UID 07 - Case studies and best practices con Elisabetta Balconi
Source: transcript Part 1 + Part 2
Speaker: Elisabetta Balconi
Related: UID 07 - Course Map, UID 07 - Introduzione al corso, UID 07 - Intro alla user interface con Mirko Santangelo
One Sentence
Elisabetta’s lesson shows how professional UI work moves from vision to execution through learning, strategy, style tiles, design principles, creative exploration, prototyping, documentation, collaboration, and persuasive presentation.
Core Thesis
UI design is not “painted UX”. It is not just applying colors and typography to finished wireframes.
UI design translates:
- brand values
- user needs
- UX structure
- business goals
- content
- constraints
- technology
- motion
- interaction
into a concrete interface.
Good UI work is both creative and rational. Without creativity it becomes sterile. Without structure it becomes chaos.
Elisabetta’s Professional Position
Elisabetta starts from a classic graphic design background. This matters because many UI skills still come from traditional visual design:
- typography
- hierarchy
- composition
- rhythm
- grids
- editorial thinking
- visual culture
Her career then expanded into digital design, experiential design, UI, UX, creative direction, and interactive experiences.
This creates a useful lesson: UI is not separated from graphic design culture, but it also needs product thinking, interaction logic, and collaboration.
Experiential Design
Elisabetta discusses experiential design as a field where digital and physical experiences meet.
Examples of experiential work:
- interactive retail experiences
- brand installations
- digital storytelling
- immersive product discovery
- motion-based interfaces
- playful engagement moments
The goal is often not only to complete a task, but to create memory, emotion, and brand connection.
End User Mindset
Even in highly visual brand projects, the designer must stay focused on real users.
Core questions:
- Who is this for?
- What do they need?
- What will they understand?
- What will they remember?
- What will feel useful?
- What will feel frustrating?
- What does the business want, and is it aligned with the user?
Clients often know their business, but may not fully understand the user’s perspective. Designers help translate between the two.
From Vision to Execution
The whole lesson can be understood as a path:
flowchart LR A["Vision"] --> B["Learning"] B --> C["Direction"] C --> D["Style Tiles"] D --> E["Design Principles"] E --> F["Creative Exploration"] F --> G["Prototype"] G --> H["Execution"] H --> I["Design Library"] I --> J["Documentation"] J --> K["Presentation and Handoff"]
Vision
Vision is the strategic and creative orientation of the project.
It answers:
- What should this product become?
- What should the experience feel like?
- What is the brand trying to communicate?
- What is the business trying to achieve?
- What role should the interface play?
Without vision, execution becomes disconnected.
Execution
Execution is the tangible design output:
- screens
- user flows
- components
- states
- motion behavior
- prototypes
- design library
- handoff notes
- documentation
Execution is not just polish. It is the result of all previous decisions becoming concrete.
Learning Phase
Before opening Figma, the team needs to learn.
Learning includes:
- understanding the client
- understanding the product
- understanding brand history
- reviewing existing touchpoints
- reviewing UX work
- analyzing users
- identifying business objectives
- checking constraints
- studying competitors
- collecting references
Elisabetta’s key point: designers are translators. If the designer does not understand the source material, the translation will be weak.
Collaboration as a Process Requirement
The lesson strongly emphasizes collaboration.
UI designers should work with:
- UX designers
- strategy teams
- copywriters
- UX writers
- developers
- project managers
- producers
- client teams
- stakeholders
Important: UI should not start only when a wireframe is handed over.
When UI designers join early, they understand the reasoning behind the product and can influence the experience, not only the surface.
UI Is Not Painted UX
This is the most important sentence of the lesson.
Painted UX means:
- UX creates wireframes.
- UI arrives at the end.
- UI adds colors, type, and images.
- The deeper experience is already fixed.
Elisabetta argues that this is too limited.
