Open to internship or full-time

Design for the busiest screen in the room.

John Antony — UX/UI designer in Bangalore. I work on operations software: dense, high-stakes interfaces where someone has to see what's wrong at a glance. Currently designing two live products at Big Wings LLC.

📦
2
Live products designed end-to-end
🖥️
30+
Screens shipped to engineering
👥
12
Personas researched & mapped
📈
85
SUS score, ArtLens usability study

Experience

UX/UI Design Intern

Big Wings LLC — Bangalore · US logistics technology

27 May — 25 Aug 2026

I own the end-to-end design of two products in the same platform suite — a B2B repair-shop operations portal for desktop and its companion mobile app for shop owners and mechanics. Research, design system, and dev-ready screens, presented and iterated with the VP and design lead.

2Products owned
30+Screens shipped
12Personas researched
4Competitors audited
B2B SaaSDesign SystemsDesign TokensCompetitive ResearchStakeholder PresentationDev Handoff

Selected work

Live productBig Wings LLC · 2026

Repair Shop Mobile

The shop-floor companion to the portal — requests, workshop status, mechanic management, inventory, payroll, and earnings. Includes the Figma token architecture handed to engineering.

Surface
Mobile app
Role
Sole designer
System
Two-tier tokens
Mobile UIDesign tokensComponent library
Read the case study →
ShippedCase study · 2026

ArtLens

A gallery companion that explains artwork in plain language and lets teachers build and share collections. Full UX process — research through a moderated usability study.

Surface
Mobile app
Method
Moderated study
Result
SUS 85
UX researchUsability testingJourney mapping
Open prototype ↗
ShippedCase study · 2025

TurfEase

A turf booking app built around slot availability — dark theme, green accents, and a booking flow that keeps the next available slot in reach at every step.

Surface
Mobile app
Focus
Booking flow
Role
Sole designer
Mobile UIFigma
Open prototype ↗
ShippedCase study · 2025

SkillSwap

A peer skill-exchange platform for desktop — light theme, warm tones, built around browsing people rather than listings.

Surface
Desktop web
Focus
Navigation clarity
Role
Sole designer
Desktop UIFigma
Open design file ↗

Also

Big Wings LLC

Carrier Flow

End-to-end mobile flow and component library for the carrier product. Onboarding copy rewritten for clarity. Marked ready for dev in Figma.

Big Wings LLC

TMS Research Instrument

A 15-question, 4-section external research questionnaire for transport management systems — approved by the design lead and delivered to leadership.

Design Challenge

Janitri

Neonatal monitoring — an Android caregiver app paired with a clinician web dashboard. Designed for high-stakes glanceability.

Design Challenge

Producflow

Dark-theme SaaS CRM. 7 screens, 6 user flows, and a competitive research document.

Professional Case Study

Designing the console a repair shop runs its day on

A B2B desktop portal and its shop-floor mobile companion, built at Big Wings LLC. Competitive research, a 12-persona study, a locked design system, and six shipped modules.

This product is unreleased, so there are no screens here and the client goes unnamed. What follows is the thinking: the research that set the direction, the system decisions, and the critique I acted on. Happy to walk through the work directly in an interview.

The Problem

Multi-bay repair shops run intake, technician assignment, parts, and billing across disconnected tools — phone calls, whiteboards, and spreadsheets. Nobody can see, at a glance, which jobs are slipping and which bays are free.

The Goal

One operations console where a shop manager can take a request, assign the right technician to the right bay, track the job to invoice, and see schedule risk before it becomes a late delivery — with a mobile counterpart for the floor.

My Role

UX/UI Designer — owner of both the Repair Shop Portal and the Repair Shop mobile flow. Research, IA, design system, hi-fi, and dev handoff.

Timeline

May — August 2026 — internship at Big Wings LLC, Bangalore. US-based product team.

Collaboration

Weekly review with the design lead and VP of Product. Figma handoff to engineering.

2
Products owned
6
Portal modules
30+
Screens shipped
12
Personas mapped
4
Competitors audited

Two products, one system

Portal · Desktop, B2B

Built for the shop manager at a desk. Data-dense tables, planning grids, and forecasting — the surface where decisions get made. Shops running multiple locations switch between them from a location picker in the sidebar.

Mobile · Shop floor

Built for owners and mechanics in motion. Four core tabs — Dashboard, Requests, Workshop, Shop — plus payroll, earnings, and inventory. Optimised for glanceable status, not deep analysis.

