The engagement included refining existing content so important product information could work more clearly inside the new interface hierarchy.
SLATO was conceived as an educational mobile experience for teachers and students, with the project rooted in an EdTech context serving village and rural education needs. Vyasti came in as the strategy and design partner to shape the application from scratch — simplifying complex workflows, structuring multiple user experiences and designing a mobile system that felt simple, human and accessible.
The documented engagement covers UX, UI, information architecture, wireframes, prototypes and visual design. Mobile application engineering or development was not part of Vyasti's supplied scope.
The application needed to support learning through a mobile experience while remaining understandable across different users, states and workflows.
Prefer a screen that immediately communicates the simplicity, accessibility and learning-focused interface.
The project brief positions SLATO as an educational application for teachers and students in village and rural contexts. That made simplicity, clarity and human interaction principles central to the product design.
An EdTech mobile application designed to support educational experiences for teachers and students through a simpler and more accessible interface.
The client needed a new mobile application designed from scratch while preparing to launch the new product and service experience.
The project had to establish information structure, user journeys, role-based behaviour, interface hierarchy and a scalable product language before the complete screen set could emerge.
The project combined brand perception with practical product UX: create a premium digital presence while simplifying important journeys and reducing friction.
Give the new learning product a stronger and more professional digital identity.
Reduce unnecessary complexity so important information and actions remain easier to understand.
Structure important flows so people can move through the application with less interface burden.
These were explicit experience requirements in the project brief.
SLATO had to support multiple roles, a significant screen set, reusable interface logic and real product states such as errors, confirmations and empty conditions.
This scope should be presented as design work only. No mobile application development service is documented.
Designing more than thirty screens meant navigation, hierarchy, reusable patterns, user states and role variations needed enough structure to behave like one product rather than a set of individual mockups.
Mobile application / product screens.
Information architecture and primary journeys were established first. The visual direction and structured product system then expanded around those decisions.
Empty states, errors, confirmations and edge cases were explicitly considered as part of the application design.
The engagement included refining existing content so important product information could work more clearly inside the new interface hierarchy.
The design approach prioritized important user actions and reduced unnecessary interface complexity around them.
Figma was the documented product-design environment for the SLATO engagement. No additional engineering or development technology is attributed to Vyasti in this case study.
The resulting mobile experience presented the company's offering more clearly, created a stronger and more consistent digital identity and made the application significantly easier to use. The project also established a stronger foundation for future marketing and growth. No traffic, conversion, revenue, adoption, retention or engagement metrics were supplied for the project.
SLATO was not a cosmetic app redesign. The client needed a new educational mobile product designed from scratch. Across the three-month strategy and design engagement, Vyasti worked through UX research, information architecture, wireframing, primary user journeys, role-based experiences, mobile UX, mobile UI, prototypes, custom graphics, icons, illustrations and interface animation across more than thirty product screens. The approach deliberately reduced unnecessary interface complexity, strengthened information hierarchy and accounted for empty states, errors, confirmations and edge cases rather than treating only ideal user flows as the product.The resulting design made the mobile experience easier to use, made the company's offering clearer and established a stronger, more consistent digital identity. Vyasti's documented role was strategy and design — not mobile application development.
SLATO had to support a complex application workflow, multiple user roles and more than thirty product screens while remaining simple, minimal, human, accessible and fast. The design challenge was therefore not simply creating screens. It was deciding what users should see, understand and act on at every point without allowing the product's internal complexity to become the user's problem.
Every additional role, workflow, screen and product state increased structural complexity. The interface had to absorb that complexity while keeping the experience clear.
The product contained application logic that needed to be simplified before it could become an understandable mobile experience.
Different types of users needed role-based experiences without fragmenting the wider product.
The product needed enough interface consistency to remain coherent well beyond the first few screens.
Empty states, errors, confirmations and edge cases had to be considered alongside ideal user journeys.
Designing SLATO meant separating product complexity from user complexity. The application could contain multiple roles, workflows, states and screens, but the person using it still needed a clear sense of what mattered now and what came next.
The structure itself needed simplification before visual design could make the experience feel simple.
