App Design

Drive Mode

AI Assisted Design System

Self-directed exploration

One design system, three platforms, and an experiment to see if it could hold

Overview

Auditing a mobile mapping app for field use surfaced a deeper problem than the UI. The system underneath had been built for a desktop context, never for the conditions its products are actually used in. That gap became a question I wanted to answer for myself. Could one design system hold up across every surface it has to serve, from a phone to a moving vehicle to a headset, rebuilt with AI-assisted generation and held to real industry standards: Apple HIG for mobile, NHTSA and Google Design for Driving for the vehicle, visionOS HIG for spatial? I built it to engineering handoff quality so the question would be tested honestly, not as a mockup.

Role

Design System Architect

AI Workflows

Team

Solo Designer

Impact

3x Platform coverage from a single design system

Zero unresolved token violations after manual audit & refactor

Role

Design System Architect

AI Workflows

Team

Solo Designer

Impact

3x Platform coverage from a single design system

Zero unresolved token violations after manual audit & refactor

[DESIGN DECISION]

This didn't start as an assignment. It started as a question. I wanted to know where the system would break before I trusted it to hold.

Problem Area

The same components, at each platform's minimum

The mapping app alone runs in two places that share almost nothing: a phone in someone's hand and a screen in a moving vehicle. But the design system underneath serves more than this app, and one of those surfaces is a headset. One system, three sets of physics, built for none of them.

ChallengesIn the hand: Built on desktop components, not a mobile first system. Core navigation took too many taps and too much attention.
ChallengesIn the vehicle: Users are moving and have to read, decide, and act in a single glance, with zero room for error.
ChallengesBeyond the screen: The same system has to serve an XR surface, where there are no precise taps and no flat screen to rely on. A token foundation built for desktop has nothing to offer here.

Audit & Results

A UI audit that turned into a system fix

The audit confirmed the UI failures were symptoms of a missing foundation. Patching individual screens would not hold.

What the app assumed

User is seated, stationary, with full attention on the screen

User has time to explore menus and learn custom interaction patterns

Long press and multi-step gestures are reliable inputs

Users come to the app fresh, search for tools, and read user guides

What the field looked like

Users in moving vehicles, with divided attention

Zero tolerance for learning. Decisions are made in seconds, not minutes.

Physical movement makes precision gestures unreliable

Need for fast decisions, accessible tools.

[DESIGN DECISION]

The goal: extend what existed without breaking it, preserving all token connections and variable bindings so engineering could implement without a parallel codebase.

The DS Expansion

Expanding the design system across three platforms

The goal: extend what existed without breaking it, preserving all token connections and variable bindings so engineering could implement without a parallel codebase.

ComponentWhy it's a priorityMobileDrive modeVR / XR
<Button>Primary action across all contexts44–52pt76–96dp ↑60–104pt ↑
<FAB>One tap immediate escalation56pt96dp ↑80pt ↑
<Alert>Status communicationStandardHigh contrast, largeSpatial, anchored
<BottomNavigation>Context switching under cognitive load48pt row80dp row ↑80pt row ↑
<AppBar> / <Toolbar>Persistent orientation anchor56pt80dp ↑88pt ↑
<Chip>Status filters, quick selection32pt visual *76dp ↑64pt ↑
<Snackbar>Non-blocking status feedbackStandardPersistent, largeSpatial overlay
<Button>
Primary action across all contexts
Mobile44–52pt
Drive mode76–96dp ↑
VR / XR60–104pt ↑
<FAB>
One tap immediate escalation
Mobile56pt
Drive mode96dp ↑
VR / XR80pt ↑
<Alert>
Status communication
MobileStandard
Drive modeHigh contrast, large
VR / XRSpatial, anchored
<BottomNavigation>
Context switching under cognitive load
Mobile48pt row
Drive mode80dp row ↑
VR / XR80pt row ↑
<AppBar> / <Toolbar>
Persistent orientation anchor
Mobile56pt
Drive mode80dp ↑
VR / XR88pt ↑
<Chip>
Status filters, quick selection
Mobile32pt visual *
Drive mode76dp ↑
VR / XR64pt ↑
<Snackbar>
Non-blocking status feedback
MobileStandard
Drive modePersistent, large
VR / XRSpatial overlay
* Visual height. The hit area is padded to the platform minimum (44pt on mobile). Minimums: Apple HIG 44pt, Google Design for Driving 76dp, visionOS HIG 60pt. Values in each platform's native unit.

7 component groups extended across three platforms, every variant still bound to the original tokens

The same route panel in both modes. Drive strips it to three actions: reroute, dismiss, SOS. Nothing that needs reading survives.
The drive mode UI is generated using the Agentic design system built for prototyping using LLM.

Step-by-step building the DS

AI-Assisted generation

I used AI with Figma MCP to programmatically generate the expanded component library against hard platform constraints.

