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Nithya Parepally
Desktop monitor displaying the enterprise rApp's dashboard interface

Telecom · RAN automation

The layer the spec left out - Enterprise rApps

Ericsson · A major U.S. telecom carrierRole — UX strategy & executionYear — 2026Scale — 5 rApps · 2 quarters

Overview

High-Level Design (HLD) documents defined system behaviour, but not the user experience. Across multiple network automation rApps for a major telecom carrier, the challenge was to transform technical requirements into intuitive workflows, clear information architecture, and usable enterprise experiences.

This work is under active NDA, so most of the real product visuals aren't shown here — process artefacts and reconstructions stand in for them instead.

Key Impact

60%

Less Design Rework

Across five rApps over two quarters through early wireframing with Figma AI.

50%

Faster Delivery

Enabled by prototype-driven collaboration and aligned workflows.

Ericsson All Stars

Global Recognition

Awarded for customer-centric UX transformation across the carrier's rApps portfolio.

01 — My Role

What I Owned Across Five rApps

Owned UX strategy and execution across five rApps, picking up where the Discovery team's High-Level Design (HLD) ended.

Translated technical requirements into user experiences by defining product purpose, user workflows, mental models, and first-time user journeys.

Led Information Architecture to align Product Owners, engineers, database engineers, Scrum Masters, and Ericsson and client stakeholders around a shared product vision.

Evaluated legacy applications through heuristic assessments, identifying and prioritising usability improvements before redesign.

Designed enterprise-ready prototypes covering complete interaction flows, edge cases, system states, and Ericsson Design System standards.

Introduced direct user validation into the design process, using prototype reviews with the client's users to refine workflows before development.

Partnered with engineering throughout implementation, ensuring technical feasibility, resolving design questions, and maintaining design quality beyond handoff.

02 — Project Goal

Design intuitive enterprise experiences for the carrier's network automation applications (rApps), enabling engineers to monitor, configure, and automate Radio Access Network (RAN) operations through clear workflows that reduce manual effort, improve operational efficiency, and support confident decision-making.

03 — Reading the HLD

Turning a technical document into a user picture

The HLD explained how the system worked, not how people worked. It documented data models, integrations, system behaviour, and legacy interfaces—but left the user experience undefined.

Every project began by answering four questions: What is the product for? Who uses it? What decisions are they need to make? And what should a first-time user understand?

Only then could the experience be designed with confidence.

04 — Users

Who the document never described

The users were specialists who understood their domain far better than the tool did. The interface's role wasn't to teach the work, but to make the system's state clear. Because every decision affected live operations, confidence mattered more than speed.

User personas for the RAN Launch rApp

05 — Information Architecture

The structure everyone had to sign

Information Architecture wasn't about navigation, it was about alignment. By defining hierarchy, grouping information, and mapping workflows early, Product Owners, engineers, and stakeholders established a shared understanding of the product before interface design began. Resolving questions at this stage reduced ambiguity and created a stronger foundation for implementation.

Information architecture: analysis and synthesis process for one of the rApps

Understanding, structuring, and validating complex workflows before designing the final experience.

06 — Heuristic Evaluation

What the legacy screens were already teaching

Three of the five rApps modernised existing applications. I evaluated the legacy interfaces against core UX principles, identifying where hierarchy, navigation, terminology, and interaction patterns created unnecessary complexity. Rather than carrying old patterns forward, the findings informed a simpler, more intuitive experience.

Legacy UX Assessment

ObservationFindingDesign Response
Information HierarchyCritical actions competed with secondary information, making priorities unclear.Reorganised content to surface high-priority actions and system status first.
NavigationMultiple navigation paths and entry points created unnecessary complexity.Simplified navigation and reduced decision points.
Content StructureRelated information was scattered across the interface.Grouped information based on user workflows and tasks.
TerminologySystem-centric labels and abbreviations increased cognitive load.Introduced clearer, task-oriented language wherever possible.
WorkflowFrequent actions required unnecessary context switching.Streamlined interactions around the user's primary workflow.
System FeedbackImportant status and validation cues were difficult to identify.Improved visibility of system state and action outcomes.

