At a glance

  • Main path rebuilt around what models support
  • Checkpoints let people inspect, redirect, decide
  • One shared language for where features belong

4interaction layers, one framework

01 · Overview

A canvas people could understand, correct, and continue.

The design problem was never how many tools the canvas could hold, and better models will not retire it. It is where a person can read the work in progress, shape their own intent, and know what to change next.

My role grew from screen-level design into product architecture. I worked with PMs, designers, engineers, the founding engineer, and ML engineers to clarify workflow stages, node responsibilities, editor logic, the Sidebar and Floating Bar layers, sliding panels, and the design system behind them. The core lesson was simple: new technical range only matters when people still have clear places to inspect, redirect, and decide.

The product in use

02 · Context & problem

From Raw Generation to a Workflow People Could Steer

Vicino is a node-based generative video platform — a canvas where people build generation, composition, and editing as connected nodes rather than a linear timeline. The generation power was already there; the design challenge was what came after it. As the company moved toward B2B content production, the product had to grow from a capability-first tool into a guided, controllable video workflow — one that could carry both a creative-production veteran and a marketer who had never touched an AI video tool.

When I joined, the core problem wasn’t visual polish — and it wasn’t missing editing depth; we were never trying to out-edit Photoshop. It was that the models advanced fast but stayed unpredictable, and a near-blank canvas gave so much freedom that getting from an idea to a usable video was hard to learn and easy to get lost in. The tell was in the feedback: most of it wasn’t about the interface, but about how to use the models correctly and make the output more precise — people weren’t asking where a control lived, they were asking how to steer the generation and recover when a result came back wrong. B2B raised the stakes: the audience ran from creative-production veterans to marketers new to AI video, and the product had to guide both without slowing either down.

Two node-graph chains labeled TO 3D and TO VIDEO — text prompts flowing through assistant, image, multi-view, 3D, and video nodes
The workflow, roughly mapped: capable nodes, chained to 3D and to video off one text-to-image spine — but a newcomer couldn’t see the 0-to-1 loop, or how to wire node into node into a flow of their own.

03 · The flow

The Main Path, Built to Keep Intent Legible

I rebuilt the main path around four checkpoints, each a place to inspect and redirect before the next, costlier step. Each also asks the person to state their intent plainly, and that stated intent is the clearest prompt any model can act on: the flow does prompt-engineering by design, and teaches it as people work.

The path splits in two: the front half converges intent into language any model can read; the back half turns it into generation people can steer and refine. It’s also the step-control a future full-workflow agent would need.

Flow overview from the product: five connected nodes on the dark canvas, the writing and storyboarding nodes feeding a keyframe node, a lighter image-editor preview, and the final video-generation node
The path as it ships on the canvas. The one addition worth reading closely: a lighter image-refine preview sits just before the video step, so frames get corrected while correction is still cheap.
Press Run — the canvas rewinds and regenerates the finished path, stage by stage
Scene 12.4s

Interior studio. A figure enters frame, camera drifts from wide to close.

Scene 23.1s

Close on hands at the desk; the monitor light shifts as the cut widens.

+ 4 more scenes

1Scene 1
2Scene 2
3Scene 3
4Scene 4
5Scene 5
6Scene 6
Shot 3
First FrameCinematic shot board preview
Video Prompt

Slow push-in, 35mm. Practical warm key; hold on the hands.

Video output preview
The main path on the board — specimen data

04 · The interface

A Designated Home for Every Kind of Function

The new workflow forced a second problem into the open: the original lightweight node could not scale to carry these bigger encapsulated nodes, and as everything piled onto the same node surface the canvas itself turned bloated. A staged workflow needed a UI language that could scale with it.

So I gave every kind of function a designated home: the Work Space stages the nodes, the Floating Bar carries the next step, the Sidebar holds global settings and model selection, the Sliding Panel takes node-level adjustment, the Node Panel stays minimal, and deep revision leaves for an Editor. Each zone keeps one rule and a list of what never goes there — so future features arrive with a place to live instead of a new structural debate.

Click the Image node — its sliding panel and floating bar open around it

Floating Bar

Actions on the selected node — duplicate, download, and the next steps (open the editor, multi-views, make a video). Never node settings.

Sliding Panel

Node-level inputs and quick tweaks, changed in place — the prompt and its references. Not global settings or the next step.

Node Panel

Stays minimal — the output and Generate. Every other function moves off it and into a zone of its own.

Sidebar

Whole-node settings — model selection, aspect ratio, Generate. If a control governs the node, it lives here.

Image

Generated image output
Recreation of Vicino’s Image node · specimen data

Work Space · recreation of Vicino’s Image node · specimen data

Node Panel

Image

Generated image output

Stays minimal — the output and Generate. Every other function moves off it and into a zone of its own.

Floating Bar

Actions on the selected node — duplicate, download, and the next steps (open the editor, multi-views, make a video). Never node settings.

Sliding Panel

Node-level inputs and quick tweaks, changed in place — the prompt and its references. Not global settings or the next step.

Sidebar

Image

Image node
ModelNano Banana ProGoogle · complex prompts, sharp details
Aspect ratio16 : 9
Variations

Whole-node settings — model selection, aspect ratio, Generate. If a control governs the node, it lives here.

When I realized the product did not need one more feature — it needed a clearer interaction model

What stayed with me most from this project was the moment I realized the product did not need one more feature. It needed a clearer structure.

During one review, we walked through a long creation chain: camera, 3D, image, prompt, and then video. On paper, each part was already becoming more capable. But when I tried to trace the flow from input to output, I realized the problem was no longer feature depth. The problem was that the system itself was becoming harder to explain. Even within the team, people were beginning to describe the same workflow in different ways. That was the moment I stopped treating the project as a series of screen problems and started treating it as a workflow problem.

From then on the work was mostly about where complexity should live — and both halves of this project grew out of that one question. The flow gave people a path they could follow and correct; the zoning gave every kind of function a place to belong. What I keep from it is not any single screen but a way to grow a product: when the models cannot do everything in one shot, structure is what lets people — and the team — keep moving, and lets new features enter without reopening the same debate.