Srinidhi BhatAll case studies ↗

AppleCiderProduct story · 4 min read

Room to sketch before committing to a design.

A sketch-like wireframing workspace that carries rough screens into clickable prototypes and editable handoff artifacts.

My role
Product idea, sketching workflow & interaction design
Project
Design tools · Working product
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AppleCider — archived product interface

The archived homepage demonstrates the intentionally rough visual language. These are the project’s own wireframe examples.

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01 The problem

Can a deliberately unfinished interface still have useful structure?

Early design conversations can become arguments about polish before the underlying idea is settled. I framed AppleCider around an intentionally unfinished visual language: the speed and social permission of a sketch, with the editing capabilities of a digital workspace.

Designed for Designer discussing an early idea. Make an idea concrete while keeping it easy to change.

User context Design assumption

Exploring structure before investing in final visual polish.

The friction
A finished-looking mockup can make tentative decisions feel settled.
Design implication
Keep the drawing rough and the interactions usable.

Example situation · illustrative scenario. Picture an early design review drifting into a discussion about colour and spacing. The underlying idea is still changing, but the polished screen already feels too finished to challenge.

02 The outcome

Rough enough to revise. Real enough to discuss.

I used an intentionally rough visual language across the canvas, files workspace and prototype flow. The product includes 250 sketch components and editable handoff formats, so an early idea can move forward without pretending to be a finished interface.

More about the experience
  • The sketch is the point. The visual language makes the stage of the work clear.
  • Structure underneath. Editable components and exports give the rough screen a useful next step.

03 The direction

Keep it changeable

Low visual fidelity can preserve room to change. Clickable connections and portable outputs let a rough idea move into the next design conversation.

Product artifact · sketch and handoff workflow

My direction. I kept the sketch-like visual language and gave it the capabilities of a working design tool: move, revise, link, and hand off.

Process and product scope

I separated the experience into a welcoming introduction, a files workspace, and the editing canvas. This gives each moment a clear task: understand the tool, find the work, then explore an idea.

The design loop is sketch, revise, demonstrate, and hand off. Components, undo, snapping, links, and export matter because they let someone change their mind without starting again. Formal user validation remains a next step.

250
documented library components
3
sketch styles
Local
browser-owned files
  1. Sketch

    Get an idea onto a movable canvas.

  2. Revise

    Change the structure while it still feels disposable.

  3. Connect

    Link the screens into a prototype.

  4. Carry forward

    Export the structure for the next conversation.

04 Design decisions

Keep early ideas easy to revise.

Open a decision to see the reasoning and trade-off.

01

Make the unfinished quality deliberate

Wobbly strokes, a sketch-like type treatment, and three visual styles preserve a low-fidelity feel.

Why this matters. The interface should invite changes to the idea before encouraging arguments about pixel-level finish.

The trade-off. A sketch aesthetic can also reduce legibility. Labels, focus states, and interactions still need the clarity of a serious tool.

02

Keep the work portable

The files surface stores documents locally and supports a plain project-file export, alongside image and vector outputs.

Why this matters. A person should be able to keep and move their work without an account or a proprietary cloud workflow.

The trade-off. Browser storage is device-specific and can be cleared. File ownership needs an understandable backup and export path.

03

Carry structure into the next artifact

The handoff offers editable output and a written specification, alongside the clickable prototype.

Why this matters. The transition from a rough screen to a working conversation should preserve the decisions already made.

The trade-off. Generated structure is a starting point. Placeholder copy and sketch styling should not be presented as finished product requirements.

05 Reflection

Commit to the structure only as fast as the idea earns it.

The roughness needs to make revision easier, not make the tool harder to use. I would test whether someone can change a screen, demonstrate its flow and hand it over without losing the decisions they already made.

What I would evaluate next proposed work
  • give participants an early product idea, ask them to revise it after feedback, and then explain the exported prototype to someone else.
  • time to the first understandable screen, effort to revise its structure, and corrections needed after export.
Sources & project scope

This account draws on the project and its documentation. Research personas and design assumptions are labelled separately. The example situation is illustrative; proposed studies are future work. Product stories describe my design contribution; feature counts are not impact measures.

  • Repository README and docs/architecture.md

    Visual intent, component library, three surfaces, local file model and storage trade-off.

  • src/io/export.ts and src/store/store.ts

    Export and document-state behaviour supporting the documented workflow. Reviewed 15 October 2026.

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