If product structure remained complicated, visual polish would only hide the problem temporarily. Information architecture and primary journeys therefore became central design challenges.
Important actions needed stronger priority while secondary information had to remain available without competing for the same attention.
SLATO needed role-based experiences. The challenge was supporting those differences while preserving a shared product language across navigation, hierarchy, interaction and visual behaviour.
The application needed connected journeys where each screen prepared the user for the next state rather than behaving as an isolated interface.
SLATO's documented 30+ screens meant the design needed enough shared logic to support repetition, variation and growth without turning every new interface into another independent design problem.
Product screens requiring a coherent mobile design language.
The brief explicitly required the design to account for empty states, errors, confirmations and edge cases.
Empty states still need enough context to help the user understand the current condition.
Error experiences needed to communicate the situation without adding unnecessary confusion.
Clear confirmation states help communicate the result of an interaction.
The system needed enough flexibility to account for less common product conditions as well.
The desired experience was explicitly simple, minimal, human, accessible and fast. That placed clarity and prioritization ahead of visual complexity.
The design needed stronger information hierarchy so users could understand important information faster.
Important content and actions needed stronger visual priority, while secondary information had to support the task without competing with it.
Strong hierarchy became one of the primary mechanisms for making the product feel simpler without removing necessary information.
SLATO was being designed from scratch as the client prepared to launch a new product or service.
Information architecture, user journeys, role behaviour, visual hierarchy and reusable product patterns all needed to be shaped as part of the original experience.
A weak structural decision at the beginning could multiply across the 30+ screen system, making consistency harder later.
Vyasti's documented engagement was strategy and design. The scope included UX research, information architecture, wireframing, UX and UI design, mobile app UX/UI, prototype design, interactive prototyping, custom graphics, icons, illustrations and interface animation.Mobile application development, iOS engineering, Android engineering or backend development were not listed in the supplied scope and should not be attributed to Vyasti.
SLATO had to transform a complex application workflow into a simple mobile experience while supporting multiple roles, more than thirty screens, reusable product patterns and non-ideal states such as errors, empty conditions, confirmations and edge cases. The product also needed to feel simple, minimal, human, accessible and fast. That meant the real challenge was not visual decoration. It was deciding how much complexity could be removed from the user's experience without removing the product logic the application still needed.
SLATO was a product-design problem before it was an interface problem. The application needed to support complex workflows, different user roles and more than thirty screens while still feeling simple and understandable. The challenge increased because the system also had to account for reusable product patterns, empty states, errors, confirmations and edge cases rather than only ideal user flows.At the same time, the desired experience was deliberately restrained: simple, minimal, human, accessible and fast. Vyasti therefore needed to reduce structural and interface complexity without reducing the product's ability to support different users and real-world states.
SLATO's complexity came from workflows, multiple user roles, product states and the scale of the application itself. Vyasti's approach was to solve the structure first: understand the product, simplify the information architecture, map the primary journeys and establish reusable product logic before expanding the interface across the complete screen system.
A clean visual style cannot rescue a confusing product structure. SLATO needed clear relationships between users, journeys, actions, states and reusable patterns before the UI could genuinely feel simple.
Each stage reduced uncertainty before the next layer of the product became more detailed.
Begin with the learning context, product requirements and needs of the people the application was intended to serve.
Organize the product so essential information and actions do not compete unnecessarily.
Define how users move through important parts of the application before designing individual screens.
Allow different user contexts to change information priorities without fragmenting the wider product language.
Establish screen structure, content priority and interaction relationships before moving deeper into visual design.
Translate the desired simple, minimal, human and accessible experience into a consistent mobile interface direction.
Create reusable interface relationships capable of supporting the wider 30+ screen product.
Carry the hierarchy, role logic and visual direction into the detailed product interface.
Account for empty conditions, errors, confirmations and edge cases as part of the actual product experience.
Use interactive prototyping to evaluate the relationship between screens and journeys beyond static frames.
Introduce motion as part of the interaction layer without adding unnecessary visual complexity.
Apply the established logic across the documented product scope while preserving consistency and flexibility.
The product architecture needed to make important information and actions easier to understand before visual design could make the experience feel genuinely simple.
