BUSINESS-BUILDING SYSTEM
01 / Ecosystem

Vyasti Ecosystem

Creation, Digital, Studio and Labs — four connected layers built around one business system.

Vyasti — We build businesses as systems.
01 / Project Overview

Designing a learning app for people who should not have to learn the interface first.

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.

Vyasti's role: Strategy + Mobile App Design

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.

SLATO / EdTech Product Design Education becomes harder when the product adds another layer of complexity.

The application needed to support learning through a mobile experience while remaining understandable across different users, states and workflows.

Designed from scratch
Multiple user roles
30+ product screens
Interactive prototype
SLATO / Primary App Screen Add the strongest final mobile UI screen.

Prefer a screen that immediately communicates the simplicity, accessibility and learning-focused interface.

SLATO educational mobile application interface designed by Vyasti
01
Industry Education / EdTech
02
Product Mobile Learning App
03
Users Teachers + Students
04
Design Tool Figma
01
Year 2022
02
Duration 3 Months
03
Market India
04
Engagement Strategy + Design
05
Product Scale 30+ Screens
Product context A mobile learning experience designed around accessibility rather than interface complexity.

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.

Product SLATO

An EdTech mobile application designed to support educational experiences for teachers and students through a simpler and more accessible interface.

01
Industry Education
02
Category EdTech
03
Product Type Mobile Application
04
Context Rural Learning
Before Vyasti There was no existing mobile experience to simply redesign.

The client needed a new mobile application designed from scratch while preparing to launch the new product and service experience.

Product-design responsibility Define the experience before defining the screens.

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.

Business + user goals Premium enough to build confidence. Simple enough to stay out of the user's way.

The project combined brand perception with practical product UX: create a premium digital presence while simplifying important journeys and reducing friction.

01
Business Premium Digital Presence

Give the new learning product a stronger and more professional digital identity.

02
Experience Simpler Product UX

Reduce unnecessary complexity so important information and actions remain easier to understand.

03
Journey Reduce User Friction

Structure important flows so people can move through the application with less interface burden.

Desired experience Five words shaped the product direction.

These were explicit experience requirements in the project brief.

01
Experience Simple
02
Experience Minimal
03
Experience Human
04
Experience Accessible
05
Experience Fast
Product challenge Simplify a complex application without simplifying away what different users actually need.

SLATO had to support multiple roles, a significant screen set, reusable interface logic and real product states such as errors, confirmations and empty conditions.

01
Workflow Complex Application Flow
02
Users Multiple Roles
03
Scale Component System
04
Product Reality Edge Cases + States
Vyasti scope The engagement covered the product-design journey from structure to interactive prototype.

This scope should be presented as design work only. No mobile application development service is documented.

01
ResearchUX Research
02
StructureInformation Architecture
03
StructureWireframing
04
ExperienceUX Design
05
InterfaceUI Design
06
MobileMobile App UX
07
MobileMobile App UI
08
PrototypePrototype Design
09
PrototypeInteractive Prototype
10
CreativeCustom Graphics
11
InterfaceCustom Icons
12
VisualIllustrations
13
InteractionInterface Animation
Product scale The interface had to remain coherent well beyond the first few screens.

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.

Documented screen count 30+

Mobile application / product screens.

Vyasti approach Simplify the product logic before styling the product interface.

Information architecture and primary journeys were established first. The visual direction and structured product system then expanded around those decisions.

01
Structure Simplified IA
02
Journey Primary User Flows
03
Experience Role-Based UX
04
System Structured Product UI
Product states The interface had to work when everything was not going perfectly.

Empty states, errors, confirmations and edge cases were explicitly considered as part of the application design.

01
Product State Empty States
02
Product State Errors
03
Product State Confirmations
04
Product State Edge Cases
Content work Existing client content was rewritten and improved.

The engagement included refining existing content so important product information could work more clearly inside the new interface hierarchy.

Product principle Better hierarchy makes information easier to understand before adding more explanation.

The design approach prioritized important user actions and reduced unnecessary interface complexity around them.

Verified design technology Figma

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.

Qualitative outcome A complex product became significantly easier to understand and use.

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.

Project overview

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.

02 / The Challenge

Designing for education is not about adding more information. The challenge was making complexity feel invisible.

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.

Core challenge Make a multi-role educational product feel simple enough to use without explanation.

