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Streamlining the block icon re-design process

A library of 4,000+ icons powers how engineers build with Simulink — but without clear standards, consistency was hard to maintain.

Design at scale shouldn't rely on guesswork.

how do we solve this?

TIMELINE:

Jun 2023 - Aug 2023

TEAM:

Ramya Adusumilli - Product Manager, Arpit Mathur - UX Designer

ROLE:

User Experience Designer

AFFILIATED WITH:

MathWorks, Inc.

EST. TIME TO READ:

8 mins

Context:

Simulink is a visual tool for designing, simulating, and deploying systems. Think drag-and-drop blocks, customizable libraries, and a canvas built for engineers. Here's a peek at what it looks like in action.

screenshot of the simulink canvas
Simulink Canvas.
But first, what is a Simulink block? They are the core elements used to build models — organized in libraries and easy to drag straight onto the canvas. Within the block we have the:

simulink block icon.

screenshot of a simulink block icon
Simulink Block Icon.

Designed in isolation, the icons looked like they came from different worlds.

screenshot of different simulink block icons
A collection of some icons from the library - they don't look like they belong to the same product!

Process:

1. user research.

We were creating this resource for UX Designers at MathWorks.

what did they have to say?

No idea what tool to use — Photoshop, Illustrator, Figma? Devs don't know the size or if it should be .svg, .png, or what.”

“I could use an icon I saw in Simulink — it means the same thing. I can't find the icon now, there are too many libraries.”

“What colors, font, stroke should I use? No one has answers — I'm always left without a reference.”

“I want to redesign this — but what are the rules? Do I get creative or just copy what's already in the library?”

2. understanding documentation, icon audit.

we were dealing with 4000+ icons!

To better serve my audience, I went through the internal design docs — got familiar with the setup, Figma libraries, and the thinking behind past decisions. With such a huge icon set, I started auditing — looking for patterns and identified four main block icon styles. I also set up chats with dev teams across libraries to understand specific library icons.

categories of icons
Four distinct icon categores were identified.

3. draft - test - iterate.

Build fast, get feedback early. I kicked things off with a rough strawman proposal, tested it by redesigning a few icons, spotted gaps, and iterated. Throughout, I kept a steady feedback loop going—with my manager, design system leads, and the UXD on my team.

screenshot of brainstorming
Feedback shared during one of our many collaborative brainstorming sessions.

4. design workshop [user testing].

I organized a hands-on testing session with 5 designers from the UX team—our target users. They were tasked with creating icons using the preliminary draft of re-design guidelines. Observing their approach and gathering feedback helped me spot gaps in clarity and usability of the document.

screenshot of results from the design workshop
Insights from the design workshop.

Outcome:

NDA: It is not possible for me to divulge complete details here — please reach out to know all the details!

1. process protocol:

A rulebook for: what steps to follow after receiving a re-design request?

  • Step-by-step flow for updating or requesting Simulink block icons.
  • Key questions designers should ask devs (behavior, context, visuals).
  • Figma setup: which color palettes, grids, and naming conventions to use.
Process Protocol
Process Protocol Snippet.

2. re-design guideline:

  • Guidelines on default dimensions of the icon, standard stroke to be used, padding and space in the icon, description of the visual language, and tone.
  • Clear visual examples of DO's and DON'Ts listed down in tabular format.
  • Support for 3D icons, color guidelines with accessibility considerations for light and dark mode.
Icon Re-Design Guideline
Icon Re-design Guideline.

3. central icon repository:

  • Proposal for a central repository to avoid the creation of visual duplicates, and encourage reuse of repeated components.
  • Icons are available in different formats as needed, developers can search for icon keywords.
  • Icons can be referenced in frontend code by using their ID - which is a unique identifier.

Learnings:

01.
Designing in isolation is easy — we focused on building a system 100+ designers could actually share.
02.
With just 3 months, we scoped carefully to avoid overpromising and leave behind reusable work.
03.
Design rarely goes to plan — we improvised based on shifting timelines and limited resources.
04.
Explaining ideas to stakeholders took just as much effort as the design work itself.
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