketches, or a fully 3D-modelled concept. The customer's need determines the fidelity - not the format.

Each engagement follows a fluid arc: rapid ideation, theme clustering, concept development, stakeholder pitch - but within that arc, the facilitation adapts in real time. Some teams need constraint. Some need permission. Some need a designer who can jump between Blender, a whiteboard, and a CNC laser cutter in the same afternoon.

How It Works

Crazy Eights to concept - and everything in between.

Case Studies

Same method. Different problems entirely.

Case 01 - Dulux Australia
Making colour feel before you commit to it
Tools: Blender · Unity · AutoCAD · CNC laser cutter

Customers chose paint colours under fluorescent store lighting, then felt betrayed at home. The workshop was structured to surface this emotional journey - moving from the observable (customers leaving confused) to the root (colour confidence broken at point of sale). We co-designed an immersive experience that let customers experience colour in conditions that replicated their actual homes, before purchasing. The output wasn't a slide deck - it was a working prototype of the experience itself.

Case 02 - Apple · Sydney Swans
Enhancing a player's on and off-field performance
Apple Experience Workshop · 48-hour sprint

As an Apple ambassador, I led design for a 48-hour sprint with the Sydney Swans product team. The brief: explore how to enhance player performance on and off the field. The team - designers, developers, and marketing executives - conducted user interviews with players, coaches, and team physicians to build empathy before a single screen was touched. The outcome was a holistic player performance tracking app using in-jersey technology for in-game biometrics and off-field sleep and wellness monitoring. The UX principle was radical simplicity - data effortlessly available to players and coaches, non-intrusive to use during the game.

"

"People walked out not just with a colour, but with a story about why that colour was right for them."

Dulux Brand Experience Manager
FacilitationDesign ThinkingService DesignRapid Prototyping3D / BlenderUnityEthnographic ResearchCo-design

Next Project

Air Racing Simulation

05
05 / Simulation · 2022 · World First

Air Racing
Simulation

The world's first consumer-ready Airspeeder flight simulation - built in three weeks, using game design to solve a real training crisis.

RoleUX / Interaction Designer
TeamTelstra Purple · 3 people
Build Time3 weeks
ScaleWorld First · Consumer-Ready
The Context

Training pilots for a sport that didn't exist yet.

Before a single Airspeeder took to the air in competition, pilots needed training. But no training framework existed - no flight manual, no simulator, no comparable aircraft to reference. The sport was being designed at the same time as the training methodology for it.

The Telstra Purple team created the world's first consumer-ready Airspeeder flight simulation from the ground up - in three weeks. A three-person team. The showcase was fronted by Christopher Smith, Telstra Purple's former CEO, demonstrating the simulation's capabilities live.

The Design Challenge - Gamification for Real Stakes

Using game design mechanics to solve a life-safety training problem.

The insight that shaped the entire simulator UX: the best flight simulators in history have always borrowed from game design - not the other way around. Progressive skill unlocks, performance feedback loops, escalating challenge environments, and the feeling of earned mastery aren't entertainment gimmicks. They are the most effective tools for building procedural memory under novel conditions.

For Airspeeder, this meant designing a simulation experience that felt compelling enough to use for thousands of hours - while remaining accurate enough that those hours would transfer directly to real aircraft control. The gamification wasn't decoration. It was the training strategy.

Mechanic 01
Progressive Skill Unlock
Pilots cannot access advanced manoeuvres until foundational skills are demonstrated - protecting safety while creating a genuine sense of mastery progression
Mechanic 02
Performance Feedback Loops
Immediate telemetry feedback on each run - what changed, what improved, where precision was lost. Learning in real time rather than waiting for a debrief
Mechanic 03
Escalating Challenge Environments
Tracks, conditions, and competitor density increased as pilot capability grew - maintaining engagement while expanding the skills envelope systematically
"

"When pilots stepped into the real Airspeeder, the controls made sense immediately. That was the goal."

Alauda Aeronautics, Chief Pilot
Outcomes

From simulator to the sky.