Real UI contributes to:
- hierarchy
- interaction
- emotional tone
- content rhythm
- motion
- usability
- brand voice
- narrative
- component behavior
- user perception
The final UI can change how the experience is understood.
Case Study 1: Fashion App
The first major case study is an app for a high-end Italian fashion brand.
The brand wanted to recreate in digital form the relationship usually built in physical boutiques.
This is a complex goal because a boutique relationship is:
- personal
- sensory
- slow
- relational
- exclusive
- guided
- brand-heavy
The challenge was to translate those qualities into a mobile app.
Fashion App Objectives
Main objectives:
- create a stronger digital relationship between brand and customer
- express brand values through interaction
- make the experience immersive
- support storytelling around products and materials
- improve pre-sale and post-sale moments
- make users feel accompanied by the brand
- create a product that feels useful, not only beautiful
The project was not just e-commerce. It was a relationship and storytelling platform.
Fashion App Process
The process included:
- strategic learning
- research and brand immersion
- benchmark
- UX and UI collaboration
- tone of voice definition
- style tiles
- design principles
- creative exploration
- prototypes
- design sprint
- detailed UI
- design library
- handover
- documentation
The long process was necessary because the project had large scale, many stakeholders, and a strong brand identity.
Brand Immersion
For the fashion app, the team studied the brand deeply.
Sources included:
- archives
- catalogs
- books
- campaigns
- fashion shows
- historical material
- product imagery
- existing digital outputs
This kind of research is not decorative. It helps the designer understand the visual and cultural DNA of the brand.
Benchmark Method
Benchmarking is not collecting random beautiful screenshots.
A good benchmark is structured by purpose.
For every reference, note why it matters:
| Reference reason | Example |
|---|---|
| navigation | menu behavior, scroll pattern |
| content | storytelling structure |
| visual language | typography, color, image treatment |
| interaction | hover, drag, animation |
| hierarchy | how information is prioritized |
| component | card, carousel, filter, header |
| mood | atmosphere, tone, emotion |
Without notes, a reference board becomes useless later because you forget why something was saved.
Style Tiles
Style tiles are one of the most useful tools in Elisabetta’s process.
A style tile is not a full screen design. It is a compact visual proposal for a direction.
It can include:
- typography
- colors
- UI details
- image treatment
- buttons
- small component fragments
- mood
- interaction hints
- brand references
Why it is useful:
- it opens a discussion before full layouts exist
- it helps the client compare visual directions
- it makes abstract brand values visible
- it avoids wasting time on complete screens too early
- it helps the designer choose a direction
Related: Style Tile, Creative Direction
Design Principles
Design principles are the bridge between strategy and interface.
They translate abstract goals into design decisions.
Example logic:
| Strategy / experience need | Design principle | UI consequence |
|---|---|---|
| premium brand | essential aesthetic | fewer decorative UI elements |
| immersive product discovery | content-first interface | large media and minimal controls |
| boutique relationship | guided experience | contextual prompts and softer transitions |
| brand consistency | familiar patterns | keep known e-commerce/navigation behaviors |
Design principles help answer:
- Does this design choice fit the project?
- Should we simplify this element?
- Is this component decorative or functional?
- How do we explain this to the client?
Related: Design Principles
Creative Exploration
Creative exploration is the phase where many ideas are produced quickly.
It should be:
- open
- fast
- experimental
- not too polished
- full of variations
- easy to discuss
Outputs can include:
- rough screen directions
- multiple versions of a module
- motion experiments
- quick prototypes
- layout variations
- interaction tests
- visual fragments
The goal is not perfection. The goal is discovery.
Messy Work Is Useful
Elisabetta shows that early exploration can be messy.
This matters because beginners often judge their work too early.
A good exploration space allows:
- unfinished ideas
- ugly sketches
- repeated attempts
- quick variations
- feedback before polish
- discussion with other people
Professional design is not a straight line from idea to final screen.
Prototyping
Prototyping is essential when interaction, motion, or scroll behavior matters.
A static screen can be misunderstood.