Competitive Audit

I audited four platforms in the fleet and shop-management space to find where the category had settled into convention — and where it hadn't looked.

PlatformStrengthGap I designed against
FleetioStrong asset and maintenance records Bay-level, day-of scheduling visibility
FullbayDeep repair-order workflow Forward-looking capacity and demand signals
TruckdownWide shop network coverage Operational tooling for the shop itself
GPTranscoDispatch and logistics coordination Technician workload and performance view

The brief that came out of this identified five capabilities with no direct competitor equivalent — the ones that became the portal's differentiators: live bay intelligence, predictive parts pre-staging, service health scoring, demand forecasting, and margin intelligence with regional benchmarking.

Persona Study

The platform serves twelve distinct user types across the product. I built a 14-slide persona deck covering all of them, reviewed with the VP and revised on his feedback around age ranges and role framing. Designing the portal meant knowing which three of the twelve actually live in it daily — and building for them without breaking the other nine.

Defining what the dashboard measures

Before designing the dashboard I wrote a KPI recommendation document for the VP arguing which metrics a shop manager can actually act on within a shift, versus which ones only matter at month-end. That document decided the six-KPI row on the dashboard — the layout followed the argument, not the other way round.

Research outputs
  • Competitive research brief — 4 platforms, 5 differentiating opportunities
  • 14-slide persona deck — all 12 user types across the platform
  • KPI recommendation document delivered to the VP
  • 10-module user-flow reference document
What research changed
  • Multi-location ownership surfaced late in research — added a location switcher to both products
  • Parts availability turned out to block repairs in the real world, which the state model didn't reflect
  • Managers cared more about schedule risk than raw throughput — reordered the dashboard around it

One palette, shared by the portal and the mobile app. The interesting part isn't the hex values — it's that the palette is organised by role rather than by hue. A designer picks a colour by asking what the element is, not what it should look like.

Nine token groups

Primary · Success · Danger & Warning · Base · Icons · Border · Surface · Font Colours · Neutrals.

Each status colour ships as a set rather than a single value — a base, a dark variant for text, and a faint variant for backgrounds. That means a warning chip and warning body copy both stay legible without anyone inventing a new value mid-file.

A fourteen-step neutral ramp

Dense tables need many closely-spaced greys — one for the row border, one for the hover state, one for the disabled label. Guessing at those in the moment is how a UI drifts, so they're enumerated once and reused.

Font colours are their own group, ordered by usage frequency, so the most common choice is also the first one you reach.

Typography & icons

Plus Jakarta Sans across both products — it holds its shape at small sizes in dense tables, which is most of this product, without the neutrality of a default system face. Phosphor icons at a single weight, so a toolbar never looks assembled from two different sets.

Keeping brand out of the way of status

The brand colour carries identity. Green, amber, and red carry status. The two vocabularies never overlap.

This is a product where colour has a job. A bay card that turns amber means a job is slipping; a red row means something needs a decision now. If the brand colour were also allowed to mean something operational, every screen would be arguing with itself — and the one signal that has to survive a glance across a busy shop floor would be the one competing hardest for attention.

So the brand colour appears in identity surfaces — the mobile hero header, brand moments, empty states — and is barred from anything that encodes state. It's a constraint that costs nothing visually and protects the part of the interface people actually make decisions on.

Token architecture (mobile)

Two Figma variable collections, deliberately separated:

Primitives

Raw hex values. No modes. Named color/[hue]/[scale]. Nothing in the file is allowed to reference these directly.

Semantics

Named color/[category]/[role], aliasing to Primitives. Components bind to semantic tokens only — so a palette change is one edit, not a hundred.

The separation costs a little setup time and buys the ability to rethink the palette without reopening a single component. It also gives engineering a token list that maps cleanly to their own variables.

Six modules, each shipped as a complete navigable flow. The step chains below are the real screen sequences.

Incoming Requests — 7 screens

1Request List
2New Request
3Request Detail
4Assign Technician
5Work Order Generated
6Rejection Reason
7Confirmed

Intake through to either a generated work order or a declined request. The rejection path was designed as a first-class flow rather than a dead end — declining a job sends the customer an SMS, so the reason screen includes a live preview of the message that will actually go out. The person choosing the reason can see what the customer will read.