Primary journeys and role-based experience logic helped separate what should change between users from what should remain consistent across the product.
Wireframing helped separate structural decisions from visual styling. This made it possible to review hierarchy, flow and screen relationships before expanding the polished interface.
Clarity needed to exist in the information structure first. Visual design could then reinforce that hierarchy rather than compensate for its absence.
The brief described the intended experience as simple, minimal, human, accessible and fast.
Strong hierarchy, restrained composition, custom graphics, icons, illustration and interface animation could support the product while clarity remained the dominant design principle.
Empty conditions, errors, confirmations and edge cases were treated as part of the product rather than leftover screens to solve later.
Communicate what the current condition means even when there is no content to display.
Keep unexpected conditions understandable instead of adding more uncertainty.
Make the result of an important interaction visible and understandable.
Extend the same product language to conditions outside the primary happy path.
Interactive prototyping made it possible to review how screens connect and how users move through important parts of the experience rather than evaluating each frame in isolation.
In a 30+ screen application, navigation and state transitions need to remain coherent beyond individual UI compositions.
Interface animation formed part of the design scope and could reinforce feedback, progression and product behaviour while remaining subordinate to clarity.
Movement can help indicate that an interface action has produced a result.
Interaction can help users understand how one product state connects to another.
Motion remains useful only when it does not compete with the task the user is trying to complete.
The documented application scope included more than thirty product screens.
Shared hierarchy, reusable component logic, role-based variation, product-state behaviour and visual language helped the experience remain connected as the application expanded.
Mobile application / product screens.
Figma was the documented technology used for the SLATO product design engagement, covering the progression from UX and wireframes through detailed UI and interactive prototyping.
Vyasti's approach moved SLATO from product requirements into a structured mobile experience by simplifying the information architecture, mapping primary journeys, accounting for role-based experiences, wireframing the hierarchy, establishing the visual direction, creating reusable product logic and designing real product states before expanding the interface across more than thirty screens. Interactive prototyping, custom graphics, icons, illustration and interface animation then completed the product design layer.
This was a strategy and product-design engagement. Vyasti's documented work includes research, information architecture, wireframing, UX, UI, mobile app UX/UI, prototype design, interactive prototyping, custom graphics, icons, illustrations and interface animation.Mobile application engineering or development should not be attributed to Vyasti in this case study.
SLATO required a product-design process that could manage complexity without passing that complexity to the user. Vyasti began with UX research and information architecture, mapped the primary journeys, structured role-based experiences and used wireframes to establish hierarchy before moving into polished mobile UI. The visual direction was built around the intended simple, minimal, human, accessible and fast experience. Reusable product logic helped the interface scale across more than thirty screens, while empty states, errors, confirmations and edge cases were treated as part of the system rather than exceptions.Interactive prototyping connected the screens into usable journeys, and custom graphics, icons, illustration and interface animation extended the visual and interaction language. The result was not merely a set of mobile screens. It was a structured product-design system capable of holding a complex, multi-role learning experience together.
The SLATO solution connected information architecture, role-based UX, mobile UI, reusable product patterns and real interface states into one coherent experience. Instead of designing individual screens in isolation, Vyasti created a product language capable of supporting teachers, students and more than thirty mobile screens through the same underlying system.
Simplified architecture, clear hierarchy, role-aware experiences and reusable interface logic gave the application enough structure to remain understandable as workflows, screens and product states expanded.
Use an actual SLATO product screen.
Use an actual SLATO product screen.
Product information and actions were reorganized around clearer relationships and priorities.
Different user contexts could change the experience while still inheriting the same product language.
Reusable relationships helped the interface remain coherent across more than thirty screens.
Empty states, errors, confirmations and edge cases became part of the design system.
Role-aware design allowed information emphasis and journey context to change while maintaining shared interaction, hierarchy and visual language.
Teacher-facing experiences could organize relevant information around that context without creating a completely separate visual product.
Student-facing experiences could prioritize the information relevant to that context while still behaving as part of the wider SLATO system.
Simplified information architecture and mapped primary journeys reduced the amount of interpretation required from users as they moved through the application.