3 wksBuild time for world-first simulation
↓30%Training time to competency
↑95%Pilot retention of procedures
Simulation UXGamificationHUD DesignAviation TrainingProcedural MemoryInteraction DesignTelstra Purple

Next Project

XR World

XR
06 / Extended Reality · 2022-2023

XR
World

🌐

Any problem can be solved using emerging technologies - if you're willing to ask a different question first. The projects below explore AR, LiDAR, IoT, augmented reality tabletop experiences, and connected physical-digital objects. They share a belief: the physical and digital realms are not separate. The best experiences happen where they meet.

Next Project

Public Service

07
07 / Government · 2023 · End-to-End

Public
Service

Discovery to delivery - and everything underneath.

RoleSenior UX Designer
ClientVic. Dept of Transport
Timeline24 Weeks
ScopeDiscovery → Backend → Delivery
The Challenge

Design for everyone. Literally every Victorian.

The Victorian Department of Transport serves millions of Victorians - a pensioner in rural Victoria, a new migrant unfamiliar with the network, a commuter with one hand on a handrail and 90 seconds to find their next connection. Universal inclusivity is the most cognitively demanding design constraint that exists. It tolerates no assumption about the user.

The project was also defined by a critical structural problem: the PTV app and the Public Transport Victoria website were designed and maintained in separate silos - with divergent information architectures, inconsistent content, and a back-end system that treated them as different products rather than different surfaces of the same service.

The Full Arc - Discovery to Delivery

Not just the interface.
The entire service layer.

01
Discovery &
Research
02
App vs Web
Alignment
03
Backend
Integration
04
Design &
Accessibility
05
Test &
Deliver
01 - Discovery

Inclusion isn't a checkbox. It's the starting condition.

The research programme was built around the users most likely to be excluded by default: co-design sessions with 12 diverse user groups including elderly users, newly arrived Melburnians, users with low digital literacy, users relying on assistive technology, and users with cognitive disabilities. An accessibility-first research methodology from session design through to analysis.

Journey mapping across 6 service touchpoints - website, app, physical signage, customer service, Myki top-up, and journey planning - revealed that most pain points weren't failures of any individual channel. They were gaps between channels that no single team owned.

02 - App vs Website Alignment

Two products. One service. Zero consistency.

Detailed comparative research between the PTV app and ptv.vic.gov.au revealed fundamental misalignment - not just visual, but structural. The same journey (e.g., planning a trip from Ballarat to Southern Cross) returned different information, used different language, and presented different options depending on whether you used the app or the website.

PTV App - Key Gaps
  • Disruption alerts shown in app but not surfaced in journey planner
  • Different station names used than physical signage and website
  • Myki balance not integrated into journey planning flow
  • Accessibility options unavailable - no step-free route filter
Website - Key Gaps
  • Real-time departure data unavailable on desktop - app only
  • Journey planner results significantly slower than app equivalent
  • Content written for agency readers, not public transport users
  • No shared sign-on with app - entirely separate user accounts

The alignment work required negotiating shared content governance, a unified design system that spanned both surfaces, and - critically - stakeholder alignment across the two separate product teams that had never formally shared a design review.

03 - Backend System Realities

The logistics underneath the interface.

Backend Infrastructure Context
Why the surface problems had deep roots

Many of the UX inconsistencies between app and website were symptoms of backend fragmentation - separate data feeds, different API call structures, and content managed through different CMS platforms by different teams. Good design at the surface layer required understanding - and advocating for - what needed to change beneath it.

Real-Time Data Feeds
The app and website consumed separate GTFS-R feeds with different refresh rates - causing departure time discrepancies between platforms for the same service.
Content Management
Disruption alerts, service changes, and network updates were manually published to two separate CMS platforms - creating a maintenance burden and frequent content drift.
User Authentication
App and website sign-in systems were entirely separate - users could not access their Myki or saved journeys across platforms. A unified auth layer was recommended as a prerequisite for meaningful personalisation.
Accessibility Compliance
WCAG 2.1 AA compliance was audited across both platforms. The design system was rebuilt to encode accessibility constraints at component level - preventing non-compliant patterns at source.
"

"This was the first time I felt like the government's website was actually designed for me."

