PRISM

A visual browsing system for visual work, designed around calm hierarchy, reusable card patterns, and motion-led navigation.

ROLE

UI / Product / Motion Design

TOOLS

Figma

FOCUS

Interface clarity & interaction systems

SCOPE

Visual portfolio platform

CONSTRAINTS

Maintaining a minimal interface

Project Framing

Problem

Many creative portfolio sites are visually cluttered and inconsistent, making it harder for the work itself to remain the focus.

Constraints

  • Minimal external client or user testing.

  • Focus placed on visual system and interaction rather than the full product scope.

Design Goals

  • Reduce interface noise

  • Emphasise visual work presentation

  • Use motion to guide navigation

Reusable Interface Patterns

Layout States

Landing Layout

The landing layout features a clear primary-secondary hierarchy, allowing one project to dominate while maintaining visibility of supporting work.

  • Primary artwork emphasis

  • Minimal navigation distractions

All Work Layout

The all work view shifts to high-density browsing, using a horizontal wrapping grid to enable rapid scanning.

  • Increased content density

  • Consistent card system

  • Scan-focused layout

Project Detail Layout

Project pages transition from browsing to focused viewing, expanding the artwork and reducing surrounding interface elements.

  • Expanded Visual space

  • Reduced navigation prominence

  • Linear reading flow

Interaction Behaviour

Motion is used to reinforce hierarchy, reduce cognitive load, and create continuity between browsing and focused states.

Hover

Hover elevates the card through image scale and shadow, affording interactivity without introducing visual noise.

Press

Press compresses the card marginally, reducing scale and shadow, providing immediate confirmation of interaction.

Page Transition

Page transitions use subtle motion to guide users between contexts, with a brief colour accent on arrival reinforcing project identity and continuity.

Mobile Interaction

On mobile, navigation collapses into a minimal menu to reduce overall noise.

Visual consistency across breakpoints is maintained due to consistent spacing and typography.

System Robustness

Mobile Title Length Stress

Titles wrap to multiple lines on mobile while preserving spacing and readability.

Mobile vs Desktop

Layout adapts across breakpoints while preserving hierarchy.

Design Decisions

Approach

  • Calm interaction design.

  • Component-driven layout systems.

  • Minimal features to maintain product cohesion.

Decisions

  • Navigation was reduced to prioritise visual work, decreasing clutter and improving scannability.

  • Colour is reserved for interaction, increasing affordance and identity for interactive elements.

Trade-offs

  • Reduced visual density to prioritise scan speed.

  • Avoided multi-column layouts to maintain predictable reading flow.

  • Used simple motion to reinforce hierarchy instead of complexity.

Before and After

Before

  • Introduced a clear primary visual focus.

  • Reduced visual competition between projects to increase hierarchical clarity.

After

Outcomes & Reflection

Outcomes

  • The final system introduces a clearer visual hierarchy, directing attention toward featured work and simplifying the browsing experience.

  • Navigation was simplified to reduce distraction, allowing the content to remain central.

Possible Improvements

  • More structured user testing would help validate assumptions around navigation clarity and content hierarchy.

  • Expanding the system to support additional content types (e.g project filtering) would strengthen usability for larger portfolios.

PRISM

A visual browsing system for visual work, designed around calm hierarchy, reusable card patterns, and

motion-led navigation.

ROLE

UI / Product / Motion Design

TOOLS

Figma

FOCUS

Interface clarity interaction systems

SCOPE

Visual portfolio platform

CONSTRAINTS

Maintaining a minimal interface

Project Framing

Problem

Many creative portfolio sites are visually cluttered and inconsistent, making it harder for the work itself to remain the focus.

Constraints

  • Minimal external client or user testing.

  • Focus placed on visual system and interaction rather than the full product scope.

Design Goals

  • Reduce interface noise

  • Emphasise visual work presentation

  • Use motion to guide navigation

Reusable Interface
Patterns

Layout States

Landing Layout

The landing layout features a clear primary-secondary hierarchy, allowing one project to dominate while maintaining visibility of supporting work.

  • Primary artwork emphasis

  • Minimal navigation distractions

Project pages transition from browsing to focused viewing, expanding the artwork and reducing surrounding interface elements.

Project Detail Layout

  • Expanded Visual space

  • Reduced navigation prominence

  • Linear reading flow

The all work view shifts to high-density browsing, using a horizontal wrapping grid to enable rapid scanning.

All Work Layout

  • Increased content density

  • Consistent card system

  • Scan-focused layout

Interaction
Behaviour

Motion is used to reinforce hierarchy, reduce cognitive load, and create continuity between browsing and focused states.

Hover elevates the card through image scale and shadow, affording interactivity without introducing visual noise.

Hover

Press compresses the card marginally, reducing scale and shadow, providing immediate confirmation of interaction.

Press

Page transitions use subtle motion to guide users between contexts, with a brief colour accent on arrival reinforcing project identity and continuity.

Page Transition

On mobile, navigation collapses into a minimal menu to reduce overall noise.

Visual consistency across breakpoints is maintained due to consistent spacing and typography.

Mobile Interaction

Design Decisions

Approach

  • Calm interaction design.

  • Component-driven layout systems.

  • Minimal features to maintain product cohesion.

Decisions

  • Navigation was reduced to prioritise visual work, decreasing clutter and improving scannability.

  • Colour is reserved for interaction, increasing affordance and identity for interactive elements.

Trade-offs

  • Reduced visual density to prioritise scan speed.

  • Avoided multi-column layouts to maintain predictable reading flow.

  • Used simple motion to reinforce hierarchy instead of complexity.

Before and After

Before

  • Introduced a clear primary visual focus.

  • Reduced visual competition between projects to increase hierarchical clarity.

After

Outcomes & Reflection

Outcomes

  • The final system introduces a clearer visual hierarchy, directing attention toward featured work and simplifying the browsing experience.

  • Navigation was simplified to reduce distraction, allowing the content to remain central.

Possible Improvements

  • More structured user testing would help validate assumptions around navigation clarity and content hierarchy.

  • Expanding the system to support additional content types (e.g project filtering) would strengthen usability for larger portfolios.