Good design is invisible. Great design makes work effortless.
Operations design
🔧
Data meets clarity
Design systems that scale
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.
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.
The operations console a repair shop runs its day on — job intake, technician scheduling, capacity planning, work orders, and invoicing. Six modules, designed end-to-end from competitive research to dev-ready screens.
Surface
B2B desktop
Role
Sole designer
Scope
6 modules
FigmaDesign systemData-dense UICompetitive research
The shop-floor companion to the portal — requests, workshop status, mechanic management, inventory, payroll, and earnings. Includes the Figma token architecture handed to engineering.
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.
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.
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.
Violet is brand. Never status.
🎨
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.
Platform
Strength
Gap I designed against
Fleetio
Strong asset and maintenance records
✕ Bay-level, day-of scheduling visibility
Fullbay
Deep repair-order workflow
✕ Forward-looking capacity and demand signals
Truckdown
Wide shop network coverage
✕ Operational tooling for the shop itself
GPTransco
Dispatch 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.
Feedback
What was actually wrong
What I did
Status column
It conflated priority ("Critical") with workflow state ("In Progress") — two different axes stacked into one column, so neither could be sorted or scanned reliably
Split 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 delete
Raised 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
Next
Resolve the duplicated stats/filters on the mobile Mechanics screen
Bring Accept & Share Estimates into the mobile flow
Ship the mobile location switcher to match the portal
Push for "Awaiting Parts" as a real state in the work-order model
Research first. Pixels after.
🖼️
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
Question
What we're measuring
Time to find + save
How long it takes to find an artwork, read context, and save to a collection
Unguided navigation
Can users go from home to a completed saved collection without help?
First impression
Do users understand what the app does within the first 30 seconds?
Export flow clarity
Is the Save + Export flow clear enough for a teacher to use independently?
Hesitation points
Where do users pause, go back, or express confusion?
Content accessibility
Does 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
Next Steps
Add a personal notes feature to saved artworks — multiple participants asked for this unprompted
Design a dedicated teacher dashboard with class management and assignment tracking
Explore an AR overlay mode for in-gallery use — scan the painting, see the context layered on top
Run another round of testing with a wider age range, including participants 45+ who are often the most frequent gallery visitors
👩🏫
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.
Feature
Google Arts & Culture
Bloomberg Connects
Smartify
ArtLens
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 1Big 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.jpeg
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 2Close-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.
📱closeup storyboard.jpeg
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 3Lo-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.
📄Android Compact - 3.png
Screen 1
Home / Featured Artworks
📄Android Compact - 6.png
Screen 2
Artwork Detail + Save to Collection
📄Android Compact - 7.png
Screen 3
My Collections
📄Android Compact - 8.png
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.
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 Found
Insight
Design Decision
Scan discoverability
Users expect scanning to be the primary action — the storyboard had assumed search-by-movement would be the front door
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.