Every additional role, workflow, screen and product state increased structural complexity. The interface had to absorb that complexity while keeping the experience clear.

01
Complex Workflow

The product contained application logic that needed to be simplified before it could become an understandable mobile experience.

02
Multiple User Roles

Different types of users needed role-based experiences without fragmenting the wider product.

03
30+ Screens

The product needed enough interface consistency to remain coherent well beyond the first few screens.

04
Real Product States

Empty states, errors, confirmations and edge cases had to be considered alongside ideal user journeys.

The central tension The product could be complex underneath. The experience could not feel complex on top.

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.

Challenge 01 / Workflow A complicated application flow cannot be fixed by making the interface look cleaner.

The structure itself needed simplification before visual design could make the experience feel simple.

Product complexity Every unclear relationship in the information architecture becomes another decision the user has to make.

If product structure remained complicated, visual polish would only hide the problem temporarily. Information architecture and primary journeys therefore became central design challenges.

UX requirement Reduce unnecessary interface complexity before asking users to learn it.

Important actions needed stronger priority while secondary information had to remain available without competing for the same attention.

Challenge 02 / Multiple roles Different users could require different experiences without requiring different products.

SLATO needed role-based experiences. The challenge was supporting those differences while preserving a shared product language across navigation, hierarchy, interaction and visual behaviour.

01
Difference Information Priority
02
Difference Journey Context
03
Shared Product Language
04
Shared Interaction Logic
Challenge 03 / User journeys Screens could not be designed as thirty separate answers.

The application needed connected journeys where each screen prepared the user for the next state rather than behaving as an isolated interface.

01
Understand Know Where You Are
02
Prioritize See What Matters
03
Act Complete the Next Task
04
Continue Move Without Confusion
Challenge 04 / Product scale A product can look consistent across five screens and still fall apart by screen thirty.

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.

Documented scale 30+

Product screens requiring a coherent mobile design language.

01
Need Shared Hierarchy
02
Need Reusable Patterns
03
Need Component Logic
04
Need Role Flexibility
05
Need Product Consistency
Challenge 05 / Product reality A product does not exist only in its perfect-state screenshots.

The brief explicitly required the design to account for empty states, errors, confirmations and edge cases.

01
Empty What happens when nothing is there yet?

Empty states still need enough context to help the user understand the current condition.

02
Error What happens when something goes wrong?

Error experiences needed to communicate the situation without adding unnecessary confusion.

03
Confirmation How does the user know something worked?

Clear confirmation states help communicate the result of an interaction.

04
Edge Case What happens outside the ideal journey?

The system needed enough flexibility to account for less common product conditions as well.

Challenge 06 / Accessibility A learning product should not make interface literacy a prerequisite for participation.

The desired experience was explicitly simple, minimal, human, accessible and fast. That placed clarity and prioritization ahead of visual complexity.

01
Reduce Visual Noise
02
Clarify Information Priority
03
Prioritize Important Actions
04
Preserve Human Interaction
Challenge 07 / Information Showing everything at once is not the same as making everything understandable.

The design needed stronger information hierarchy so users could understand important information faster.

Hierarchy problem Every element cannot ask for equal attention.

Important content and actions needed stronger visual priority, while secondary information had to support the task without competing with it.

Required outcome Help users understand what matters now.

Strong hierarchy became one of the primary mechanisms for making the product feel simpler without removing necessary information.

01
Direction Simple
02
Direction Minimal
03
Direction Human
04
Direction Accessible
05
Direction Fast
Challenge 08 / Starting from zero There was no existing mobile product experience to simply refine.

SLATO was being designed from scratch as the client prepared to launch a new product or service.

Design responsibility Establish the product logic before establishing the visual polish.

Information architecture, user journeys, role behaviour, visual hierarchy and reusable product patterns all needed to be shaped as part of the original experience.

Product risk Early interface decisions would influence dozens of later screens.

A weak structural decision at the beginning could multiply across the 30+ screen system, making consistency harder later.

Scope boundary

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.

The real challenge Do not make the user understand the system. Make the system understand what the user needs next.

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.

Challenge in context

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.

03 / Vyasti Approach

We did not begin by designing thirty screens. We designed the logic that thirty screens could share.

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.

Approach principle Reduce complexity at the system level before asking the interface to hide it.

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.

