Role - UX/UI Designer

Timeline - 2.5 months

Tools - Figma, Webflow, Photoshop, & Illustrator

Project Scope - AR Mobile App + Website

Industry - AR/VR Technology

Collaboration - Individual

CASE STUDY

Fekki – AR-Guided Assembly & Instructional App

Project use case

Fekki is a US-based AR/VR solutions company that turns traditional paper and PDF manuals into interactive, AR-guided experiences. Instead of a static document, Fekki layers 3D visual instructions directly onto the real-world environment, supported by voice guidance, so someone assembling, installing, maintaining, or operating equipment can follow along without constantly switching between a manual and the object in front of them. The company works primarily with manufacturing, oil & gas, and healthcare — industries where getting a physical task right matters. The product experience I worked on is centered on AR guidance; Fekki's broader offering also includes VR for immersive training use cases such as healthcare.

I was the solo designer on this project, working from client requirements as an InnogenX engagement — building the mobile app, the website, and the brand identity from scratch, with no existing version to redesign. It ran about two months, with some additional time afterward supporting the developer through handoff.

Problem Statement

Following a traditional manual while physically working on something is its own kind of friction: read a step, look at a diagram, understand what it's asking, then look back at the real object and figure out how the instruction actually maps onto it — and repeat that for every step. That back-and-forth is where most of the difficulty lives, not the underlying task itself. Fekki's answer is to remove the manual from the equation and put the instructions directly on the object, guiding someone through step by step rather than asking them to interpret a document first.

Goals

P GD (12)

Process

A product built entirely from client requirements and established AR interaction patterns, with no existing version to redesign and no assumptions to unwind.

Define

Understood the core problem from the client: physical tasks are hard to follow from a static manual, and AR guidance could remove that friction directly.

Research

No formal user research on this one — instead studied how AR-instructional interaction patterns already work in similar applications, and used that alongside the client's requirements as the foundation.

Process

Ideate

Worked out the core journey — login, select product, scan, AR instructions, step-by-step assembly, complete — as a progressive path rather than front-loading technical detail.

Prototype & Testing

Reviewed designs directly with the client for approval before development began — no formal usability testing was part of this project, and screens moved from Figma into build once approved.

Visual Design

Designed around 15 mobile screens and 10 website screens/pages in Figma; also designed a new logo mid-project and adjusted the app's color direction to stay consistent with it.

Process b

Structure

Broke the experience into product selection, AR scanning, 3D guidance, voice instructions, step-by-step instructions, progress, troubleshooting, and a PDF fallback, each built to support the AR view rather than compete with it.

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Research

There wasn't a formal research phase here — no interviews, surveys, or usability testing were part of this project. Instead, the design approach was built on understanding the product requirements and studying how AR-instructional experiences already work: since AR guidance for physical tasks already has established interaction patterns, the real work was adapting those familiar patterns to Fekki's specific product — the scanning step, how guidance appears relative to the object, how progress and troubleshooting sit alongside the AR view — while building a visual language and UI system that felt distinctly Fekki's own.

Challenges

Designing for a user who isn't just looking at a screen. The core challenge wasn't making an AR interface look good — it was designing for someone simultaneously interacting with the interface and physically working on something in front of them. Every design decision had to answer to that: controls and information needed to be there without unnecessarily covering the real-world object the person was working on.

Keeping instructions simple without losing the task. Assembly or maintenance instructions can get overwhelming fast if everything shows up at once, so information had to come through progressively — one step, one piece of guidance at a time — rather than presenting the full technical picture up front.

Designing around a hand already full. Someone using this is often holding a phone while physically assembling or repairing something, so controls needed to stay understandable and reachable without demanding a lot of interaction to get to them.

Making the UI support the AR view instead of competing with it. The AR and 3D content is the real experience; buttons, cards, popups, and progress indicators still needed to exist, but every one of them had to earn its place without pulling attention away from the object the person was actually working on.

Competitor Analysis

No formal competitor benchmarking was done for this project. The design leaned on established interaction patterns already common across AR-instructional applications as a starting reference point, rather than auditing named competitor products feature by feature. The actual design work was in adapting those patterns to Fekki's specific use cases and building a UI system distinct enough to carry its own brand.

Outcome

Fekki is a real, launched product — not a concept. The website is live, and the mobile app is available on the Play Store. Beyond the interface, this project also included designing Fekki's logo and shaping its visual direction, plus some time after the design work supporting the developer through handoff.

The bigger lesson here was learning to design around a physical task rather than a purely digital one — figuring out what deserves screen space and what should stay out of the way, when the person on the other end of the interface has their hands on something real.

User Flow

The mobile journey runs Login → Select Product → Scan Product → AR Instructions → Step-by-Step Assembly → Complete, structured to reveal one step at a time rather than the whole task up front, with a PDF version of the instructions available throughout as a fallback.

Final Design

The final product splits into two coordinated pieces. The mobile app gives every role — from Area Development Officer down to Customer — a dashboard showing their current stock, their monthly target, and the people below them in the hierarchy. A circular progress ring with red/yellow/green coding shows target status at a glance, useful for anyone managing more than a handful of people underneath them. Tapping into a role (Super Distributors, Distributors, Customers) drills into that tier's numbers, since a flat member list stopped being usable once visibility had to cascade down multiple levels rather than just one.

The website translates that same visual language into a marketing site built to communicate Fekki's AR/VR solutions to manufacturing, oil & gas, and healthcare clients evaluating the product, carrying the logo and branding designed mid-project through into a consistent visual identity across both the app and the site.

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