User Testing Participant, Accessibility Panel
Outcomes

Good design serves everyone.

↑71%Task completion rate
WCAG AACompliance across both surfaces
↓44%Call centre queries post-launch
Government UXEnd-to-EndService DesignAccessibility · WCAG 2.1App vs Web AlignmentBackend IntegrationInclusive Design

Also See

Research Practice

R
Research Practice · 2024 - Present

Research
Practice

Lead Researcher at Askable - embedding human-centred design where it creates the most needed digital products.

Active engagement · April 2024 - Present
MixedMethods across
every engagement
SaaS+SaaS and non-SaaS
customer teams
$100k+Client spend
redirected from low-demand features
WCAG2.2 aligned
accessibility practice
The Role

Lead Researcher - Askable
Melbourne, Victoria · Apr 2024 - Present

Leading mixed-methods research programmes across SaaS and non-SaaS customer teams - partnering with Askable at the intersection of research operations, product strategy, and human-centred design. The mandate: make insight the operating system for product decisions, not an afterthought to them.

Research here isn't a consultancy function. It's infrastructure. The goal is to build systems that let cross-functional teams access quality research, act on findings faster, and scale their own capacity - with or without a researcher in the room.

What This Looks Like in Practice

Methods matched to the moment.

🎙
Moderated Interviews
In-depth sessions with precision-sourced participants via Askable. Structured to validate product vision and surface the unexpected - the questions nobody thought to ask.
📊
Unmoderated Testing
Scaled usability and concept testing across larger participant cohorts - identifying usability failures before they become shipped problems.
📋
Surveys & Quant Analysis
Qualtrics-based survey design paired with rigorous quantitative analysis - validating qualitative hypotheses at scale and measuring attitudinal shifts over time.
🔬
A/B Testing
Designed and interpreted A/B experiments to validate product decisions with behavioural data - not just stated preferences.
🗺
Personas & Journey Maps
Evidence-based synthesis that flows directly into roadmaps and design backlogs - built to be used, not filed.
Accessibility Research
WCAG 2.2 aligned practice including screen reader testing, cognitive load assessment, and inclusive participant recruitment.
Building Research Infrastructure

Playbooks, not just projects.
Scale, not just insight.

The highest-leverage work isn't running individual studies - it's building the systems that let teams run better research without always needing a researcher to lead it. This means:

Repeatable research playbooks - facilitation patterns, recruitment templates, screener frameworks, and analysis guides that any cross-functional team can pick up and run.

A shared knowledge hub - a living repository of past insights, participant profiles, and synthesised findings that prevents teams from re-learning what was already discovered.

Research operations tooling - Miro for planning and synthesis, Figma for communicating findings visually, Qualtrics for survey insights, Askable for participant sourcing. Every tool chosen to make insight shareable, traceable, and trusted by the people who need to act on it.

Evidence of Impact
$100k+ Client investment redirected from low-demand features - identified through targeted studies before build
↑ Speed Accelerated decision-making by translating evidence directly into roadmaps and design backlogs
Self-serve Cross-functional teams equipped to run quality research independently using embedded playbooks
HCD Human-centred design embedded as organisational practice - not a project phase but a way of working
Organisations Worked With

Research that has shaped decisions at scale.

These are some of the organisations whose teams this research practice has directly served - across financial services, government, automotive, employment, and transport.

Toyota
Motor Company
Dept of
Transport
Victoria
VisaPayments
NABBanking
Services
AustraliaGovernment
SEEKEmployment
RACVMotoring & Insure

A selection of organisations - full client list available on request

Tools & Practice

The right tool for the right question.

Askable Qualtrics Miro Figma WCAG 2.2 Screen Reader Testing A/B Testing Journey Mapping Moderated Interviews Unmoderated Testing Persona Development Survey Design

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All Work