01
Understand Product Before Screens
02
Simplify Structure Before Styling
03
Systemize Patterns Before Scale
04
Validate Experience Before Expansion
Product-design process Twelve connected stages from product structure to a 30+ screen system.

Each stage reduced uncertainty before the next layer of the product became more detailed.

01
Research Understand the Product Context

Begin with the learning context, product requirements and needs of the people the application was intended to serve.

02
Structure Simplify Information Architecture

Organize the product so essential information and actions do not compete unnecessarily.

03
Journeys Map Primary User Flows

Define how users move through important parts of the application before designing individual screens.

04
Roles Structure Role-Based Experiences

Allow different user contexts to change information priorities without fragmenting the wider product language.

05
Wireframes Solve Hierarchy Before Visual Polish

Establish screen structure, content priority and interaction relationships before moving deeper into visual design.

06
Direction Establish the Visual Language

Translate the desired simple, minimal, human and accessible experience into a consistent mobile interface direction.

07
System Build Scalable Product Logic

Create reusable interface relationships capable of supporting the wider 30+ screen product.

08
Interface Design the Mobile UI

Carry the hierarchy, role logic and visual direction into the detailed product interface.

09
States Design Beyond the Ideal Flow

Account for empty conditions, errors, confirmations and edge cases as part of the actual product experience.

10
Prototype Connect the Screens Into an Experience

Use interactive prototyping to evaluate the relationship between screens and journeys beyond static frames.

11
Motion Add Interface Animation

Introduce motion as part of the interaction layer without adding unnecessary visual complexity.

12
Scale Expand Into 30+ Product Screens

Apply the established logic across the documented product scope while preserving consistency and flexibility.

Step 01–02 / Research + IA Before reducing visual noise, reduce structural noise.

The product architecture needed to make important information and actions easier to understand before visual design could make the experience feel genuinely simple.

01
Understand Product Requirements
02
Organize Information Relationships
03
Prioritize Important Actions
04
Reduce Unnecessary Complexity
Step 03–04 / Journey + roles Teachers and students could share one product without requiring identical experiences.

Primary journeys and role-based experience logic helped separate what should change between users from what should remain consistent across the product.

User context 01
Teacher Experience
01 Enter the relevant context
02 Understand available information
03 Reach the important action
04 Continue through the workflow
User context 02
Student Experience
01 Enter the relevant context
02 Understand what matters now
03 Complete the relevant action
04 Move forward with clarity
Step 05 / Wireframes Solve the order of information before solving its visual personality.

Wireframing helped separate structural decisions from visual styling. This made it possible to review hierarchy, flow and screen relationships before expanding the polished interface.

Wireframe principle If a screen is confusing in grayscale, colour is not the solution.

Clarity needed to exist in the information structure first. Visual design could then reinforce that hierarchy rather than compensate for its absence.

Step 06 / Visual direction The interface needed enough personality to feel human without becoming visually demanding.

The brief described the intended experience as simple, minimal, human, accessible and fast.

Visual objective Make the product approachable before making it impressive.

Strong hierarchy, restrained composition, custom graphics, icons, illustration and interface animation could support the product while clarity remained the dominant design principle.

01
Behaviour Simple
02
Composition Minimal
03
Personality Human
04
Experience Accessible
01
Hierarchy Typography
02
Rhythm Spacing
03
Interface Components
04
Interaction States
05
Scale Product Language
Step 08–09 / Product states The system was designed for what happens between the perfect screenshots.

Empty conditions, errors, confirmations and edge cases were treated as part of the product rather than leftover screens to solve later.

01
Empty Empty States

Communicate what the current condition means even when there is no content to display.

02
Problem Error States

Keep unexpected conditions understandable instead of adding more uncertainty.

03
Feedback Confirmations

Make the result of an important interaction visible and understandable.

04
Variation Edge Cases

Extend the same product language to conditions outside the primary happy path.

Step 10 / Interactive prototype Turn static screen logic into a connected product journey.

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.

Prototype objective Validate the relationship between screens before multiplying them.

In a 30+ screen application, navigation and state transitions need to remain coherent beyond individual UI compositions.

Step 11 / Interface animation Motion was another layer of communication, not another layer of complexity.

Interface animation formed part of the design scope and could reinforce feedback, progression and product behaviour while remaining subordinate to clarity.

01
Feedback Reinforce Response

Movement can help indicate that an interface action has produced a result.

