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Enrichplay — responsive crypto app design

End-to-end UI/UX design for Enrichplay, a crypto product by founder Abdul Ahad Magsi. Focus: a unified visual system that holds up across mobile and responsive web.

Year
2025
Role
UI/UX designer · solo
Duration
Client engagement
Platform
Mobile App · Responsive Web
Methods
Responsive UI design · Visual system · Component library · Brand-to-product translation
Tools
Figma
Enrichplay crypto app screens — onboarding, dashboard, and responsive web layouts.
00Overview

TL;DR.

Enrichplay is a crypto product Abdul Ahad Magsi is building. He came to me with the idea — I designed the UI/UX across mobile and responsive web, with one shared visual system holding both surfaces together.

Problem
A product that lives on phones and on the web has to feel like one product — same hierarchy, same density grammar, same trust signals — even though the screen sizes invite very different layouts. Most crypto UIs fail this on first principles.
Approach
I worked directly with Abdul Ahad to translate his concept into a visual system that scales from a 375px mobile viewport to a 1440px desktop dashboard without dropping its identity. Single component library; layouts adapt, the language doesn't.
Impact
A responsive crypto product that reads as the same thing in your hand and on your monitor. One design system, one visual rhythm, one tone of voice across breakpoints.
01The startup

Who Enrichplay is.

Enrichplay is Abdul Ahad's crypto product. He came in with a clear vision — the concept, the positioning, the user he was building for — and needed someone to translate that into a real product surface. That's the role I took: UI/UX designer, end-to-end, working with the founder rather than around a translation layer.

Crypto products are unusually hard to design well. The category trades on trust, and the visual conventions of the category fight against that trust on every screen: dense data, intimidating numbers, a default vocabulary that assumes you already know what a private key does. The brief, in one sentence, was make this feel like a product someone wants to use, not a dashboard someone is afraid of.

02The brief

What we agreed to ship.

01
One product, two surfaces

Mobile-first design that holds its shape on responsive web. Not a 'mobile site' and a 'desktop site' — one product, two viewports.

02
A visual system, not screens

Tokens, components, and patterns that scale. The deliverable is the system; the screens are evidence the system works.

03
Crypto literacy as a spectrum

Design for the user who is two months into crypto, not the user with a Ledger on their desk. Keep the surface readable without dumbing the product down.

04
Tone: confident, not cold

Most crypto UIs choose between 'playful' (which undercuts trust) and 'institutional' (which alienates). The brief was the narrow middle.

Enrichplay — full case study deck, end to end
The full deck — onboarding, dashboard, send/receive, and the responsive web variants, all in one composition.
03The design system

Building the language before the screens.

I built the system before designing any individual screen. That order matters: when the tokens and components exist first, every screen afterwards is just a composition — and composition decisions stay inside the system instead of one-offing every layout.

New tokens added (10)
colour/surface
deep ink — primary background
colour/surface-2
panel — elevated above surface
colour/accent
product green — gains, positive states
colour/warning
amber — large amounts, network actions
colour/ink
paper — primary text on dark
type/display
numerical — tabular figures for amounts
type/body
humanist sans — readable at small sizes
radius/card
14px — softens the dashboard feel
spacing/density-mobile
compact (8/12/16/24)
spacing/density-web
spacious (12/16/24/32)
Reusable components (7)
AssetCard
mobile list rows + web grid tiles
BalanceHeader
dashboard header, scales with viewport
TxRow
transaction history list
NumberBlock
large-figure display, tabular
ActionRail
Send / Receive / Swap — bottom bar mobile, side rail web
ConfirmSheet
destructive + irreversible actions
NetworkBadge
chain identifier — always near the amount

The two density tokens (spacing/density-mobile vs density-web) are the small move that did the most work in the system. The same component renders comfortably tight on a 375px phone and comfortably loose on a 1440px desktop without the designer having to remember to respace anything. The system handles the breakpoint, the layout inherits.

04Key screens

Where the system meets the product.