Prototype can show:
- parallax
- scrolling behavior
- sticky elements
- transitions
- content reveal
- motion rhythm
- interaction feedback
- what changes and what remains fixed
Example from the lecture: a client rejected a static layout because an image looked too large. When the designer showed the animated prototype, the client understood the intended scroll/parallax behavior and accepted it.
Related: Prototype, Figma, Motion Design, Micro Interaction
Design Library
For a large project, UI needs a structured design library.
It can contain:
- buttons
- product cards
- headers
- navigation
- forms
- modules
- typography styles
- color styles
- component variants
- motion notes
- responsive rules
The design library makes the project scalable and consistent.
Related: Design System, Design System Documentation
Handover and Documentation
Documentation is the bridge between design and implementation.
It explains:
- what is fixed
- what is flexible
- what scrolls
- what stays in place
- how components behave
- how states work
- how variants are used
- which rules must be respected
Documentation does not always need to be huge. It should match the project scale.
Case Study 2: Machinezero
The second case study is a smaller website project for Machinezero.
Compared with the fashion app, it had:
- less budget
- less time
- fewer stakeholders
- smaller team
- faster feedback
- more direct communication
- more flexible roles
This case is important because it shows how the same principles can scale down.
Machinezero Direction
The team wanted the website to express the studio’s identity.
One idea was that the letter “M” could change and represent different sides of the studio.
The design direction became:
- functional but narrative
- architectural
- dynamic
- structured by a frame/grid
- visually distinctive
- connected to motion
The interface used a frame similar to architectural drawing conventions. This became both a visual metaphor and a layout rule.
Narrative UI
Machinezero’s UI was not only for navigation. It also told a story.
Example:
- project pages opened with a large video
- scrolling revealed more visual content
- a left-side narrative column changed while scrolling
- text and image progressed together
This creates a contextual narrative: the user sees the project and reads the explanation at the same time.
Related: Narrative UI
Scaling the Process
The process must scale with project size.
| Large project | Small project |
|---|---|
| separate strategy team | strategy mixed with design |
| formal research | lighter learning |
| many stakeholders | direct client relationship |
| multiple approval rounds | faster decisions |
| detailed design system | smaller rule set |
| long documentation | pragmatic documentation |
The goal is not to skip phases. The goal is to adapt the depth of each phase.
Constraints
Constraints include:
- time
- budget
- technical feasibility
- available assets
- team size
- brand rules
- content availability
Constraints can be frustrating, but they can also help creativity because they force decisions.
A useful mindset:
- What is impossible?
- What is non-negotiable?
- What can be simplified?
- What can become a distinctive feature?
- Where should I spend the most effort?
Related: Design Constraints
Clarifying the Brief
The designer should not passively accept the brief.
A brief may contain:
- missing information
- wrong assumptions
- unclear goals
- business bias
- unrealistic expectations
- weak understanding of users
As consultants, designers should identify those gaps and help the client define the problem better.
This connects to the intro lesson idea of design as translation.
Using References Without Copying
References are useful, but they must be handled carefully.
Bad use:
- copying a layout directly
- copying a style without understanding it
- collecting too many screenshots without notes
- using references only because they look nice
Good use:
- understand why a reference works
- extract a principle
- adapt the idea to the current brand
- use familiar patterns where they help
- transform the idea into something specific
The designer does not need to reinvent every pattern. Familiarity can help users. But direct copying weakens the work.
Visual Brainstorming
Brainstorming should be verbal and visual.
Useful activities:
- write post-its
- sketch quick doodles
- draw rough flows
- make messy layouts
- collect screenshots
- annotate ideas
- discuss while drawing
Tools can include FigJam, Miro, or Figma boards.
Visual thinking makes abstract ideas concrete earlier.
Presentation as Design Work
Elisabetta gives strong attention to presentation and storytelling.