02
Progression Support Continuity

Interaction can help users understand how one product state connects to another.

03
Restraint Preserve Simplicity

Motion remains useful only when it does not compete with the task the user is trying to complete.

Step 12 / Product scale The final test was whether the logic could remain coherent across the complete product.

The documented application scope included more than thirty product screens.

Scale principle Thirty screens should feel like one product, not thirty separate design exercises.

Shared hierarchy, reusable component logic, role-based variation, product-state behaviour and visual language helped the experience remain connected as the application expanded.

Documented scale 30+

Mobile application / product screens.

01
Experience Simple
02
Experience Minimal
03
Experience Human
04
Experience Accessible
05
Experience Fast
Product-design environment Figma

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.

Approach outcome The product became easier to design because it first became easier to understand.

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.

Engagement boundary

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.

How we worked

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.

04 / Solution Highlights

The interface became simpler because the product system became clearer.

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.

Solution principle Let the system carry the complexity so the user does not have to.

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.

Teacher Experience Add strongest teacher-context screen.

Use an actual SLATO product screen.

SLATO teacher mobile application experience designed by Vyasti
Student Experience Add strongest student-context screen.

Use an actual SLATO product screen.

SLATO student mobile application experience designed by Vyasti
01
Structure Simplified Information Architecture

Product information and actions were reorganized around clearer relationships and priorities.

02
Experience Role-Based UX

Different user contexts could change the experience while still inheriting the same product language.

03
System Scalable Component Logic

Reusable relationships helped the interface remain coherent across more than thirty screens.

04
Reality Real Product States

Empty states, errors, confirmations and edge cases became part of the design system.

Solution 01 / Role-based experience Teachers and students did not need identical interfaces to belong to the same product.

Role-aware design allowed information emphasis and journey context to change while maintaining shared interaction, hierarchy and visual language.

User Context / Teacher Different priorities, shared system.

Teacher-facing experiences could organize relevant information around that context without creating a completely separate visual product.

Teacher UI Add teacher screen.
SLATO teacher experience screen
User Context / Student Different journey, familiar experience language.

Student-facing experiences could prioritize the information relevant to that context while still behaving as part of the wider SLATO system.

Student UI Add student screen.
SLATO student experience screen
Solution 02 / Navigation Make the next important action easier to find.

Simplified information architecture and mapped primary journeys reduced the amount of interpretation required from users as they moved through the application.

01
Context Know Where You Are
02
Priority See What Matters
03
Action Know What Comes Next
04
Continuity Move Without Confusion
Solution 03 / Product system Reusable components gave thirty-plus screens a common grammar.

The objective was not visual sameness. It was consistency in how the product communicates hierarchy, actions, states and interaction.

System principle Reuse behaviour and relationships, not just rectangles.

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.

01
Hierarchy Typography Logic
02
Rhythm Spacing Relationships
03
Interface Reusable Components
04
Behaviour Shared States
SLATO mobile screen one01
SLATO mobile screen two02
SLATO mobile screen three03
SLATO mobile screen four04
SLATO mobile screen five05
SLATO mobile screen six06
SLATO mobile screen seven07
SLATO mobile screen eight08
SLATO mobile screen nine09
SLATO mobile screen ten10
Solution 04 / Product scale 30+

The documented application extended beyond thirty product screens. The same hierarchy, interaction language and component logic had to remain coherent as the product expanded.

Solution 05 / Real product states The product was designed for what happens when the happy path stops being happy.

Empty conditions, errors, confirmations and edge cases were explicitly incorporated into the product-design system.

SLATO empty state design
Empty State
State 01 Empty Conditions
SLATO error state design
Error State
State 02 Errors
SLATO confirmation state design
Confirmation
State 03 Confirmations
SLATO edge case interface
Edge Case
State 04 Edge Cases
Solution 06 / Visual language Simple product UX did not require a generic visual identity.

Custom graphics, icons and illustrations could add personality while remaining subordinate to the product's clarity, accessibility and hierarchy.

Custom graphics designed for SLATO
Custom Graphics
Custom icon system designed for SLATO
Custom Icons
Illustrations designed for SLATO
Illustrations
SLATO mobile product visual system
Product Visual Language
Solution 07 / Interactive prototype Static screens became a connected product journey.

Interactive prototyping made it possible to evaluate the relationship between screens rather than reviewing each frame as a separate composition.

