Overview Problem Process Outcome
Original Niemann machine control UI — cluttered layout with inconsistent icons and colour-coded warning states Redesigned Niemann machine UI — clean navy tile layout with custom iconography and clear visual hierarchy

B2B Industrial UX · Interaction Design · UI Design

Niemann Machine UI Redesign

A full interaction concept and UI redesign for the control systems of industrial mixing machines used in paint, lacquer, and cosmetics manufacturing. A real client, a real factory floor, and a brief that required understanding how machines actually work before designing how they should be operated.

2019 · Client project · Team of 5 · Hochschule Osnabrück

Role One of five students in a fluid collaboration. The first half of the project was fully joint: site visit, machine analysis, concept development, wireframing, and client feedback sessions. In the second half the team divided into parallel workstreams covering screen design, the custom iconset, the styleguide, and documentation. All strategic and design decisions were made together throughout.
Client Wilhelm Niemann GmbH & Co is a family-owned industrial machinery manufacturer based in Melle, Germany, founded in 1889 and still in family ownership. World market leader in high-performance mixing and dispersing machines for the paint, chemical, pharma, and cosmetics industries, with over 5,000 machines produced globally and around 180 employees.
Brief Redesign and modernise the existing control system UI across design and structure. The result had to be universal and modular, scalable as a design system to all current and future Niemann machine variants, and significantly more intuitive for operators ranging from experienced technicians to first-time users.
Outcome Presented and handed over directly to Niemann. The client confirmed the redesign addressed the usability complaints their customers had consistently reported, and indicated intent to implement. A complete handover was made at the end of the project. The primary beneficiaries were not the machine buyers but the operators using the interface daily under factory conditions.
Problem

The existing machine interfaces looked like a toolbox: every function visible at once, no sequence, no hierarchy. Operators had to already know what they were doing to use them.

Niemann's Kreis-Dissolver machines are industrial mixing and dispersing systems used in the production of paints, lacquers, pharmaceuticals, and cosmetics. They are precise, high-powered, and potentially dangerous if operated incorrectly. The existing control UI reflected the mechanical complexity of the machines rather than the goals of the people operating them.

Functions were arranged in a bottom tab bar with no implied sequence. Icons were inconsistent, many of them non-standard pictographs that required prior training to interpret. Colour was used to flag warnings but also for neutral status indicators, so the visual weight of the interface was permanently noisy. Operators had to carry a mental model of the machine's mechanical dependencies just to decide what to press next. Customer feedback documented recurring operation errors and misunderstandings even from trained staff.

The operating context made this harder, not easier. Users work in large factory halls, often wearing gloves, under suboptimal lighting, on explosion-protected touchscreens with limited sensitivity. An interface that required precision, careful reading, or prior knowledge of machine internals was not just frustrating: it was a liability.

Side-by-side comparison of the original Niemann control UI and the redesigned version
Before and after: the original interface (left) and the redesigned system (right). Same machine, same functions, different understanding of what the operator actually needs.

75+

Years of machines

Niemann has been building mixing machines since 1963. The UI had not kept pace with the mechanical sophistication the company was known for.

Global

Operator base

An international user base meant the redesign had to work across languages and literacy levels. Visual communication had to carry more weight than text.

0 errors

The design goal

The system had to be operable without prior knowledge of the machine's mechanical internals. A user who follows the interface should not be able to make a critical mistake.

Process

Six months, five students, one real client. The first half was entirely about understanding the machines. The second half was about making them disappear.

The project began with a site visit to the Niemann factory in Melle: a guided tour of the production floor, conversations with engineers and machine operators, and hands-on time with the existing control interface. The goal was not to collect requirements in a structured way but to develop enough mechanical understanding that design decisions could be grounded in how the machines actually worked, not just how they were described.

The concept phase used card sorting, brainstorming, personas, user stories, and the six hats method across multiple weeks of whiteboard sessions. The central insight that shaped everything was the idea of a chronological navigation structure: instead of presenting all functions simultaneously, the interface would guide the operator through the production process step by step, from filling to mixing to product extraction. The operator's goal, not the machine's architecture, would determine the sequence.

Whiteboard and flipchart photos from the concept phase showing card sorting, function mapping, and system structure diagrams
Six of many whiteboard sessions during the concept phase: input/output mapping, function clustering, navigation structure, and design direction.

A "Default state" concept was introduced early: a single button that resets the machine to a known starting position, eliminating the need for operators to mentally track machine state before beginning a new batch. Shortcuts for recurring sequences automated routine steps. The interface would handle the machine's internal complexity; the operator would only see what they needed at each moment.

Wireframes were built in Adobe XD and presented directly to the Niemann team at their development lab for feedback. Two rounds of iteration refined the structure before visual design began. The colour palette extended Niemann's existing corporate identity directly: the navy blue and white from their brand materials, grey for secondary elements, and gold as an accent colour visible in the company's own communications. Nothing was invented; everything was derived. The typeface is Source Sans Pro, chosen for legibility across all display sizes. Large touch-friendly tiles use drop shadows to signal interactability, designed specifically for gloved operation and suboptimal factory lighting.

