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Product design / CASE STUDY

Daryn AI

Screen design for an AI education service.

My roleDesign of the presented screens
TOOLS / PRACTICEFigma · UX/UI · EdTech
Case formatJourneys · screens · UI kit
INTERFACE DESIGN

Designed the interface

My contribution covers the design of the presented screens and journeys.

01UX02UI03SYSTEM
In this project
  • Game tools
  • Screen journeys
  • Design system
Daryn AI
Daryn AI / Product design

The challenge

Make educational tools understandable and accessible.

These screens represent my contribution. Other parts of the live product may have been designed by the wider team.

DESIGN PROCESS / SOURCE MATERIAL

This case is grounded in the project’s original flows, design versions and UI kit. Open any material at full size. The chapter order explains how decisions connect; interviews or testing are not claimed without supporting source material.

01 / SCOPE

An education service made of connected tools

The supplied file contains games, visual teaching material, presentations, a market and an author workspace. This case covers those presented designs; other parts of the live product may have been created by other team members.

Game-tool dashboard
02 / USER FLOWS

Seven flows before the screen-by-screen detail

The source flows connect selection, setup, action and results. Matching, random selection, fill-in-the-blank and task generation need different transitions. All seven flows from the source page are included below.

True / False↗
True / False
Matching↗
Matching
Space Race↗
Space Race
Random Picker↗
Random Picker
Fill in the Blank↗
Fill in the Blank
Detective↗
Detective
Task Generator↗
Task Generator
03 / DESIGN SYSTEM

The design system, section by section

The Daryn source UI kit brings together typography, colors, fields, buttons, navigation, cards and spacing. Shared foundations support different games and tools. Filter the library to inspect each part.

Choose a section. Open a board to inspect it at full size.

01

Inter and type scale

Inter and type scale
02

Core and semantic colors

Core and semantic colors
03

Button sizes and states

Button sizes and states
04

Input fields

Input fields
05

Navigation

Navigation
06

Tags, difficulty and status

Tags, difficulty and status
07

Icons

Icons
08

Game cards

Game cards
09

Card patterns

Card patterns
10

Spacing scale

Spacing scale
04 / GAME SETUP

Choose the subject and settings before playing

Subject selection is separate from question count, game mode and additional settings. A step indicator keeps the user oriented without placing the whole setup process on one screen.

Subject selection
Game settings
05 / GAME STATES

Question → feedback → result

The game screen separates teams through color and layout. Answer feedback includes an explanation and score change; the result screen summarizes performance and offers replay or return actions.

Game question
Correct and incorrect feedback
Final result
06 / MOBILE JOURNEY

The complete journey on a phone

On mobile, teams are stacked vertically and actions have larger touch targets. Setup, questions, feedback and results are shown separately to demonstrate adaptation of the whole journey.

Setup
Question
Feedback
Result
07 / DIFFERENT MECHANICS

Shared foundations, different interactions

Matching uses pairs and associations; Space Race links answers to team positions. Shared colors and supporting-information patterns remain consistent while the main interaction changes.

Matching
Space Race
08 / PRESENTATION TOOL

Generation setup and a working editor

Presentation generation starts with a topic, parameters and a visual direction. The editor separates the slide list, canvas and settings. Its mobile version reorganizes them into a vertical workflow.

Presentation setup
Editor / desktop
Editor / mobile
09 / TEACHING MATERIAL

Find a resource and inspect it

The gallery combines visual-resource cards with search and filters. A detail page prioritizes the image, with specifications and downloading alongside it, followed by related material.

Resource gallery
Resource detail
10 / MARKET & AUTHOR

Buyer and author share the same material

The catalog and detail page help buyers choose a resource. The author workspace supports publishing, listing content and reviewing results. This case covers the supplied mockups of those modules.

Market catalog
Material / desktop
Material / mobile
Author dashboard
Publishing a material
11 / LANDING & DELIVERY

The public story extends the product language

The complete landing design connects the service’s different tools. Its mobile version shows how a long page is reorganized for a narrow screen. These source designs can be opened for detailed inspection.

Complete landing page
Mobile landing page
VISUAL LANGUAGE

The project’s character

#0775ED
#6C5CE7
#F5F7FA
01Figma02UX/UI03EdTech
DELIVERABLE

The outcome

Design of the screens in Figma, including the landing page and service sections. Other live-product pages are outside the stated contribution.

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