Presenting design means explaining:
- what the goal was
- what problem was solved
- what alternatives were explored
- why this direction was chosen
- how it connects to strategy
- how it supports user needs
- how it supports business goals
- how the interaction works
Presentation is persuasion, but not empty persuasion. It must be grounded in reasoning.
Related: Stakeholder Presentation
Explain the Why
Every design decision should have a “why”.
Examples:
- This typography supports the brand tone.
- This reduced UI lets content carry emotional impact.
- This familiar pattern helps users feel oriented.
- This animation clarifies the relationship between sections.
- This component is repeated to create consistency.
If the designer cannot explain why, the decision is weak.
No Surprise Presentations
Elisabetta warns against big surprise presentations.
Weak process:
- Designer disappears.
- Designer creates a full design.
- Designer reveals everything at once.
- Stakeholders react late.
- Project risks rejection or conflict.
Better process:
- Share early reasoning.
- Show references.
- Align on principles.
- Present style tiles.
- Show exploration.
- Collect feedback.
- Move gradually toward final design.
This creates alignment and reduces risk.
Collaboration and Psychological Safety
Design teams need an environment where unfinished work can be shown.
This allows people to ask:
- Does this make sense?
- Is this technically possible?
- Would UX solve it differently?
- Does this pattern create confusion?
- What would you change?
Good collaboration saves time and improves the final product.
Developer Collaboration
Designers should ask developers about feasibility early.
Useful questions:
- Is this interaction realistic?
- Is this animation too expensive?
- Can this component scale?
- How should this responsive behavior work?
- Is this state difficult to implement?
This avoids designing beautiful but impractical solutions.
Balance: Creativity and Structure
The lesson repeatedly returns to balance.
| Too much structure | Too much creativity |
|---|---|
| sterile | chaotic |
| predictable | inconsistent |
| safe but boring | expressive but hard to use |
| efficient but weak brand | memorable but difficult to implement |
Strong UI needs both.
Practical Workflow From the Lesson
For a UI project, I can follow this sequence:
- Clarify the brief.
- Understand users and business goals.
- Learn the brand and existing touchpoints.
- Collect references with notes.
- Create style tiles.
- Define design principles.
- Explore many UI directions quickly.
- Prototype key interactions.
- Build coherent flows.
- Extract components.
- Create a design library.
- Document behavior and rules.
- Present the reasoning clearly.
- Align stakeholders continuously.
My Study Notes
This lesson is the most practical of the three because it explains how a professional designer works, not only what UI means.
Main personal lessons:
- I should make style tiles before full screens.
- I should write down why I save references.
- I should not judge early exploration too harshly.
- I should prototype motion when it affects understanding.
- I should explain design decisions with clear reasons.
- I should share work earlier and avoid surprise presentations.
Questions for Myself
- What references should I collect before designing a complex interface?
- Which style tile directions could fit the interface problem?
- What are the first three design principles for my project?
- Which interactions need a prototype instead of static screens?
- How can I document my UI for developers?
- How can I present my design reasoning clearly?
Key Vocabulary
| Term | Meaning |
|---|---|
| Style Tile | compact visual direction before full layout |
| Design Principles | rules that translate strategy into UI decisions |
| Creative Exploration | fast generation of possible design directions |
| Benchmark | structured study of references and competitors |
| Design Library | organized Figma library of reusable elements |
| Handover | transfer of design rules and files to implementation |
| Stakeholder Presentation | explaining and persuading with design reasoning |
| Narrative UI | interface structure that supports storytelling |
Related Notes
- UID 07 - Course Map
- UID 07 - Introduzione al corso
- UID 07 - Intro alla user interface con Mirko Santangelo
- User Interface Design
- User Experience Design
- Creative Direction
- Experiential Design
- Design System
- Design System Documentation
- Figma
- FigJam
- Moodboard
- Style Tile
- Design Principles
- Benchmark
- Creative Exploration
- Motion Design
- Micro Interaction
- Prototype
- Stakeholder Presentation
- Design Constraints