AI Iron Beads Warehouse Redesign

AI Iron Beads Warehouse Redesign

AI Iron Beads Warehouse Redesign

This project focused on improving the usability and information architecture of a pixel-bead pattern and inventory app. The app supports users throughout the making process, from finding patterns to preparing beads and managing materials. Through hands-on use and heuristic evaluation, I found that the original app was organized around system functions rather than users’ making activities. This resulted in unnecessary decisions before users could focus on making. I reorganized the experience around the making process, simplifying pattern discovery and restructuring how patterns, actions, and records are presented.

Type

Personal Project

Duration

4 Weeks

July-Aug 2026

My role

UX Audit
IA Restructuring
UX / UI Redesign

Type

Personal Project

Duration

3 Weeks

July-Aug 2026

My role

UX Audit

IA Restructuring

UX / UI Redesign

Type

Personal Project

Duration

3 Weeks

July-Aug 2026

My role

UX Audit

IA Restructuring

UX / UI Redesign

This project focused on improving the usability and information architecture of a pixel-bead pattern and inventory app. The app supports users throughout the making process, from finding patterns to preparing beads and managing materials. Through hands-on use and heuristic evaluation, I found that the original app was organized around system functions rather than users’ making activities. This resulted in unnecessary decisions before users could focus on making. I reorganized the experience around the making process, simplifying pattern discovery and restructuring how patterns, actions, and records are presented.


This project focused on improving the usability and information architecture of a pixel-bead pattern and inventory app. The app supports users throughout the making process, from finding patterns to preparing beads and managing materials. Through hands-on use and heuristic evaluation, I found that the original app was organized around system functions rather than users’ making activities. This resulted in unnecessary decisions before users could focus on making. I reorganized the experience around the making process, simplifying pattern discovery and restructuring how patterns, actions, and records are presented.

Too many decisions get in the way of making beads!

This app is designed to help users manage their patterns and beads, but the experience often requires users to think about how to use the app before they can focus on making.

Too many options are presented upfront, some decisions appear before they are needed, and important information is not always easy to recognize at a glance.

Instead of reducing the effort of managing a hobby, the interface adds friction to it.

Real-world experience

I used the app with a friend at a local bead shop as part of an actual iron bead making session.

At first, the interface felt more like a database than a making tool. Large amounts of information were presented at once, and we had to figure out where to look and how the system worked before we could start making.

Once understood, however, features such as color highlighting and smart inventory tracking proved useful.

Problem Discovery

As a Perler bead enthusiast, I identified several usability issues through hands-on experience and heuristic evaluation.

Key findings

  • Too many decisions appear before they are needed.

  • Important information is difficult to recognize at a glance.

  • Users need to figure out how to use the app before they can focus on making.

How might we reduce unnecessary decision-making and make essential information easier to understand, so users can focus on making?

Insight

The problem wasn’t a lack of functionality, but the cognitive effort required to use it.

Design Principle

  • Prioritize essential information

  • Reduce decision-making

  • Organize around making workflow

  • Reveal information when needed

BEFORE

AFTER

BEFORE

AFTER

FRICTION POINTS

  • Weak information hierarchy

Important inventory information was present,
but difficult to recognize at a glance.

  • Redundant 絞り込み ABC….

Alphabet filters duplicated the existing series structure.

  • Fragmented 表示形式 selection

List and compact views each solved only part of the problem.

BEFORE

AFTER

BEFORE

AFTER

FRICTION POINTS

  • Statistics distract from discovery (Dashboard)

  • ビーズ数を計算 appear too early

  • Too many viewing choices(表示形式)

  • 絞り込み is fragmented

  • 絞り込み and 並べ替え are mixed

  • 表示画像 appear too early

  • すぐ作れる is buried

BEFORE

AFTER

FRICTION POINTS

  • Different filter criteria are presented at the same level.

Group filters by intent: Activity, Purchase & Access, and Pattern Attributes.

  • The ⚙️ icon does not clearly communicate its purpose.

Replace the generic ⚙️ icon with 「タグを管理」 to clarify its purpose.

BEFORE

AFTER

BEFORE

AFTER

BEFORE

AFTER

FRICTION POINTS

  • The task was focused on app activity, not making activity

The original records emphasized active days, heatmaps, and usage frequency. I removed these metrics and redefined the task around recording what users actually made.

  • Cumulative consumption lacked meaningful context

The original statistics showed accumulated bead consumption as a standalone number. I removed cumulative totals and shifted to contextual bead in/out records, so users can understand how their inventory changed through actual making activities.

Too many decisions
get in the way of making beads!

This app is designed to help users manage their patterns and beads, but the experience often requires users to think about how to use the app before they can focus on making.

Too many options are presented upfront, some decisions appear before they are needed, and important information is not always easy to recognize at a glance.

Instead of reducing the effort of managing a hobby, the interface adds friction to it.

Real-world experience

I used the app with a friend at a local bead shop as part of an actual iron bead making session.