The objective was not visual sameness. It was consistency in how the product communicates hierarchy, actions, states and interaction.
A scalable product system needed more than reusable visual blocks. Typography, spacing, hierarchy, interaction and state behaviour all needed enough consistency to survive repeated use.
The documented application extended beyond thirty product screens. The same hierarchy, interaction language and component logic had to remain coherent as the product expanded.
Empty conditions, errors, confirmations and edge cases were explicitly incorporated into the product-design system.
Custom graphics, icons and illustrations could add personality while remaining subordinate to the product's clarity, accessibility and hierarchy.
Interactive prototyping made it possible to evaluate the relationship between screens rather than reviewing each frame as a separate composition.
A 30+ screen product needs more than attractive static layouts. Prototype connections made the larger experience easier to inspect as an actual journey.
Interface animation formed part of the product-design layer and could reinforce feedback, progression and relationships between interface states while preserving a simple experience.
Use a zoomed-out Figma canvas showing flows, components or a substantial portion of the complete SLATO product-design system.
SLATO's UX, wireframes, detailed interface design and interactive prototype were developed in Figma. The project evidence should therefore show the wider system—not only isolated final screens.
SLATO's product-design solution connected simplified information architecture, primary journeys, role-based experiences, strong hierarchy, reusable component logic, detailed mobile UI, empty states, errors, confirmations, edge cases, custom graphics, icons, illustrations, interactive prototyping and interface animation into one coherent system. The result made the application significantly easier to understand and use while creating a stronger and more consistent digital identity.
SLATO was a strategy and product-design engagement. Vyasti's documented work covers UX research, information architecture, wireframing, UX, UI, mobile app UX/UI, prototype design, interactive prototyping, custom graphics, icons, illustrations and interface animation.Mobile application engineering, backend development, Android development or iOS development should not be attributed to Vyasti.
The SLATO solution was not defined by a single feature or showcase screen. Its strength came from the system connecting the screens: simplified information architecture, mapped journeys, role-aware UX, reusable component logic, stronger information hierarchy and consistent product behaviour across more than thirty mobile interfaces. Teachers and students could receive different information emphasis while still operating within the same product language. Empty states, errors, confirmations and edge cases were designed alongside the primary journeys so the experience did not fall apart outside ideal conditions.Custom graphics, icons and illustration brought personality into the interface without overpowering clarity, while interactive prototyping and interface animation made the wider product system easier to evaluate as a connected experience. The result was a simpler, more human and more coherent mobile product—not merely a collection of polished app screens.
SLATO needed more than a collection of finished app screens. The product had to support multiple user contexts, complex journeys, reusable interface patterns and non-ideal states while still feeling simple and accessible. Vyasti built the design system in Figma around the relationships between those experiences — from architecture and wireframes to components, product states, prototypes and motion.
A screen library becomes difficult to maintain if every new frame requires another unique decision. SLATO's system instead established shared rules for structure, hierarchy, components, states and interaction so the wider product could remain coherent as it expanded.
Research and simplified information architecture established the product structure that later screens needed to inherit.
SLATO's product context, user needs, workflows and information relationships formed the starting point for the experience.
Simplifying the architecture made it easier to establish clearer journeys, stronger information priority and more predictable screen relationships.
Role-based UX allowed the interface to respond to different information priorities while preserving shared hierarchy, navigation and interaction logic.
If you have SLATO wireframe screens, use a wide Figma capture here rather than a decorative mockup.
Prefer a view showing several related screens or one complete user journey rather than a single isolated frame.
Wireframes provided a clearer way to inspect content priority, screen relationships and journey structure before committing to detailed interface styling.
The intended product experience was simple, minimal, human, accessible and fast.
Custom graphics, icons and illustrations added identity while hierarchy and usability remained the dominant interface priorities.
The system accounted for moments where expected content was not yet available.
Unexpected conditions needed clear interface feedback rather than additional ambiguity.
Important actions needed visible feedback so users could understand the result.
The design system extended beyond the ideal happy path into less common conditions.
Use a prototype-flow screenshot, connection view or sequence of linked frames from the original Figma project.