Prototype / Start Add starting screen.
SLATO prototype starting screen
Prototype / Next Add connected screen.
SLATO connected prototype screen
Prototype value Validate relationships between screens before treating them as finished.

A 30+ screen product needs more than attractive static layouts. Prototype connections made the larger experience easier to inspect as an actual journey.

Solution 08 / Interface animation Motion supported understanding instead of competing with it.

Interface animation formed part of the product-design layer and could reinforce feedback, progression and relationships between interface states while preserving a simple experience.

SLATO interface animation frame one
Interaction Feedback
SLATO interface animation frame two
State Transition
SLATO interface animation frame three
Product Motion
Solution 09 / System proof The strongest evidence is not one polished phone mockup. It is the complete Figma system behind it.

Use a zoomed-out Figma canvas showing flows, components or a substantial portion of the complete SLATO product-design system.

SLATO / Figma Product System Add the strongest zoomed-out Figma project view.
SLATO complete Figma product design system by Vyasti
Design environment Figma

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.

Solution outcome More than thirty interfaces. One simpler product experience.

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.

Engagement boundary

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.

Solution in context

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.

06 / Product Design System

Thirty-plus screens were the output. The real deliverable was the logic connecting them.

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.

Product-system principle Do not scale screens. Scale decisions.

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.

SLATO / Product Design Pipeline
01
Understand Research
02
Structure IA
03
Experience Journeys
04
Context Roles
05
Structure Wireframes
06
Interface UI
07
System Components
08
Reality States
09
Validation Prototype
10
Interaction Motion
11
Environment Figma
12
Scale 30+ Screens
Layer 01 / Research + information architecture The system started before the first polished interface existed.

Research and simplified information architecture established the product structure that later screens needed to inherit.

Product understanding Understand what the application needs to do before deciding how it should look.

SLATO's product context, user needs, workflows and information relationships formed the starting point for the experience.

Information architecture Reduce unnecessary complexity at the structural level.

Simplifying the architecture made it easier to establish clearer journeys, stronger information priority and more predictable screen relationships.

Layer 02 / Role logic Different users could change the experience without changing the product language.

Role-based UX allowed the interface to respond to different information priorities while preserving shared hierarchy, navigation and interaction logic.

01
Context Teacher Experience
02
Context Student Experience
03
Shared Interaction Language
04
Shared Visual Hierarchy
Layer 03 / Wireframes Structural decisions became visible before visual polish was allowed to distract from them.

If you have SLATO wireframe screens, use a wide Figma capture here rather than a decorative mockup.

SLATO / Wireframe System
Add a wide Figma wireframe board.

Prefer a view showing several related screens or one complete user journey rather than a single isolated frame.

SLATO mobile application wireframe system designed by Vyasti
Why wireframes mattered Hierarchy was solved before personality was added.

Wireframes provided a clearer way to inspect content priority, screen relationships and journey structure before committing to detailed interface styling.

01
Hierarchy Typography Logic
02
Rhythm Spacing Logic
03
Interface Reusable Components
04
Behaviour Interaction States
05
Scale Product Language
Layer 04 / Visual language The system needed enough personality to feel human without making the experience harder to read.

The intended product experience was simple, minimal, human, accessible and fast.

Visual principle Give the interface character without making the user fight for clarity.

Custom graphics, icons and illustrations added identity while hierarchy and usability remained the dominant interface priorities.

01
Creative Custom Graphics
02
Interface Custom Icons
03
Visual Illustrations
04
Product Shared Identity
01
Product State Empty States

The system accounted for moments where expected content was not yet available.

02
Product State Errors

Unexpected conditions needed clear interface feedback rather than additional ambiguity.

03
Product State Confirmations

Important actions needed visible feedback so users could understand the result.

04
Product State Edge Cases

The design system extended beyond the ideal happy path into less common conditions.

Layer 05 / Interactive prototype The screen library became a navigable experience.

Use a prototype-flow screenshot, connection view or sequence of linked frames from the original Figma project.

SLATO / Prototype Flow
Add a connected Figma prototype view.

A flow with visible screen relationships is stronger proof than another isolated phone mockup.

SLATO interactive prototype flow in Figma
Prototype purpose Evaluate the relationship between screens, not only the quality of each screen.

Interactive prototyping allowed the product design to be reviewed as a journey, helping connect navigation, hierarchy, actions and state changes across the wider application.

