UI/UX INTERNSHIP · OPPO

ColorOS 17

Core UI Design

COMPANY

oppo/ColorOS

DURATION

Sep 2025 - Jan 2026

TEAM

Common Components

ROLE

UI/UX Designer

01 OVERVIEW

A NEW SYSTEM DESIGN LANGUAGE

Embedded in OPPO's ColorOS 17 Common Components team, I helped define and ship a translucent, light - driven design language across foundational system components — shaping the visual and interaction foundation for the next major OS release.

Embedded in OPPO's ColorOS 17 Common Components team, I helped define and ship a translucent, light - driven design language across foundational system components — shaping the visual and interaction foundation for the next major OS release.

THE CHALLENGE

ColorOS 17 demanded a new visual paradigm: semi-transparent materials with depth, light physics, and layered elevation — all implementable at OS-level fidelity without sacrificing performance.

MY CONTRIBUTION

From early material exploration through to engineering spec handoff, I owned key components of the system — building frameworks, defining rules, and calibrating rendered builds to achieve pixel-accurate results.

SCOPE

Navigation bars, tab bars, dialogs, title bars, quick actions, system elevation — the full stack of ColorOS 17 core common components.

02 ROLE & RESPONSIBILITIES

WHAT I OWNED

01

01

Visual Direction & Material Studies

Visual Direction & Material Studies

Early explorations into material behavior and light physics — studying how light-edge strokes, caustic-like bottom highlights, and diffused glow could define a coherent translucent language for the OS.

Early explorations into material behavior and light physics — studying how light-edge strokes, caustic-like bottom highlights, and diffused glow could define a coherent translucent language for the OS.

MATERIAL DESIGN

MATERIAL DESIGN

EXPLORATION

EXPLORATION

VISUAL DIRECTION

VISUAL DIRECTION

02

02

5-level shadow hierarchy system.

5-level shadow hierarchy system.

Defined and documented a structured 5-tier elevation and shadow system for semi-transparent UI — establishing consistent opacity, blur, stroke, and glow values per tier, enabling systematic application across all components.

Defined and documented a structured 5-tier elevation and shadow system for semi-transparent UI — establishing consistent opacity, blur, stroke, and glow values per tier, enabling systematic application across all components.

SYSTEMS DESIGN

SYSTEMS DESIGN

ELEVATION

ELEVATION

SHADOW

SHADOW

03

03

Interaction Design & Quick Actions

Interaction Design & Quick Actions

Redesigned interaction paradigms aligned with the new translucent paradigm — including press-and-hold Quick Action behaviors and comprehensive placement and reachability rules across device form factors.

Redesigned interaction paradigms aligned with the new translucent paradigm — including press-and-hold Quick Action behaviors and comprehensive placement and reachability rules across device form factors.

INTERACTION DESIGN

INTERACTION DESIGN

QUICK ACTIONS

QUICK ACTIONS

REACHABILITY

REACHABILITY

04

04

Engineering Collaboration & Build QA

Engineering Collaboration & Build QA

Partnered with engineers to translate complex rendering effects (light-edge strokes, diffused glow, blur layers, caustic-like bottom light) into precise implementable specs. Calibrated production builds to achieve high-fidelity matches to design intent.

Partnered with engineers to translate complex rendering effects (light-edge strokes, diffused glow, blur layers, caustic-like bottom light) into precise implementable specs. Calibrated production builds to achieve high-fidelity matches to design intent.

COLLABORATION

COLLABORATION

RENDERING EFFECTS

RENDERING EFFECTS

SPEC HANDOFF

SPEC HANDOFF

02 KEY DELIVERABLES

WHAT SHIPPED

01

System Design Language Doc

A full written + visual specification covering the translucent material grammar — light-edge stroke values, diffused glow parameters, blur radii, and caustic bottom light rules — ready for OS-wide adoption by other component teams.

02

Elevation Token Library

A structured Figma token set encoding all 5 elevation tiers: named shadow styles, opacity values, blur radii, and stroke weights — directly consumable by designers and referenced in engineering handoff.

03

Annotated Component Specs

Fully annotated Figma files for navigation bars, tab bars, system dialogs, and title bars — covering all states, edge cases, and rendering parameters needed for engineering implementation.

04

Quick Actions Guideline

A standalone interaction guideline doc covering trigger thresholds, animation curves, haptic timing, placement grids, and reachability zones — applicable across all ColorOS 17 device form factors.

05

Render Calibration Reports

Side-by-side design-vs-build comparison reports used across multiple QA rounds — documenting delta values and approved calibration targets for light effects implemented in production.

02 KEY DELIVERABLES

WHAT SHIPPED

01

System Design Language Doc

A full written + visual specification covering the translucent material grammar — light-edge stroke values, diffused glow parameters, blur radii, and caustic bottom light rules — ready for OS-wide adoption by other component teams.

02

Elevation Token Library

A structured Figma token set encoding all 5 elevation tiers: named shadow styles, opacity values, blur radii, and stroke weights — directly consumable by designers and referenced in engineering handoff.

03

Annotated Component Specs

Fully annotated Figma files for navigation bars, tab bars, system dialogs, and title bars — covering all states, edge cases, and rendering parameters needed for engineering implementation.

04

Quick Actions Guideline

A standalone interaction guideline doc covering trigger thresholds, animation curves, haptic timing, placement grids, and reachability zones — applicable across all ColorOS 17 device form factors.

05

Render Calibration Reports

Side-by-side design-vs-build comparison reports used across multiple QA rounds — documenting delta values and approved calibration targets for light effects implemented in production.

