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Haggadah Journey

Designing engagement across digital, physical and social spaces

A 3 day AI assisted design sprint

Tested in Real Seder
WhatsApp Image 2026-04-02 at 18.00_edite

Designed for a real family Seder with kids, parents, and one overwhelmed host

UX design

AI assisted sprint

Interaction Design

Content & Narrative design

Overview

I designed an interactive Passover Haggadah experience aimed at keeping both children and adults engaged throughout the Seder.
The project combines a digital interface, printed materials, and physical experience design to create a cohesive, group-based interaction.

The Problem

The Passover Seder is a long, text-heavy event involving participants with different needs and attention spans. 

Children

need interaction, pacing, humor

Adults

want traditional text and structure

Seder Leader

needs control, flow and clarity

The experience becomes passive, especially during "Magid".

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Designing Beyond the Screen

Rather than focusing only on screens, I designed the structure of the evening itself.

Challenge

  • Long sitting time → fatigue

  • Static table setup → low engagement

Solution

  • Opening → dining table

  • “Maggid” → move to living room

  • Meal → return to table

Result
A physical flow that supports different types of engagement

Hybrid Experience

To support all participants, I combined digital and physical formats.

  • A shared digital screen for group interaction

  • Printed Haggadot for personal reading

Why it matters:

  • Improves accessibility

  • Reduces cognitive load

  • Preserves the ceremonial feel

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Solution Structure

The experience was designed as a flow of screens aligned with the Seder stages:

  • Step-based navigation (Kadesh → Maggid → etc.)

  • Expandable traditional text

  • Interactive elements and prompts

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Narrative and Content Design

To solve engagement challenges, I redesigned the content itself.

Instead of presenting the Haggadah as continuous text, I introduced
characters as active participants at the table.

  • Characters interrupt the story

  • Add humor and personal perspective

  • Transform passive reading into interaction

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AI Assited Design

This project was developed in close collaboration with AI tools as part of an iterative workflow.

Process

  1. Chat GPT:

    • Exploration & ideation → brainstorming needs, challenges, goals.

    • Defining → structure, tone, and interaction patterns.

    • Content generation → drafting Haggadah from multiple sources

    • Refining an initial prompt to use in Base 44

  2. Base 44

    • ​Iteration loops → refining flows, structure and basic design

  3. Back to Chat GPT​​

    • 2nd step Ideation → integrating characters for better engagement

    • Improving and adding content

  4. ​Back to Base 44​

    • Integration → transferring structured content into Base44 for implementation​

    • improving design - coherent style and illustrations

​

Key Insight

AI significantly accelerated exploration and iteration, but required strong product direction, curation, and critical thinking to ensure a coherent and usable experience.

Real-life Testing

The experience was tested during an actual Seder with real users.

​Key Insights and next steps

​1. Accessibility & Readability

Text was too small and large areas of the screen were underutilized.

→ Increase font size
→ Reduce empty space
→ Add accessibility toggle for larger text

2. Device flexibility

The experience relied on a large shared screen (plus printed copies).

→ Design a mobile version to support personal use alongside the main screen

3. Attention & Energy Management

Children lost focus during long storytelling segments.

→ Introduce a planned break during “Maggid”
→ Integrate Afikoman search as an interaction moment

4. Engagement Through Motion

Static screens reduced engagement over time.

→ Add subtle animations to enhance attention and transitions

5. Printed Experience Quality

The printed version lacked visual richness and clear hierarchy.

→ Add illustrations
→ Improve layout and typography

6. Visual Hierarchy

Key moments (e.g. Ten Plagues) lacked visual impact.

→ Increase size and prominence of important visuals​

Key Takeaways

This project created an opportunity to design beyond screens:

  • Creating a full experience across digital and physical touchpoints

  • Designing for real-world group behavior

  • Translating user observations into structured product decisions

Next year's Passover will provide an opportunity to implement the next steps for improving furthermore the Seder experience.

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