Role
Product Designer
Duration
1.5 months
Product Stage
0 to 1

Flowy is an AI-native creative operating system that transforms fragmented AI tools into a unified visual workspace. Instead of jumping between chatbots, image generators, video tools, and design software, creators can build complete creative workflows on a single infinite canvas.
Flowy isn't another AI tool.
The Challenge

Creation is not linear. Users constantly branch, compare variations and revisit earlier ideas.
Users want control, not just automation. Generating is easy. Refining is where most time is spent.
Context is king in the creative process. Every workflow break costs momentum.
Understanding Users
What Makes Creative Work Different?
Design Decisions
01
Should generation and editing be separate?
Hypothesis
Generation and editing are fundamentally different workflows. Keeping them separate would reduce complexity and make each experience easier to understand.
Observation
During testing, users had little difficulty using either tool independently. The friction emerged when moving between them. The transition felt less like switching modes and more like leaving one project and starting another.
Design Direction
Shared-project architecture.
Users could switch between canvas and editor within same project.
Desiging the Bridge
The Compositor
Generation and editing serve different purposes. Generation is exploratory. Editing is curatorial. Automatically pushing every generated asset into the timeline optimized for quantity rather than intention.


02
Problem was that how do you support eight node types which had different complexities, different types and numbers of input and output possibilities.


Preserving Prompts
Retaining prompt context while reducing visual clutter.

Adapting to Modes
Different Behaviour of nodes according to the selected mode
04

05
Beyond the core workflow, several smaller design decisions helped make the product feel more intuitive and efficient in everyday use.
Access to Nodes in Timeline
Users often needed new assets while editing, but switching back to the canvas disrupted their workflow. Generation and access to generated nodes directly within the timeline, corresponds nodes in the canvas, allowing users to stay focused while retaining full control when needed.

Brand Kits
Users repeatedly re-entered brand assets. Brand memory became a reusable system instead of prompt text.


Smart Project Thumbnails
Users remembered projects through outputs, not names. I designed content-aware thumbnail generation to improve project recognition. The logic created by me would make a great thumbnail for any kind of media inside the project.

Scenes Based Timeline
Users repeatedly re-entered brand assets. Brand memory became a reusable system instead of prompt text.
06
Building for Scale
With five engineers building simultaneously, consistency became a product challenge. I created a scalable component system that aligned closely with implementation patterns, reducing ambiguity during development.


Outcome