Work Orders — 6 screens

1Work Orders
2Create Job
3Job Detail
4Search Parts
5Generate Invoice
6Invoice Sent

The full commercial spine of the product — from an accepted job to money owed. Parts search sits inside the job rather than in a separate inventory module, because that's where the mechanic is standing when they need it.


Teams — 5 screens

1Teams List
2Technician Profile
3Weekly Scheduling
4Capacity Planning
5Performance

Capacity planning matches incoming request volume against available technician hours using workload rings and bay status. Performance covers efficiency trend, fault categories, and certification expiry — the last one because an expired certification is a scheduling constraint, not an HR footnote.


Dashboard

Live Bay Intelligence heatmap, six-KPI row, revenue-per-bay card, an AI priority queue, and predictive parts pre-staging. The shift-opening screen.

Mechanics

Dense table with signature workload timeline bars, a right-hand detail panel, and a team KPI bar. Scan-first, drill-down second.

Services

Service Health Score ring, a 7-day demand forecast, and margin intelligence benchmarked regionally — three views no audited competitor offered.

The shop-floor product. Onboarding, four core tabs, and the supporting flows that keep a shop running — Staff & Payroll, Earnings, Inventory, Manage Mechanics, Add Mechanic, shop profile, and notifications.

One navigation rule, applied everywhere

The violet hero header appears only on tab landing screens. Every drill-down screen uses a plain white topbar.

Mobile products lose people in depth — you tap three levels down and forget whether back returns you to a list or to the top. Making the header itself encode altitude means depth is legible before you read a single word. No breadcrumb, no extra chrome.

AI, used sparingly

Dashboard

A mechanic suggestion card when assigning work — surfaced, never auto-applied.

Workshop

A daily brief at the top of the shift, plus inline warnings on jobs at risk.

Earnings

Insight chips that explain a movement rather than just charting it.

All three are assistive and none of them block a task. Each is presented as a suggestion the user can act on or ignore — surfaced in cards and chips that sit alongside the real data rather than replacing it, so a prediction is never mistaken for a recorded fact.

Currently open

Unresolved — in progress

Review feedback on the Mechanics screen: the four stat cards and the filter tabs directly beneath them display the same four values. The screen states the same information twice in two visual languages, which makes the page feel busier than the data justifies. I'm reworking the treatment — most likely collapsing the stats into the filters so a number and its filter are the same control.

Splitting an overloaded signal

The problem: On the dashboard's bay cards, colour was doing two jobs at once — signalling schedule health and job state. A card could be amber because a job was running late or because it was waiting on parts, and those call for completely different responses from a manager.

The decision: Colour now encodes schedule health only — on time, at risk, overdue, not started. A separate pill carries job state — in progress, awaiting parts, queued. And a text label sits beside the colour, so the card never relies on hue alone. One glance gives urgency; a second gives the reason.

Critique I acted on

VP review of the Work Order flow returned two notes. The first was a UI problem. The second turned out not to be.

FeedbackWhat was actually wrongWhat I did
Status columnIt conflated priority ("Critical") with workflow state ("In Progress") — two different axes stacked into one column, so neither could be sorted or scanned reliablySplit into two independent indicators
"Waiting Parts"It appeared as a status but didn't exist in the underlying work-order state model. If a repair can genuinely be blocked on parts — and it can — that's a missing real state, not a label to deleteRaised it with the team as a product gap rather than quietly removing the chip

The second note is the one I learned most from. The fastest fix would have been deleting the status and moving on. Tracing it back to the state model meant the product got a real answer to a real operational condition instead of the interface quietly lying about one.

Designing across two surfaces

Shared

Multi-location shops needed a location switcher on both surfaces — sidebar on the portal, and now being brought into mobile so the mental model doesn't change between devices.

Not shared

The portal's "Accept & Share Estimates" step is being brought into mobile, which currently jumps request detail → accept job → assign mechanic. Estimates shouldn't be a desktop-only privilege.

Impact
  • Five differentiating capabilities identified in research made it into the shipped portal
  • KPI recommendation document shaped what the dashboard measures
  • Token architecture gave engineering a clean handoff surface
  • Carrier flow marked ready for dev with a full component library
What I learned
  • In B2B, density is a feature — the instinct to add whitespace fights the user's actual job
  • Colour is a limited budget — spending it on brand where it's needed for status makes both weaker
  • Some UI bugs are product bugs wearing a costume
  • Designing for twelve personas means knowing which three are in the room right now

ArtLens — Full Case Study

From Research to Hi-Fi: The Complete Process

An end-to-end UX project for a mobile art history gallery companion — research, personas, journey maps, competitive audit, sketches, storyboards, wireframes, design system, usability testing, and high-fidelity screens.

