@jeanxcrj
Typistry on a laptop, tablet and phones
  • Product
  • UX/UI
  • Mobile
  • Typography
  • Prototyping

Reimagining the type specimen
for mobile learning.

Typistry is a mobile-first interactive type specimen platform that
helps designers explore, understand and apply typography through
interaction rather than static reference.

Read the full process ↗

RoleProduct Designer
Timeline3 weeks, Fall 2025
ToolsFigma
TeamSole designer

At a glance

01Problem reframingReframed the brief from “displaying a typeface” to “helping users learn and engage with typography,” turning a traditional specimen book into an interactive, educational experience.
02UX & UI systemsDesigned the end-to-end UX and UI system for a mobile-first platform: information architecture, typographic hierarchy, and reusable components built on strict grid and accessibility principles.

Context

Developed in a Communication Design Studio course, Typistry builds on earlier work in print hierarchy and kinetic typography. It reframes the specimen book as a learning tool, using interaction, motion and feedback to make typographic concepts approachable.

As the sole designer, I took the project beyond the assignment: reframing the problem space, growing it into a product vision, and designing both mobile and web experiences. The work spanned research, UX strategy, visual design, components, accessibility and high-fidelity prototyping.

Problem

Existing type tools: FontBase, Adobe Fonts, Fontshare and Google Fonts

The brief asked for a mobile type specimen app in Figma. Many strong specimen tools already exist on the web, which raised the key question: why design a type specimen for mobile, when fonts aren’t downloaded on phones?

Reframed design prompt

“How might we reimagine the traditional type specimen book as a mobile-first experience that helps users learn, notice and engage with typography through interaction rather than static reference?”

Solution

Redefining the type specimen as a learning tool.

01 Establishing intent

An opening animation and guided introduction that reframes the type specimen as an interactive learning experience, setting expectations through motion and exploration.

02 Integrated learning system

Micro-lessons embedded across the app, guiding users through core typographic concepts with short, readily available explanations.

03 Community-driven knowledge layer

A centralized forum combining expert insights, peer Q&A and curated content to support continuous learning.

04 Structured typeface discovery

Search and filter tools for browsing, refining and saving typefaces.

05 Core type specimen, integrated

The primary focus of the assignment, designed as an interactive specimen and embedded seamlessly within a broader learning system.

06 Desktop as platform extension

A scalable web experience designed for advanced comparison, structured browsing and asset access.

Process

Research, synthesize, visualize, prototype.

01Research & discovery
  • Understanding the brief and constraints
  • Reframing: opportunity and hypothesis
  • Competitor and market analysis
  • Synthesis: pain points and needs
02Ideation
  • Wireframes and low-fi sketches
  • Information architecture
  • User flows and decision points
03Visual design & branding
  • Colour, type, iconography, grid
  • Moodboards for tone
  • Style guide: states and tokens
  • Accessibility: contrast, hierarchy, size
04Prototyping & interaction
  • Hi-fi mockups
  • Transitions and microinteractions
  • Usability testing
  • Iteration from testing

01 Research & discovery

A comparative study of specimen tools, education apps and design resources, like Google Fonts, Font Review Journal and Fontshare. Many excelled at display; few offered interactive learning or community. The gap: passive presentation versus active understanding.

Competitive analysis table

Competitive analysis: plenty of display, little interactive learning.

User personas

Design learner persona
Design learnerA student or hobbyist learning type anatomy and pairing.
Creative practitioner persona
Creative practitionerA designer after quick reference and real-world inspiration.

Key design insights

01ApproachabilityReduce intimidation around typographic terminology.
02Interactivity as learningReplace static explanation with visual, motion-based feedback.
03Visual consistencyKeep typography the focus while keeping the UI clear.

02 Ideation

Mapping the system clarified the app’s information hierarchy and the relationships between screens, balancing educational content with typographic exploration. Wireframes then laid out the core screens, flows and type components.

System architecture
Wireframes

System architecture, then wireframes of the core screens.

03 Visual design & branding

A brand system and component library on a strict grid, checked for AA and AAA contrast.

Colour palette, type scale and graphic assets
Component library: cards, pills, modals, navigation

04 Prototyping & interaction

The first prototype joined every core interaction in one vertical flow: onboarding, lessons, browsing and community, without friction.

Features flow prototype

Features flow.

Typeface flow prototype

Typeface flow: full character sets, weight comparison and type in use.

Finals

Typistry screens across many phones

Reflection

01Reframing is the real design workAlways ask “why.”
02Systems enable playDesigning components as a system showed how structure makes room for flexibility and exploration.

As I wrapped up Typistry, I realized how human design really is, because of the questions we ask. From the start, reframing the brief became the most important part of my process. Instead of building a place to display fonts, I wanted to design a way for people to learn, notice, and connect with type. That shift only happened because I kept asking “why.”

The colour palette wasn’t simply about looking nice but about making sure users could focus, read comfortably and feel guided. AA and AAA contrast checks, hierarchy and type sizing became a way of caring for the people who would use this.

Building the component system taught me to think less about isolated screens and more about systems, and how every change ripples across an interface: grounded in rules, but open to play.

Bloopers

Blooper: an early sketch
Blooper: a broken screen