01 My Role

02 Discovery

03 Research

04 Problems

05 Challenges

06 Solutions

07 My Learnings

Designing for Systems, Not Just Screens

How I helped bring structure, clarity, and scalability to a mission‑critical B2B platform

Team

4 teams

Timeline

1 Year

My Role

Product Designer

Projects (under NDA)

  1. Mission planning and database management systems (6 modules) - 5 months

  2. Drone systems: Planning, Live mission to analysis - 3 months

  3. Telemetry projects - 2 months and WIP

  4. Internal product-WIP

First let me tell you about
projects process

When I joined company, I wasn’t just entering a new company — I was stepping into a completely new world.


A world of scientists, mission data, offline systems, and high-stakes decisions. There were no perfect briefs, no polished roadmaps — only evolving requirements, technical complexity, and a product trying to find its structure.

The Situation

A fast-scaling, complex product with fragmented knowledge and no unified UX foundation

The Challenge

Bring structure to ambiguity and consistency to chaos in an offline environment with no access to internet

The Outcome

A scalable design system, clearer workflows, and better collaboration across teams

There was no shared structure. Over time, clarity got diluted.

Our Team

In many meetings, I noticed scientists and developers often spoke in different languages. Requirements were passed through conversations, handwritten notes, or recorded walkthroughs.

Developers

End-user's

Scientists

Key Problems faced by the team

80% Knowledge lived in people’s heads

Designs were explained verbally and thorugh screenshots, not systematically

New team members struggled to catch up because of offline setting

Poor user experience and constant need to request changes from the client

"My role slowly evolved from a supporting designer to someone who helped bring structure, consistency, and long-term thinking across the system".

PROBLEM 1 - No system

Design system, but a guidebook

PROBLEM

Designs were explained verbally and through screenshots, not systematically
in a offline setting. 200+ screens were developed through the help of the prinouts.

Introduced Design System - 50% problem solved

  1. Introduced a design system with 30+ components , typography, assets, local icon library and many more items.

  2. It acted as the centralized design system and a preset for a developer to develop any screen in any setting

But the main problem was how to onboard the developers for the design system

HWM

How might we create a centralized way to onboard and effectively communicate the design system to the developers in any setting and organize feedback?

Solution

Design system documentation and Presentation

A presentation for the design system. Where every asset is annoted, usecase is explained along with the case where to use in a absence of design

Introducing the constraints in design.

Developer Feedback

  • 10 developers fond it useful, and added in the development process.

  • 3 developers suggested to make a centralized library so a developer in an project can use.

After testing on 15 developers and 3 projects

  • The developers tried to inco-operate for our main project, and reduced queries by 30%.

  • It failed when the design system was introduced for a dark mode.

PROBLEM 2 - Product & System Design

Scattered Knowledge & Communication Gaps

PROBLEM

The project heavily relied on verbal discussions, offline meetings, and scattered notes. There was:

  • No centralized knowledge or documentation hub

  • No shared understanding of flows across teams

  • Design handoffs were happening via video walkthroughs only

Team

Project manager

Timeline

2 weeks (December)

My Role

Product Designer

Goal

By sitting in multiple requirement discussions and observing repeated questions from developers and scientists, I noticed

How I Identified It

By sitting in multiple requirement discussions and observing repeated questions from developers and scientists, I noticed:

  • Same concepts being explained multiple times

  • Inconsistencies in how features were being interpreted

  • Knowledge loss across team members

  • Multiple change requests for the developed and confirmed flow

For project and tech team

I built a structured communication layer by:

  1. Creating detailed user flows and system flows

  2. Writing clear user stories mapped to actual user roles (operators, mission planners, analysts)

  3. Introducing a centralized design and documentation approach

For scientist

  1. Building offline shareable prototypes for better alignment

  2. Mom and a requirement is shared for first 3 discussions and signed for better alignment and clarity

  3. Creating design as a bridge between tech team and client.

This significantly reduced dependency on verbal knowledge and made onboarding smoother for new team members and scientist

Impact

  • Reduced design–development clarification cycles by ~40–50% over the project timeline.

  • Decreased dependency on repeated verbal explanations by ~60% by replacing them with user stories, feature based document and signed client documents

  • Reduced requirement rework during development by ~25–30% through clearer handoffs and aligned user stories.

PROBLEM 2 - Usability & User Experience Problems

Scattered Knowledge & Communication Gaps

PROBLEM

User workflows were designed mainly from a technical/system logic, not from an operator’s or analyst’s behavior.

As a result:

  • Flows were long and mentally taxing in a small 7 inch screens

  • Screens were overloaded with information

  • High-frequency tasks were not optimized for speed or clarity

  • Interfaces felt functional but not usable under pressure

Projects

3+ telemetry projects

Team

EW Engineers for (lab view)

Duration

June-october

How I Identified It

I identified this through a mix of observation, walkthroughs, and internal reviews:

  • While attending product demos and internal testing sessions, I noticed users and analyst's hesitated frequently during critical steps.

  • I mapped existing workflows and saw that many flows had unnecessary steps and repeated decision points.

  • I reviewed task sequences with scientists and realized that flows were correct from a system perspective but didn’t match how users actually thought or operated under mission conditions.

  • I observed information overload — important data was present but not hierarchy-driven, making scanning difficult.

The gap was clear: The system was technically accurate, but cognitively heavy. And has to legacy system of tool

Iteration#1

Instead of directly redesigning screens, I started with behavior and workflow logic.

  • Reconstructed key user journeys and reduce the dependency on tree structures based on the problems.

  • Reduced steps in high-frequency tasks by combining or reordering actions

  • Rebuilt information architecture of each flow: Functionality over design.

  • Designed flows suitable for both large screens and tablet environments

This significantly reduced flow complexity and cognitive load in core modules.

Follow-up Problem

After simplifying flows, I noticed a second-level issue:

Even with better flows, users still struggled with:

  • Recognizing critical data quickly

  • Not familiar with the UX pattern

  • Importance of graphs and maps

  • Switching context between different modules

  • Handling dense telemetry and mission data fast enough under pressure

The problem shifted from flow complexity to information interpretation and prioritization

Solution – Second Iteration

In response, I focused on cognitive clarity and information design:

  • Introduced clear visual hierarchy using size, grouping, and spatial logic

  • Created structured layout zones for frequent vs secondary information

  • Standardized patterns across modules so users didn’t need to relearn behavior

  • Optimized for low-light and field scenarios by adjusting contrast and layout density

This improved not just task completion, but decision confidence under high-stress conditions.

Final Reflection

This project changed how I see design. It taught me that good product design isn’t just about screens — it’s about translating complexity into clarity, and helping people think better inside complex systems.

Key Takeaways: • I design for systems, not surfaces • I bring structure to ambiguity • I build for scale, not just launch • I help teams think alongside design

Next Project to Read

LIVE

Designing Wiingy’s
Tutor Platform from 0→1

Jan 2024-Jul 2024

Learn how Wiingy increased user conversion by 60% through revamping their tutor platform

Projects

Tutor platform

Student App

Defense Projects

Contact

LinkedIn

Notion

Email Me

Dribble

© 2025 Kritika singhal. All Rights Reserved.

Made with 🩶 and Strawberry Matcha Lattes (120% sugar, less ice).

Kritika | UX designer

Create a free website with Framer, the website builder loved by startups, designers and agencies.