Problem Statement

Gallery visitors walk up to artworks, read jargon-filled wall labels, and leave confused. There's no accessible, engaging way to understand art in context — especially for students and teachers who need to go deeper.

Goal Statement

ArtLens will let gallery visitors instantly access plain-language artwork context, let teachers build and share curated collections with students, and show design students how classical movements shaped modern visual design.

My Role

Solo UX/UI Designer — end-to-end. Research, synthesis, design, and prototyping.

Timeline

April 2026 — 2-week usability study window, Bangalore

Tools

Figma for all design. Google Meet for remote sessions. Paper for early sketches.

HiFi
High-Fidelity Design
5
Usability Participants
2
Personas
4
Core Flows
2
Prototype Flows
85
SUS Score
Research Goals

Can users find and understand artwork information quickly without frustration? Can teachers build, organise, and share collections naturally? Where do users get stuck or drop off? Does the language feel accessible to people without an art background?

Methodology

Moderated usability study using a Figma prototype. 5 participants, 4 tasks each, 30–40 min sessions. In-person in Bangalore + remote via Google Meet. Screen-recorded (with consent). Post-task SUS questionnaire after all prompts.

Primary Research Questions

QuestionWhat we're measuring
Time to find + saveHow long it takes to find an artwork, read context, and save to a collection
Unguided navigationCan users go from home to a completed saved collection without help?
First impressionDo users understand what the app does within the first 30 seconds?
Export flow clarityIs the Save + Export flow clear enough for a teacher to use independently?
Hesitation pointsWhere do users pause, go back, or express confusion?
Content accessibilityDoes the detail screen inform without feeling like a textbook?
Participant Criteria

5 participants — 2 school teachers/educators, 2 design/fine arts students, 1 casual gallery visitor. Ages 20–45. Regular smartphone users. 1 participant using accessibility features. Incentive: ₹500 Amazon voucher.

Takeaways

Impact
  • Teachers said they'd genuinely use the export flow in their classrooms — that was the moment it clicked that this solved a real problem
  • All 5 participants understood the app's purpose within 20 seconds, validating the onboarding structure early
  • Plain-language descriptions were called out by every participant as something missing from every other gallery app they'd used
  • SUS score of 85 — above the "Good" benchmark — confirmed the hi-fi design held up under real user testing
What I Learned
  • Testing lo-fi before going hi-fi saved a lot of time — caught the save button issue early enough to fix it before it became part of the visual design
  • Icon placement matters more than expected. A bookmark icon worked where a text button failed — muscle memory is real
  • Teachers and students use the same app in completely different ways. Designing for both without a mode switch was the hardest part
  • Writing content in plain language is a design decision, not just a copywriting one — it shapes the whole information architecture
👩‍🏫
Meera Iyer
Art History Professor · 38

"I want my students to feel something when they see a painting — not just memorise dates."

Goals
  • Build curated art collections to share with students before gallery trips
  • Export artwork notes into lesson plans quickly
  • Help students understand art movements in plain language
Pain Points
  • Wall labels in galleries are too academic and off-putting
  • No good tool to organise and share personal art curation
  • Students disengage when art feels inaccessible
👨‍🎨
Arjun Mehta
Design Student · 22

"I know modern design owes a lot to classical art — I just can't figure out the connection easily."

Goals
  • Understand how art movements like Bauhaus influenced UI/graphic design
  • Quickly explore artwork context without reading long articles
  • Save inspiration for personal design projects
Pain Points
  • Existing museum apps feel outdated and slow
  • Wikipedia is too dense — needs curated, digestible info
  • No app bridges classical art → modern design

Meera's Journey — Building a Collection for Her Class

1 · Aware
Hears about ArtLens from a colleague before a gallery visit
Curious but sceptical — "Is this just another badly designed museum app?"
🤔
2 · Install
Downloads the app, opens it for the first time
Onboarding feels clear — understands the app within 20 seconds
😊
3 · Explore
Scans an Impressionist painting at the gallery
Delighted — "This is exactly the language I want my students to read"
😍
4 · Collect
Saves artwork to "Impressionism Unit 3"
Smooth — bookmark icon immediately recognisable, confirmation toast lands well
😌
5 · Share
Exports collection to her students via WhatsApp
Satisfied — already planning next week's lesson around it
😄