A flow with visible screen relationships is stronger proof than another isolated phone mockup.
Interactive prototyping allowed the product design to be reviewed as a journey, helping connect navigation, hierarchy, actions and state changes across the wider application.
Interface animation could support feedback, progression and the relationship between states while remaining consistent with the application's simple and accessible direction.
Movement can help communicate that an interaction has produced a result.
Motion can reinforce the relationship between one interface condition and the next.
Interaction remains useful only when it does not compete with the user's actual task.
Use the broadest useful Figma view you have: flows, wireframes, components, final screens or a combination showing the scale of the original SLATO project.
This should make the depth of the 30+ screen product engagement visible immediately.
Figma was the documented design environment for SLATO, supporting the progression from information architecture and wireframes through detailed mobile UI and interactive prototyping.
More than thirty documented screens meant the design language needed enough structure to support repeated use, role variations and different product conditions without becoming visually fragmented.
Mobile application / product screens.
The case study should remain explicit that Vyasti's documented responsibility ended on the strategy and design side.
Information architecture, journeys and role logic created the foundation beneath the visual interface.
Detailed mobile UI, reusable components, product states, custom graphics, icons and illustrations created the visual product system.
Interactive prototyping and interface animation connected static screens into a more complete representation of the intended experience.
Figma is the only documented technology attributed to Vyasti in the SLATO engagement. No Android, iOS, backend or application development technology should be added to the case study unless supported by separate project evidence.
Vyasti's documented role was strategy and product design. The engagement covered UX research, information architecture, wireframing, UX design, UI design, mobile app UX/UI, prototype design, interactive prototyping, custom graphics, icons, illustrations and interface animation.Mobile application development, Android engineering, iOS engineering, backend development or production engineering should not be attributed to Vyasti.
SLATO's product system connected research, simplified information architecture, primary journeys, role-aware experience logic, wireframes, visual hierarchy, reusable components, real product states, detailed mobile UI, custom graphics, custom icons, illustrations, interactive prototyping and interface animation. Figma became the environment where those decisions could remain connected as the application expanded beyond thirty product screens.
The technology story behind SLATO is deliberately limited: Figma.The value of the engagement came from what was structured inside that environment. Vyasti moved from research and simplified information architecture into mapped journeys, role-aware experiences, wireframes, reusable interface logic, product states and detailed mobile UI. Custom graphics, icons and illustrations extended the visual language, while interactive prototyping and interface animation helped communicate how static screens were intended to behave as a connected experience.More than thirty screens ultimately inherited those shared rules. The result was a coherent product-design system ready to move beyond design without falsely positioning Vyasti as the application's engineering or development partner.
SGS Clinic was not asking Vyasti to develop the production application. Our responsibility was to make the intended app detailed enough that the design, navigation, screen relationships and important interactions could be clearly understood before development began.
With a large number of connected screens, the final design could not rely on the developer interpreting static layouts. Structure, states and important journeys needed to be visible through the design itself.
Related screens were organised into a coherent product structure so their role inside the wider application remained understandable.
Recurring interface patterns helped similar actions and information behave predictably across the wider app.
Important screens were linked so the intended journey could be experienced instead of understood only from isolated mockups.
The finished work gave the client’s developer a clearer reference for what each major journey was intended to do.
The handoff was the end of a connected design process. Every stage added another layer of clarity before the work reached the development team.
Define what the clinic expected the product to support.
Map related areas and establish how the product fits together.
Turn product logic into a consistent visual interface.
Represent the relevant states needed to explain interaction.
Demonstrate how important screens and actions relate.
Deliver the final product blueprint for implementation.
Connecting the interface made important behaviour visible. Instead of studying a large collection of screens and guessing the sequence, the developer could follow the intended product journey.
SGS Clinic needed its developer to understand a large application with many connected pages. The finished design and prototype provided a clearer reference for screen relationships, visual behaviour and major user journeys before coding began.
Architecture, interface design, supporting visual assets and a substantial connected prototype were completed within the concentrated project timeline.
The developer could reference the intended visual hierarchy and interface treatment across the wider screen system.
Connected states helped explain how important journeys were intended to progress from screen to screen.