At first, the interface felt more like a database than a making tool. Large amounts of information were presented at once, and we had to figure out where to look and how the system worked before we could start making.

Once understood, however, features such as color highlighting and smart inventory tracking proved useful.

Problem Discovery

As a Perler bead enthusiast, I identified several usability issues through hands-on experience and heuristic evaluation.

Key findings

  • Important information is difficult to recognize at a glance.

  • Too many decisions appear before they are needed.

  • Users need to figure out how to use the app before they can focus on making.

Insight

The problem wasn’t a lack of functionality, but the cognitive effort required to use it.

How might we reduce unnecessary decision-making and make essential information easier to understand, so users can focus on making?

Design Principle

  • Prioritize essential information

  • Reduce decision-making

  • Organize around making workflow

  • Reveal information when needed

BEFORE

AFTER

BEFORE

AFTER

FRICTION POINTS

  • Weak information hierarchy

Important inventory information was present,
but difficult to recognize at a glance.

  • Redundant 絞り込み ABC…. 

Alphabet filters duplicated the existing series structure.

  • Fragmented 表示形式 selection 

List and compact views each solved only part of the problem.

BEFORE

AFTER

FRICTION POINTS

  • Statistics distract from discovery (Dashboard)

  • ビーズ数を計算 appear too early

  • Too many viewing choices(表示形式)

  • 絞り込み is fragmented

  • 絞り込み and 並べ替え are mixed

  • 表示画像 appear too early

  • すぐ作れる is buried

BEFORE

AFTER

Too many decisions get in the way of making beads!

This app is designed to help users manage their patterns and beads, but the experience often requires users to think about how to use the app before they can focus on making.

Too many options are presented upfront, some decisions appear before they are needed, and important information is not always easy to recognize at a glance.

Instead of reducing the effort of managing a hobby, the interface adds friction to it.

Real-world experience

I used the app with a friend at a local bead shop as part of an actual iron bead making session.

At first, the interface felt more like a database than a making tool. Large amounts of information were presented at once, and we had to figure out where to look and how the system worked before we could start making.

Once understood, however, features such as color highlighting and smart inventory tracking proved useful.

Insight

The problem wasn’t a lack of functionality, but the cognitive effort required to use it.

Problem Discovery

As a Perler bead enthusiast, I identified several usability issues through hands-on experience and heuristic evaluation.

Key findings

  • Too many decisions appear before they are needed.

  • Important information is difficult to recognize at a glance.

  • Users need to figure out how to use the app before they can focus on making.

How might we reduce unnecessary decision-making and make essential information easier to understand, so users can focus on making?

Design Principle

  • Prioritize essential information

  • Reduce decision-making

  • Organize around making workflow

  • Reveal information when needed

BEFORE

AFTER

BEFORE

AFTER

FRICTION POINTS

  • Weak information hierarchy

Important inventory information was present,
but difficult to recognize at a glance.

  • Redundant 絞り込み ABC….

Alphabet filters duplicated the existing series structure.

  • Fragmented 表示形式 selection

List and compact views each solved only part of the problem.

BEFORE

AFTER

BEFORE

AFTER

FRICTION POINTS

  • Statistics distract from discovery (Dashboard)

  • ビーズ数を計算 appear too early

  • Too many viewing choices(表示形式)

  • 絞り込み is fragmented

  • 絞り込み and 並べ替え are mixed

  • 表示画像 appear too early

  • すぐ作れる is buried

BEFORE

AFTER

FRICTION POINTS

  • Different filter criteria are presented at the same level.

Group filters by intent: Activity, Purchase & Access, and Pattern Attributes.

  • The ⚙️ icon does not clearly communicate its purpose.

Replace the generic ⚙️ icon with 「タグを管理」 to clarify its purpose.

BEFORE

AFTER

BEFORE

AFTER

BEFORE

AFTER

FRICTION POINTS

  • The task was focused on app activity, not making activity

The original records emphasized active days, heatmaps, and usage frequency. I removed these metrics and redefined the task around recording what users actually made.

  • Cumulative consumption lacked meaningful context

The original statistics showed accumulated bead consumption as a standalone number. I removed cumulative totals and shifted to contextual bead in/out records, so users can understand how their inventory changed through actual making activities.

BEFORE

AFTER

FRICTION POINTS

  • Different filter criteria are presented at the same level.

Group filters by intent: Activity, Purchase & Access, and Pattern Attributes.

  • The ⚙️ icon does not clearly communicate its purpose.

Replace the generic ⚙️ icon with 「タグを管理」 to clarify its purpose.

BEFORE

AFTER

BEFORE

AFTER

FRICTION POINTS

  • The task was focused on app activity, not making activity.

The original records emphasized active days, heatmaps, and usage frequency. I removed these metrics and redefined the task around recording what users actually made.

  • Cumulative consumption lacked meaningful context.

The original statistics showed accumulated bead consumption as a standalone number. I removed cumulative totals and shifted to contextual bead in/out records, so users can understand how their inventory changed through actual making activities.

BEFORE

AFTER

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