Wireframe overview showing multiple screens of the redesigned navigation structure in low-fidelity
Wireframes in Adobe XD: structure and sequence defined before visual design. The chronological navigation is already visible at this stage.

The project divided into two parallel tracks in the final phase. Projekt A covered the UI for the current explosion-protected display hardware: constrained dimensions, limited touch sensitivity, and a need for maximum clarity under factory conditions. Projekt B extended the concept for a next-generation display with animation support, built in InVision Studio, showing transitions and loading states that communicated system progress without adding cognitive load.

Final UI design screens showing the home screen, filling sequence, stirring settings, running state, and product extraction
Final screen designs for Projekt A: home, filling sequence, stirring settings, running state with live parameters, and product extraction. UI in German.
Niemann machine UI running state screen showing live RPM at 120, temperature at 40 degrees, progress bar, and secondary controls for vacuum, oscillating hydraulics, and scale
Running state: live RPM and temperature, progress bar, secondary controls available without interrupting the process.
Niemann machine UI filling sequence screen showing mechanical actions for opening and closing the lid, clamp, and mixer
Filling sequence: mechanical actions grouped by step, labelled in plain language, no prior knowledge of the machine required.

The iconset was designed from scratch for the Niemann context. Generic icons from existing libraries did not match the machine's physical components or the operator's mental model. Each icon was derived from the mechanical reality of the machine: the shape of the mixer arm, the clamp mechanism, the lid, the weight sensor. The design language is minimal and stroke-based, sized for gloved-hand operation.

Full Niemann custom iconset — stroke-based icons for all machine functions derived from mechanical components
The complete custom iconset. Functions include: play, pause, power, timer, settings, save, clamp open/close, temperature, rotation, language toggle, log, oscillating hydraulics, lid open/close, warning, sensor, scale, cancel, confirm, fill level, vacuum, scraper, mixer up/down, lock states, and log view.

The styleguide defined the full design system: colour palette, typographic scale, spacing rules, grid, button sizes, and iconography guidelines. The intention was that any future Niemann machine variant could be designed to the same standard, making the styleguide a foundation for a wider design system rather than documentation of a single project.

Niemann styleguide spread showing colour palette, typography, layout grid, button specifications, and iconography rules
The styleguide: navy blue and gold brand colours, grey tones for secondary elements, Source Sans Pro typeface, 12-column grid, and button specifications for gloved operation.
Outcome

A complete interaction concept, validated with the client across multiple sessions at their development lab. The result covered UI design, a custom iconset, a full styleguide, and an animated prototype for the next-generation display.

The final deliverables were presented to the Niemann team in June 2019. The redesign was received positively at each feedback stage, with the client indicating the concept addressed the recurring usability problems their customers had reported. The chronological navigation structure, the Default state concept, and the custom iconset were all validated through direct testing at the machine.

The project was also exhibited in the Interaction Design Lab's project gallery at Hochschule Osnabrück, and is documented on the university's research pages as a cooperation project between the Media and Interaction Design programme and Wilhelm Niemann GmbH & Co. View on hs-osnabrueck.de

Chronological

Navigation structure

The core concept: the interface follows the operator's production workflow from start to finish, not the machine's internal architecture. Users move forward through a process, not sideways through function categories.

One button

Default state reset

A single action returns the machine to a known starting position. Operators do not need to mentally track machine state between batches. The interface absorbs that complexity.

Custom

Iconset from scratch

No generic icon library fit the machine context. Every icon was derived from the physical components and mechanical actions of the machine, sized for gloved operation.

Scalable

Design system, not a one-off

The styleguide was written as the foundation for a cross-machine design system. The same visual language, grid, and iconset could be extended to all current and future Niemann machine variants.

1.0

Best possible grade

German grading scale, equivalent to a 10 on the Dutch scale. Awarded for the full project across concept, design, and delivery.

Takeaways

Three things this project reflects about how I work:

Domain first

You cannot design what you do not understand

The project spent weeks on mechanical analysis before touching a design tool. Understanding the sequence of a mixing cycle, what the clamp does, why the default state matters: that was not background research, it was the design. Every structural decision in the interface followed directly from understanding how the machine physically worked and what the operator was actually trying to do.

Real clients

Client feedback is a design input, not a checkpoint

Working with a real client across multiple sessions at their own facility changed the rhythm of the project. Feedback fed into the next iteration rather than closing a phase. Niemann's engineers knew things about their machines that no desk research would have surfaced, and the design was better for that exchange.

Systems thinking

A styleguide is a design decision, not documentation

Writing a styleguide intended to extend across the entire Niemann machine range required thinking past the single screen in front of us. Every spacing rule, every icon specification, every colour decision had to hold for contexts we had not yet designed. That discipline, designing for reuse rather than for the current task, is the difference between a project and a system.

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