Weel
Freelance · Design, Advisor
0→1 design for the core capture and claims journey in an AI dashcam app.
Weel is a driving assistant for iOS that combines GPS navigation with real-time traffic, a dual-facing dashcam, and live detection of road elements with automatic map annotation. I was embedded with the startup team from zero to one, mapping the jobs to be done and taking flows from concept to production-ready specs alongside engineering.
Most decisions follow from one constraint: the user is driving. The driving screens keep one primary control, large targets and states that read at a glance. Anything denser lives in sheets that the driver pulls up when they need it.
Recording without looking
Recording is a single persistent control. The idle and recording states differ in colour, from Primary #1500FF to RedOrange #DE3D08, and in motion, with a slow halo while capture runs, so status is legible in peripheral vision. Once recording starts, the camera picker has nothing left to do, so the same pill morphs into the elapsed timer instead of adding a second element.
Route choice and guidance
Route options are a ranked pair. Selecting a card redraws its polyline on top at full weight while the alternative drops to 30% opacity, so the map and the list never disagree about which route is active.
During guidance the next manoeuvre sits on the inverse surface, weel black #16181C, which holds contrast over a light map in daylight. Distance snaps to 10 m steps so the number isn't constantly ticking, a thin bar shows progress to the turn, and the instruction rolls to the next step instead of cutting.
One sheet, three heights
Search, saved places and recents share one bottom sheet with three detents at 140, 390 and 774 pt. Release velocity decides the direction and distance picks the nearest detent. The map only dims once the sheet passes the middle detent, the point where it starts to cover the route.
Recent
Foundations
The file builds on Apple's SF Pro text styles with a small brand layer on top: Primary for actions and the route, RedOrange for recording and destructive states, weel black for the guidance surface, and Green and Yellow for rewards. Cards share one glass material, a 45 px background blur with a soft 0 2 5 shadow, so sheets stay legible over any part of the map.