Layer 06 / Interface animation Motion became part of the product language rather than a decorative layer added afterward.

Interface animation could support feedback, progression and the relationship between states while remaining consistent with the application's simple and accessible direction.

01
Feedback Confirm Response

Movement can help communicate that an interaction has produced a result.

02
Continuity Connect States

Motion can reinforce the relationship between one interface condition and the next.

03
Restraint Protect Simplicity

Interaction remains useful only when it does not compete with the user's actual task.

Layer 07 / Complete Figma system The strongest proof of scale is the complete product canvas.

Use the broadest useful Figma view you have: flows, wireframes, components, final screens or a combination showing the scale of the original SLATO project.

SLATO / Complete Figma System
Add the strongest zoomed-out Figma canvas.

This should make the depth of the 30+ screen product engagement visible immediately.

Complete SLATO mobile product design system in Figma by Vyasti
Product-design environment Figma

Figma was the documented design environment for SLATO, supporting the progression from information architecture and wireframes through detailed mobile UI and interactive prototyping.

Layer 08 / Product scale The design system had to remain useful long after the first five screens looked polished.

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.

Documented product scope 30+

Mobile application / product screens.

Layer 09 / Design handoff The endpoint of Vyasti's engagement was a structured product-design system.

The case study should remain explicit that Vyasti's documented responsibility ended on the strategy and design side.

01
UX Foundation Structure

Information architecture, journeys and role logic created the foundation beneath the visual interface.

02
Interface System Design

Detailed mobile UI, reusable components, product states, custom graphics, icons and illustrations created the visual product system.

03
Experience Proof Prototype

Interactive prototyping and interface animation connected static screens into a more complete representation of the intended experience.

Verified technology Built in Figma.

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.

Scope boundary

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.

System output Not thirty isolated screens. One design language capable of producing thirty-plus screens.

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.

System in context

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.

06 / Product Design & Handoff

The final deliverable had to tell the developer what happens after every tap.

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.

Product delivery principle A handoff should reduce questions, not create new ones.

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.

01 Structure
Screen architecture

Related screens were organised into a coherent product structure so their role inside the wider application remained understandable.

02 Interface
Consistent UI behaviour

Recurring interface patterns helped similar actions and information behave predictably across the wider app.

03 Prototype
Connected interaction states

Important screens were linked so the intended journey could be experienced instead of understood only from isolated mockups.

04 Handoff
Developer-readable product logic

The finished work gave the client’s developer a clearer reference for what each major journey was intended to do.

Design-to-development path From requirement to implementation reference.

The handoff was the end of a connected design process. Every stage added another layer of clarity before the work reached the development team.

01
Requirement Understand functionality

Define what the clinic expected the product to support.

02
Architecture Organise the screens

Map related areas and establish how the product fits together.

03
Interface Design the experience

Turn product logic into a consistent visual interface.

04
States Show key variations

Represent the relevant states needed to explain interaction.

05
Prototype Connect the journey

Demonstrate how important screens and actions relate.

06
Handoff Development reference

Deliver the final product blueprint for implementation.

Prototype anatomy The prototype carried information the static screens could not.

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.

01
Entry states Show where important journeys and product areas begin.
02
User actions Make important interaction points visible in context.
03
Next states Clarify where the experience moves after relevant actions.
04
Journey continuity Keep related screens understandable as one connected flow.
Product consistency What developers could reference
01 Navigation patterns
02 Screen hierarchy
03 Interface states
04 Graphics & icons
05 Connected flows
Developer reference Design → Implementation
The prototype became a working explanation of the product.

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.

Product-design window ~1 month

Architecture, interface design, supporting visual assets and a substantial connected prototype were completed within the concentrated project timeline.

Visual reference
Complete application UI

The developer could reference the intended visual hierarchy and interface treatment across the wider screen system.

Behaviour reference
Interactive product prototype

Connected states helped explain how important journeys were intended to progress from screen to screen.

Asset reference
Graphics, images, icons & animation

Supporting visual elements were created as part of the intended interface rather than being left undefined for implementation.

Delivery in context

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.

08 / Client Testimonial
What impressed us most was the systems thinking behind the execution. The final experience feels intentional, scalable, and built for real users.
Achinta
Head of Design
Complex Products Should Still Feel Simple

If users have to learn your interface before using your product, the system is asking too much from them.

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.

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