Five years
Five years

turning
turning
'too much information'
'too much information'

into
into

'exactly what you needed'.
'exactly what you needed'.
UX Product Design | Design Systems | Visual Branding.
Spent years of time and energy in thinking design to ease up things for the end user,
first designer at a US based fintech platform. I own the full arc, and I ship.
UX Product Design | Design Systems
| Visual Branding.
Spent years of time and energy in thinking design to ease up things for the end user,
first designer at a US based fintech platform. I own the full arc, and I ship.
UX Product Design | Design Systems | Visual Branding.
Spent years of time and energy in thinking design to ease up things for the end user, first designer at a US based fintech platform. I own the full arc, and I ship.
Design system
UI/UX
Five years

turning
'too much information'

into

'exactly what you needed'.
My selected works
My selected works
A few problems worth showing the work on. Each case study covers the problem, the reframe,
the constraints, the thinking and the trade-offs.
A few problems worth showing the work on. Each case study covers the problem, the reframe, the constraints, the thinking and the trade-offs.
A few problems worth showing the work on. Each case study covers the problem, the reframe,
the constraints, the thinking and the trade-offs.
Are you ready to see more?
“From the very beginning the collaboration felt effortless. Every idea was carefully refined into something meaningful, and the final result was exactly what we hoped for.”
Product Manager
DiligenceVault



The screen is the only easy part in the process.
The screen is the only easy part in the process.
I believe the hardest thing in design isn't making it look good, it's making something complex feel obvious, and defending every decision that got it there. Here's few principles I've earned rather than adopted. Everything else is craft in service of these.
I believe the hardest thing in design isn't making it look good, it's making something complex feel obvious, and defending every decision that got it there. Here's few principles I've earned rather than adopted. Everything else is craft in service of these.
(01)
Frame the real problem
Try to see the brief as a symptom, not the problem. Question as much as you want before opening the canvas, because the outcomes would tell you what's actually broken and what solution/success looks like, a beautiful solution to the wrong problem is still wrong.
(01)
Frame the real problem
Try to see the brief as a symptom, not the problem. Question as much as you want before opening the canvas, because the outcomes would tell you what's actually broken and what solution/success looks like, a beautiful solution to the wrong problem is still wrong.
(02)
Find the 'simple' hidden inside the 'complex'
Overwhelmingly dense data and tangled workflows are just the raw material, never the obstacle. I map the system, users, edge cases, constraints and design the layer beneath the screen, so what ships scales instead of adding one more one-off.
(02)
Find the 'simple' hidden inside the 'complex'
Overwhelmingly dense data and tangled workflows are just the raw material, never the obstacle. I map the system, users, edge cases, constraints and design the layer beneath the screen, so what ships scales instead of adding one more one-off.
(03)
Prototype, then let real users settle it
Opinions <--> shipping, always go for evidence. I build clickable fast, always try to put it in front of real users as much as possible, and let their behaviour end the debate validating in a test environment before anything touches production.
(03)
Prototype, then let real users settle it
Opinions <--> shipping, always go for evidence. I build clickable fast, always try to put it in front of real users as much as possible, and let their behaviour end the debate validating in a test environment before anything touches production.
(04)
Ship it right, down to the edge cases
Honestly, design is never done even after shipping, but consider it's done when there's nothing left to remove. I sweat the states most teams skip, hand off clean for engineering, and stay through build, because the last 10% is where quality actually seems to be living.
(04)
Ship it right, down to the edge cases
Honestly, design is never done even after shipping, but consider it's done when there's nothing left to remove. I sweat the states most teams skip, hand off clean for engineering, and stay through build, because the last 10% is where quality actually seems to be living.
Quantifiable experiences so far
Quantifiable experiences so far
I'm seemingly humble designer who doesn't like to flex but if there's a need of numbers that convey experience and consistency, then below is a bit of my time and energy spent in thinking design.
I'm seemingly humble designer who doesn't like to flex but if there's a need of numbers that convey experience and consistency, then below is a bit of my time and energy spent in thinking design.
5+
Years in complex, data-heavy products
3
International Freelance Clients
4
Core features launched in a quarter
M.Sc
Goldsmiths, University of London
40%
Fewer clicks on a core workflow
3
Design certifications
Hey! That’s me.
Hey! That’s me.
I'm Vamsi Krishna, a product designer who's spent five years on the interfaces - dense, data-heavy, high-stakes products where the challenge is making complexity feel effortless. Fintech due diligence, multilingual public services, consumer apps: different domains, same job.
I was the first designer at a B2B fintech platform, which meant building the design function from research, flows, UI, to the system underneath it. I frame problems before drawing them, defend outcomes (never the designs), I ship. I iterate.
I kill my own work if the data suggests a better path.
My capabilities
My capabilities
A set of things I've shipped, not sampled. Each one is work I've done end to end and would own again from day one.
A set of things I've shipped, not sampled. Each one is work I've done end to end and would own again from day one.