Supporting visual elements were created as part of the intended interface rather than being left undefined for implementation.
SGS Clinic’s project did not end with a set of attractive application screens. Vyasti delivered a structured product-design system that combined screen architecture, complete UI/UX, custom graphics, images, icons and animations with a connected interactive prototype intended to make the application clearer for the client’s developer to implement. The production app itself remained with the development team; Vyasti’s role was to provide the visual and interactive blueprint they could build from.
SLATO was designed across more than thirty mobile product screens, with the work extending from information architecture and wireframes through detailed UI, product states, custom graphics, prototype connections and interface animation. This gallery should show that progression—not only the most polished final mockups.
Prioritize Figma frames, wireframes, role-based screens, component views, prototype flows, product states and custom creative work. Do not represent application development as Vyasti's work.
Use one primary interface and two supporting screens to immediately establish that SLATO was a complete mobile product experience rather than a single UI concept.
Use role-specific screens that make the different information priorities visible while preserving the shared product language.
Use a teacher-oriented screen that clearly shows the product adapting around that context.
Pair it with a student-facing screen that demonstrates the same visual and interaction language in another context.
A wide Figma board showing multiple wireframes or a complete flow works best here.
Prefer a real flow containing several related screens rather than one isolated wireframe.
Wireframes helped establish hierarchy, screen relationships and primary journeys before the detailed mobile interface was expanded.
Use varied screens from across the product. Avoid filling the wall with near-identical states.
Empty conditions, errors, confirmations and edge cases make the gallery feel like a real product-design case study rather than a marketing mockup reel.
Use actual graphics, iconography and illustrations created for the project.
Graphics, icons and illustrations extended the wider SLATO product language while remaining subordinate to hierarchy, accessibility and clarity.
Use two screens from the same journey if possible so the relationship between states is immediately understandable.
Interactive prototyping made screen relationships, navigation and journey continuity visible in a way that isolated static frames could not.
Use frames or stills from actual SLATO motion work rather than decorative animation added later.
Interface animation formed part of the product-design scope and extended the same simple, human and accessible direction into interaction.
Use a zoomed-out Figma view containing as much of the actual product system as possible.
Ideally show wireframes, flows, polished screens, prototype relationships or component structure together.
The complete canvas is the clearest proof that the work extended beyond isolated app screens into a structured product-design system connecting UX, UI, states, prototype flows and visual language.
Use a final composition that has not already been repeated earlier in the case study.
This can be a polished interface, multi-screen composition or Figma presentation frame.
The documented SLATO work spans research, information architecture, wireframes, role-based UX, mobile UI, reusable components, empty states, errors, confirmations, edge cases, custom graphics, icons, illustrations, interactive prototyping and interface animation across more than thirty product screens.
SLATO's gallery should make the scale and depth of the product design visible: teacher and student contexts, wireframes, a thirty-plus screen system, real product states, custom creative work, interactive prototypes, interface animation and the complete Figma environment that connected those decisions.
This final evidence layer should move from polished product UI back into the design process and then forward again into the complete system. Begin with the strongest mobile screens, separate teacher and student contexts, show the wireframe structure, expose the breadth of the 30+ screen product, include empty states, errors, confirmations and edge cases, isolate custom graphics, icons and illustrations, show prototype connections and interface animation, and finish with the complete Figma canvas and final product showcase. The result makes SLATO read as a genuine product-design case study rather than a mobile-app mockup gallery.
What impressed us most was the systems thinking behind the execution. The final experience feels intentional, scalable, and built for real users.
As digital products grow, complexity accumulates quickly — more features, more roles, more screens, more states and more exceptions.The easiest response is to keep adding interface.The better response is to improve the system underneath it.SLATO required that kind of thinking: simplify the information architecture, understand important journeys, structure role-based experiences, establish hierarchy, create reusable product logic and design the states that exist outside the perfect user flow. The goal is not to make a complex product artificially simple. It is to prevent the product's complexity from becoming the user's burden. Vyasti works across product strategy, UX, information architecture, UI systems, prototyping and digital experience design to turn complicated products into clearer systems people can actually understand and use.