01

Platform standards research

Mapped best practices from Mapped Apple HIG, Google Design for Driving, NHTSA, and visionOS HIG requirements to concrete sizing and interaction rules, codified as reusable AI skills so every generation run inherited the same constraints. This also included component relations and violations (rules set) for the AI to understand how the components work together.

Standards defined before any component was touched

02

Component Auditing

Not every component needed rethinking equally. I audited our apps to identify components used in interaction-critical, high-stress, non-seated environments.

7 component groups prioritized

03

AI: Programmatic generation via Figma plugin

The AI created components by cloning from the originals, not duplicating, to preserve all variable bindings and design token connections.

Six new platform-specific pages were generated across mobile, Drive Mode, and VR/XR. 1,512 new variants total.

04

Auditing & Testing the new Components

Multiple violations surfaced, worst in Drive Mode where restyled components shipped without their variables. Full breakdown below.

8 structural bugs caught · 10+ manual fixes for tokens and variables

05

Documentation on every page

All 9 platform pages include documentation headers and spec tables. Any engineer or designer picking up this file can understand the sizing rationale, the platform standard it references, and how to implement it without needing to ask.

9 pages documented · engineering-handoff ready

The app detects driving from speed and offers the switch itself, with a 5 second auto-switch. Safety is not left to the user remembering a setting.

The Results

One UI design library, 3 different contexts

Standard mobile

Users on foot. Seated or standing. Standard cognitive load.

Context 01

Drive mode

Users in moving vehicles. Vibration, divided attention, physical and cognitive stress. NHTSA glance limits and Google Design for Driving minimums apply.

Context 02

VR / XR

Headset use. Spatial interfaces, gaze and gesture input, no physical touch surface.

Context 03

Touch target size: shipped minimums per platform
Mobile
Apple HIG: 44pt min
Drive mode
Google Design for Driving: 76dp min
VR / XR
visionOS HIG: 60pt min
Button
Primary action
Mobile
Apple HIG: 44pt min
Label
44pt
Drive mode
Google Design for Driving: 76dp min
Label
76dp
VR / XR
visionOS HIG: 60pt min
Label
60pt
Icon button
Compact action
Mobile
Apple HIG: 44pt min
44pt
Drive mode
Google Design for Driving: 76dp min
76dp
VR / XR
visionOS HIG: 60pt min
60pt
FAB
Emergency / 1-tap
Mobile
Apple HIG: 44pt min
56pt
Drive mode
Google Design for Driving: 76dp min
96dp
VR / XR
visionOS HIG: 60pt min
80pt

Every page ships with its spec table and the standard it references. No questions needed at handoff.

One component, two sets of physics. Mobile gets details and share options, Drive gets coordinates readable in a glance and a yellow action no one has to search for.

AI Challenges & Failure

The bugs manual review missed

Problems found

Low Contrast Glare Risk: White on orange text created a luminance ratio below 3:1, risking "wash out" in sunlight.

Issue

Inaccessible Tokens: The AI changed the colour on the variant and did not generate a new mode.

Issue

Alerts Overload: Alerts contained 10+ words, violating the "2 Second Glanceability" safety rule.

Issue

Fix applied

Shifted to a 7:1 contrast ratio using high luminance accent borders and dark neutral backgrounds.

Fix

Created a new Mode within the variables and manually updated the size and style variants.

Fix

Cut all active drive notifications to three word status tokens (e.g. DANGER: CLOSED).

Fix

[FINDINGS]

The most important finding: most AI violations traced back to pre-existing broken variants in the original design system components. The expansion didn't create new debt, it exposed debt that already existed and had never been caught

Success Metrics

What the experiment actually proved

One system held

The same token foundation survived mobile, in-vehicle, and XR without forking into three disconnected libraries.

One system held

The same token foundation survived mobile, in-vehicle, and XR without forking into three disconnected libraries.

AI sped the build, not the judgment

Variant generation that would have been hours of manual token work happened in-session. But the system only held because every output got a second pass by hand. The AI was faster, not trusted.

AI sped the build, not the judgment

Variant generation that would have been hours of manual token work happened in-session. But the system only held because every output got a second pass by hand. The AI was faster, not trusted.

The failure was the finding

The most useful result wasn't a clean win. That gap is the real takeaway, and it's why 'AI-assisted' is not 'AI-decided.

The failure was the finding

The most useful result wasn't a clean win. That gap is the real takeaway, and it's why 'AI-assisted' is not 'AI-decided.

Sherin Soliman Portfolio

Senior Product Designer & Design Systems

i love creating designs that matter and make people's lives easier. i love creating designs that matter and make people's lives easier

Copyright ©

2026 Sherin Soliman. All rights reserved

Sherin Soliman Portfolio

Senior Product Designer & Design Systems

i love creating designs that matter and make people's lives easier. i love creating designs that matter and make people's lives easier

Copyright ©

2026 Sherin Soliman. All rights reserved

Sherin Soliman Portfolio

Senior Product Designer & Design Systems

i love creating designs that matter and make people's lives easier. i love creating designs that matter and make people's lives easier

Copyright ©

2026 Sherin Soliman. All rights reserved