[ dashboard · mobile ]
Balance up top
The number is the answer to the question the user came in with. Tabular figures so it doesn't reflow mid-update.
Network badge
Always within glance-distance of the amount — different chains, different totals. Cuts the most common confusion in crypto UIs at the root.
Action rail at thumb level
Send / Receive / Swap sit where the thumb is, not where a desktop user's eye is. Bottom-anchored on mobile, side-rail on web.
[ dashboard · web ]
Same components, looser
Identical card and row components from the mobile build — the web version is the same system, breathing.
History inline
On a wider viewport the transaction history sits next to the balance instead of below it. Same rows, two-column composition.
Side rail replaces bottom bar
ActionRail moves from bottom of viewport to the left edge — mouse expects it there, thumb doesn't.
[ all on one screen ]
Send · v1
Recipient + amount + network + memo on one screen. Read poorly under stress — too many unrelated decisions side-by-side.
CHOSEN[ chunked, two steps ]
Send · v2
Recipient + amount on step one; network + memo on step two with a clear “review” sheet before signing. Chosen.
[ chat-style send ]
Send · v3
Considered: messenger-style sending with the recipient as a “conversation.” Killed — the metaphor over-promised on capabilities that don’t exist in the product yet.
05Responsive considerations

What changes between mobile and web, and what doesn't.

The principle I held throughout: the components don't change between breakpoints — the composition does. A balance card on mobile and on web is the same component, with the same internal hierarchy. What changes is what sits next to it.

Mobile
Single column, thumb-anchored

One thing at a time. ActionRail at the bottom. Compact density tokens. Critical information always above the fold.

Tablet
Two columns, eye-anchored

Dashboard splits — balance and quick actions left, transaction history right. ActionRail migrates to a side rail. Spacing tokens loosen.

Web
Three columns, system view

Adds a portfolio overview alongside balance + history. Same components, third column composition. The product becomes a “tool” rather than just a “wallet.”

The hardest call across breakpoints was the transaction list. On mobile, every row needs to feel like a complete unit — amount, recipient, status, time. On web, the same row can give up a column to the surrounding context. I held the row identical across both and let the frame around it carry the difference. Less to debug, less to maintain.

06Reflections

What worked, what I'd carry forward.

What worked
  • Building the system before the screens. Every screen after the first three composed itself out of components that already existed — fewer one-offs, faster iterations.
  • The two density tokens (mobile vs web) carried more weight than I expected. One component, two breathing room states, zero custom layouts.
  • Working directly with Abdul Ahad meant trade-offs got decided quickly. He knew what was core to the product idea and what was negotiable — and that clarity translated into design momentum.
What I'd do differently
  • I'd prototype the Send flow in something interactive before locking the chunked-vs-single-screen call. A static figma comp is the wrong way to test a multi-step money flow.
  • The light-mode variant was scoped late. Designing dark-first then porting is workable, but I'd rather build both surfaces in parallel next time so the contrast decisions are honest from the start.
  • A motion spec for screen transitions would have helped the engineering hand-off — animation is the part of the system most likely to drift in implementation.

Exceptional work by Masfa. I had the pleasure of collaborating with her on Enrichplay where she brilliantly crafted the UI/UX design for my idea. Her creativity and attention to detail truly brought the concept to life. If you’re looking for someone who can transform visions into visually stunning realities, Masfa is the designer you need.

Abdul Ahad Magsi
Abdul Ahad Magsi
Founder · Enrichplay

The piece this work hinges on — one component library, two density tokens, the same product on every surface — is what I scope as design systems and Figma libraries. If you're staring at a product that has drifted across breakpoints and platforms, that's the engagement to start with.

FAQ

On this case study.

  • Enrichplay is a crypto product built by founder Abdul Ahad Magsi. He came in with a clear vision — the concept, the positioning, the user he was designing for — and needed the UI/UX translated into a real product surface that works on a phone and on the web. The brief, in one sentence, was to make this feel like a product someone wants to use, not a dashboard someone is afraid of.

  • UI/UX designer, solo and end-to-end. I worked directly with Abdul Ahad — no agency layer, no translation step — across onboarding, dashboard, send/receive, swap, and account flows. The deliverable was a unified visual system: tokens, a component library, and patterns that scale, plus the screens that act as evidence the system works. Engagement ran across 2024–2025.

  • One component library, two density tokens. The same AssetCard, BalanceHeader, TxRow, and ActionRail render on a 375px phone and on a 1440px desktop without bespoke layouts at each breakpoint — the components don't change, the composition around them does. Mobile uses compact spacing (8/12/16/24) and a bottom-anchored action rail at thumb level; web uses looser spacing (12/16/24/32) and the same action rail migrated to a side rail at the left edge. The principle was that the system handles the breakpoint and the layout inherits.

  • Figma — tokens, components, screens, and breakpoint variants all in one file. The deliverable was a system, not a deck: design tokens for colour, type, density, and radius; a component library for AssetCard, BalanceHeader, TxRow, NumberBlock, ActionRail, ConfirmSheet, and NetworkBadge; and mobile + tablet + web compositions showing how each component breathes across viewports.

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