03 ITERATION

CURRENT PROBLEM

PROBLEM 1 — MISSING SCENE

The current shadow hierarchy cannot be flexibly applied to all scenarios; in some cases, it is difficult to find a shadow hierarchy with a high degree of compatibility, which can easily result in a disjointed appearance.

PROBLEM 2 — USE CASE FOR SHADOW

There is a significant disparity in the visual effects between the different shadow levels, which can create a disjointed experience for users.

PROBLEM 3 — SHADOW AND LIGHT EFFECT

The shadow effects on some layers are too heavy and lack sufficient diffusion; when combined with the new materials, the texture lacks transparency, resulting in a less visually pleasing appearance.

03 ITERATION

CURRENT PROBLEM

PROBLEM 1 — MISSING SCENE

The current shadow hierarchy cannot be flexibly applied to all scenarios; in some cases, it is difficult to find a shadow hierarchy with a high degree of compatibility, which can easily result in a disjointed appearance.

PROBLEM 2 — USE CASE FOR SHADOW

There is a significant disparity in the visual effects between the different shadow levels, which can create a disjointed experience for users.

PROBLEM 3 — SHADOW AND LIGHT EFFECT

The shadow effects on some layers are too heavy and lack sufficient diffusion; when combined with the new materials, the texture lacks transparency, resulting in a less visually pleasing appearance.

OUTCOME

WHAT WE DO

A new floating layer has been added, and each level has been redefined to ensure that the corresponding content better aligns with the intended design.

OUTCOME

WHAT WE DO

A new floating layer has been added, and each level has been redefined to ensure that the corresponding content better aligns with the intended design.

04 DESIGN SHOWCASE

MOCKUPS

04 DESIGN SHOWCASE

MOCKUPS

CASE / 2026
UI/UX INTERNSHIP · OPPO

ColorOS 17

Core UI Design
COMPANY
oppo / ColorOS
DURATION
Sep 2025 — Jan 2026
TEAM
Common Components
ROLE
UI/UX Designer
01 — Overview

A new system design language

Embedded in OPPO's ColorOS 17 Common Components team, I helped define and ship a translucent, light-driven design language across foundational system components — shaping the visual and interaction foundation for the next major OS release.

THE CHALLENGE

ColorOS 17 demanded a new visual paradigm: semi-transparent materials with depth, light physics, and layered elevation — all implementable at OS-level fidelity without sacrificing performance.

MY CONTRIBUTION

From early material exploration through to engineering spec handoff, I owned key components of the system — building frameworks, defining rules, and calibrating rendered builds to achieve pixel-accurate results.

SCOPE

Navigation bars, tab bars, dialogs, title bars, quick actions, system elevation — the full stack of ColorOS 17 core common components.

02 — Role & Responsibilities

What I owned

01

Visual Direction & Material Studies

Early explorations into material behavior and light physics — studying how light-edge strokes, caustic-like bottom highlights, and diffused glow could define a coherent translucent language for the OS.

MATERIAL DESIGNEXPLORATIONVISUAL DIRECTION
02

5-Level Shadow Hierarchy System

Defined and documented a structured 5-tier elevation and shadow system for semi-transparent UI — establishing consistent opacity, blur, stroke, and glow values per tier, enabling systematic application across all components.

SYSTEMS DESIGNELEVATIONSHADOW
03

Interaction Design & Quick Actions

Redesigned interaction paradigms aligned with the new translucent paradigm — including press-and-hold Quick Action behaviors and comprehensive placement and reachability rules across device form factors.

INTERACTIONQUICK ACTIONSREACHABILITY
04

Engineering Collaboration & Build QA

Partnered with engineers to translate complex rendering effects (light-edge strokes, diffused glow, blur layers, caustic-like bottom light) into precise implementable specs. Calibrated production builds to achieve high-fidelity matches to design intent.

COLLABORATIONRENDERINGSPEC HANDOFF
03 — Key Deliverables

What shipped

01
System Design Language Doc

A full written + visual specification covering the translucent material grammar — light-edge stroke values, diffused glow parameters, blur radii, and caustic bottom light rules — ready for OS-wide adoption by other component teams.

02
Elevation Token Library

A structured Figma token set encoding all 5 elevation tiers: named shadow styles, opacity values, blur radii, and stroke weights — directly consumable by designers and referenced in engineering handoff.

03
Annotated Component Specs

Fully annotated Figma files for navigation bars, tab bars, system dialogs, and title bars — covering all states, edge cases, and rendering parameters needed for engineering implementation.

04
Quick Actions Guideline

A standalone interaction guideline doc covering trigger thresholds, animation curves, haptic timing, placement grids, and reachability zones — applicable across all ColorOS 17 device form factors.

05
Render Calibration Reports

Side-by-side design-vs-build comparison reports used across multiple QA rounds — documenting delta values and approved calibration targets for light effects implemented in production.

04 — Iteration

Current problem

PROBLEM 1 — MISSING SCENE

The current shadow hierarchy cannot be flexibly applied to all scenarios; in some cases it is difficult to find a shadow hierarchy with a high degree of compatibility, which can easily result in a disjointed appearance.

PROBLEM 2 — USE CASE FOR SHADOW

There is a significant disparity in the visual effects between the different shadow levels, which can create a disjointed experience for users.

PROBLEM 3 — SHADOW AND LIGHT EFFECT

The shadow effects on some layers are too heavy and lack sufficient diffusion; combined with the new materials, the texture lacks transparency, resulting in a less visually pleasing appearance.

Outcome

What we did

A new floating layer has been added, and each level has been redefined to ensure that the corresponding content better aligns with the intended design.

05 — Design Showcase

Mockups

NEXT PROJECT
PawPilot
© 2026 Matthew Susupy1125@gmail.com
NEXT PROJECT
PawPilot