Arjun's Journey — Finding Design Inspiration

1 · Discover
Sees ArtLens in a Figma community post about design history
"Finally something that connects art to design"
👀
2 · Browse
Opens app and browses Movement Overview
Engaged — scrolling through Bauhaus and Constructivism cards
😊
3 · Deep Dive
Reads the "Design Connection" section
Genuinely surprised — this is the section he didn't know he needed
🤩
4 · Save
Saves artwork to "Thesis Inspo"
Smooth — wishes there was a personal notes field though
😌
5 · Return
Opens the app again before his thesis review, shares with coursemates
It's become part of his workflow
🔁
What We Looked At

Three existing apps audited to find gaps — Google Arts & Culture, Bloomberg Connects, and Smartify.

FeatureGoogle Arts & CultureBloomberg ConnectsSmartifyArtLens
Artwork scanning✦ Yes✦ Yes✦ Yes✦ Yes + faster
Plain-language descriptions✕ Academic tone✕ Curator-heavy~ Partial✦ Core focus
Teacher / educator tools✕ None✕ None✕ None✦ Key differentiator
Collection creation~ Favourites only✕ None~ Basic lists✦ Named, shareable
Export / share flow✕ No export✕ No export✕ No export✦ PDF + share link
Art → Design connection✕ None✕ None✕ None✦ Unique section
Key Insight

No existing app combines plain-language accessibility, teacher-specific tools, and a bridge between classical art and modern design. ArtLens fills that gap.

1 Big Picture Storyboard
2 Close-Up Storyboard
3 Lo-Fi Wireframes
4 Hi-Fi Design
Phase 1 Big Picture Storyboard

A wide-angle view of Meera's full journey — from planning a gallery visit to her students opening the shared collection. It shows the real-world context the app lives in, not just the screens. Drawing this first meant the interface had to answer a problem that exists before anyone opens the app.

Big picture storyboard: Meera plans a gallery visit, finds the wall text too dense, discovers the app, saves artwork to a collection, shares content with her students, and finishes lesson prep effortlessly.
Meera's Full Journey — 6 Scenes
Plans a gallery visit → wall text is too dense → discovers the app → saves artwork to a collection → shares content with students → lesson prep is done effortlessly.

Phase 2 Close-Up Storyboard

A screen-level breakdown of the same journey — exactly how Meera interacts with the app at each step, from opening it to sharing the final collection with her WhatsApp group. This board became the spec the wireframes were built from.

Close-up storyboard: Meera opens the app, searches by art movement, chooses an artwork for details, saves and names it in her collections, shares the art details to her WhatsApp group, and students open the shared link to view the gallery details.
Screen-by-Screen Interaction — 6 Steps
Opens the app → searches by art movement → chooses an artwork for details → saves to her collection and names it → shares art details to her WhatsApp group → students open the shared link and see the gallery.
Where this board turned out to be wrong

In the close-up storyboard, Meera finds an artwork by typing an art movement into a search bar. That felt obvious when I drew it — a teacher planning a lesson thinks in movements, so search seemed like the natural front door.

Usability testing said otherwise. Participants standing in front of a painting didn't reach for search at all; they looked for a way to point the phone at the artwork. Scanning wasn't a secondary convenience, it was the action people expected to be primary — and in the lo-fi round it wasn't prominent enough to find quickly.

So the hi-fi design promotes scanning to a floating action button, visible on every main screen in terracotta, while search stays available for planning sessions away from the gallery. The storyboard was drawn around one assumption about how people would enter the app, and testing replaced it. That gap between what I assumed and what five people actually did is the most useful thing this project taught me.


Phase 3 Lo-Fi Wireframes

Four key screens translated into Figma wireframes — used directly in the moderated usability study to keep participant feedback focused on how things worked, not how they looked. Testing grey boxes is what caught the save-button and scan-discoverability problems before either reached the visual design.

Lo-fi wireframe of the home and featured artworks screen
Screen 1
Home / Featured Artworks
Lo-fi wireframe of the artwork detail screen with save to collection
Screen 2
Artwork Detail + Save to Collection
Lo-fi wireframe of the my collections screen
Screen 3
My Collections
Lo-fi wireframe of the collection detail and export screen
Screen 4
Collection Detail + Export
Colour Palette
Parchment
Terracotta
Deep Brown
Warm Oak
Canvas
Ink

Warm parchment background evokes gallery walls and aged paper. Terracotta accent brings energy without breaking the museum atmosphere.

Typography
DisplayPlayfair Display
BodyDM Sans Regular
LabelsDM Sans · Uppercase

Playfair brings editorial authority. DM Sans keeps body copy clean and readable — feels like a well-designed magazine.

Design Decisions

Spacing

4px base unit across all screens. Keeps the layout consistent without thinking about it every time.

Accessibility

WCAG AA contrast on all text. 44×44px minimum touch targets. Designed with one participant who uses large text mode in mind.

Icons

Line icons, 1.5px stroke. Labels under every nav icon — learned from testing that icon-only nav creates hesitation.

High-Fidelity Design · 2 Prototype Flows

Built in Figma with warm parchment palette, Playfair Display + DM Sans, terracotta accent. Two complete prototype flows: Visitor flow (scan → read → save) and Teacher flow (collect → organise → export).

The visitor flow opens on scan rather than search — the reverse of what the close-up storyboard assumed, and the single biggest change testing produced.

View Live Prototype ↗
ArtLens hi-fi screen — Onboarding
Onboarding
First 30 seconds — what the app is, in one screen
ArtLens hi-fi screen — Artwork Detail
Artwork Detail
Plain-language context, save to collection
ArtLens hi-fi screen — Collections
Collections
Named, shareable sets of saved artworks
ArtLens hi-fi screen — Export / Share
Export / Share
Teacher flow — PDF export and share link
85/100
System Usability Scale · Hi-Fi Prototype Study
Excellent Usability Rating

5 participants completed all 4 tasks using the hi-fi prototype. Average SUS score of 85 — above the industry benchmark of 68, placing ArtLens in the "Excellent" range. All participants completed every task successfully without prompting.

068 — Good85 — Excellent ✦100
Affinity Diagram — Key Findings

Observations clustered into three themes. These shaped the final hi-fi design decisions.

🔍
Navigation Clarity
Floating scan FAB visible on all main screens — no one missed it
Nav bar labels meant users oriented within seconds
All 5 participants understood the app purpose within 20 seconds
💾
Save Flow
Bookmark icon recognised immediately by all participants
"Saved!" toast closed the feedback loop cleanly
4 of 5 users saved without hesitation
📤
Export Flow
Export CTA surfaced as primary action on the collection screen
Both teacher participants completed export in under 90 seconds
"I would actually use this in my classroom" — Participant P2

Pattern Identification → Design Decisions

Pattern FoundInsightDesign Decision
Scan discoverabilityUsers expect scanning to be the primary action — the storyboard had assumed search-by-movement would be the front doorFloating action button, always visible, terracotta colour
Save icon recognitionBookmark universally understood — text buttons in headers are low-salienceBookmark icon in action bar with "Saved!" toast feedback
Export accessibilityTeachers use Export as their primary goal — shouldn't require hunting for itExport CTA promoted to collection detail header
Content toneAll 5 users found descriptions more readable than any gallery app they'd usedPlain-language approach validated — kept as-is
Offline need2 users asked about offline access — gallery Wi-Fi is unreliableSaved artworks cached automatically, offline badge added

About

Design is
how I think.

I'm a BCA graduate from St. Joseph's, Bangalore — and I got into design the way most people get into anything they care about: by doing it obsessively until it started making sense.

I care about the whole picture — understanding what someone needs before I ever open Figma, and sweating the details until everything feels like it couldn't be any other way.

Right now that means two B2B products at Big Wings LLC, where I've learned that designing for people doing a job under time pressure is a different discipline from designing for people browsing at leisure — denser, less forgiving, and far more interesting.

G
Google UX Design Professional Certificate
Issued by Google · Coursera — View credential ↗
FigmaUX ResearchWireframing PrototypingUsability TestingDesign System User PersonasJourney MappingCompetitive Audit B2B SaaSDesign TokensComponent LibrariesDev Handoff
2
Live products designed end-to-end
30+
Screens shipped to engineering
5
Case studies & design challenges
85
SUS score — ArtLens usability study

Let's build something
worth using.

Open to UX/UI roles — internship or full-time — in Bangalore and remote. Always happy to talk through a problem.