07 — Wireframes & Iterations

Designing for Operational Reality

Enterprise users rarely follow the happy path. Every prototype was designed to account for loading, empty, error, permission, and exception states, ensuring the experience remained clear and actionable even when things didn't go as planned. Working within the Ericsson Design System kept the focus on behaviour, helping define what users needed to see, understand, and do in every scenario.

Existing Legacy View50 columns — scroll to explore
SITE_IDMKT_CDCLSTR_IDREGION_CDSTATUS_FLGSUB_STATUSPRIO_LVLSEV_LVLOWNR_IDASSIGN_GRPCHG_TYPECHG_REQ_IDAPPRV_FLGAPPRV_BYESC_LVLESC_FLGCREATE_TSLAST_UPD_TSCLOSE_TSSLA_FLGSLA_BREACHVENDOR_CDVNDR_TCKTHW_TYPEHW_VERSW_VERFW_VERCFG_IDCFG_VERCELL_IDSECTOR_IDBAND_CDTECH_TYPEFREQ_MHZKPI_FLGKPI_SCOREALRM_CDALRM_SEVROOT_CAUSERESOL_CDNOTES_FLGATTCH_FLGAUDIT_IDAUDIT_TSPERM_LVLACCESS_GRPTICKET_REFPARENT_IDCHILD_CNTLOCKED_FLG
N114SITE-10092024-05-13CLDN156SITE-1027F6ACTN1982024-05-21F6CLDNSITE-10632024-11-11F6ACT282SITE-10812024-05-01F6N324SITE-10992024-11-19ACTN366SITE-1117F6CLDN4082024-11-27F6ACTN
PNDYSITE-10102024-06-14A1BLKYSITE-10282024-12-04A1PND211SITE-10462024-06-22A1Y253SITE-10642024-12-12PNDY295SITE-1082A1BLKY3372024-12-20A1PNDYSITE-11182024-06-10A1BLK421SITE-11362024-12-28A1Y
CLDN140SITE-1011B2N182SITE-10292024-01-05CLDN224SITE-1047B2ACTN2662024-01-13B2CLDNSITE-10832024-07-03B2ACT350SITE-11012024-01-21B2N392SITE-11192024-07-11ACTN434SITE-1137B2CLDN
BLKY153SITE-10122024-08-16C3PNDY1952024-02-06C3BLKYSITE-10482024-08-24C3PND279SITE-10662024-02-14C3Y321SITE-10842024-08-04PNDY363SITE-1102C3BLKY4052024-08-12C3PNDYSITE-11382024-02-02C3BLK
ACTN166SITE-10132024-09-17D4CLD208SITE-10312024-03-07D4N250SITE-10492024-09-25CLDN292SITE-1067D4ACTN3342024-09-05D4CLDNSITE-11032024-03-23D4ACT418SITE-11212024-09-13D4N460SITE-11392024-03-03ACTN
PNDY179SITE-10142024-10-18BLKY221SITE-1032E5PNDY2632024-10-26E5BLKYSITE-10682024-04-16E5PND347SITE-10862024-10-06E5Y389SITE-11042024-04-24PNDY431SITE-1122E5BLKY4732024-04-04E5PNDY

Colour tracks nothing here — clickable and static pills share the same palette, so there's no way to tell which ones do anything without trying each one.

Redesigned View
SiteMarketStatusPriorityOwnerLast UpdatedSLATicketKPIAccess
SITE-4471DallasActiveP22 hrs agoOn Track96%Engineer
SITE-4488AustinPendingP115 min agoAt Risk88%Admin
SITE-4502HoustonBlockedP11 day agoBreached71%Viewer
SITE-4519San AntonioActiveP34 hrs agoOn Track99%Engineer
SITE-4533DallasClosedP33 days agoOn Track100%Viewer
SITE-4547Fort WorthPendingP240 min agoAt Risk90%Engineer
SITE-4561AustinActiveP26 hrs agoOn Track94%Admin
SITE-4578HoustonBlockedP120 min agoBreached65%Engineer

Clickables are underlined with a status dot, so there's no guessing. A row with any red dot — an actual failure — gets a light red wash across the whole row.

StageBeforeAfter
HLD handoffGiven HLD is read by the dev & start the devUX team understands the HLD and discusses with discovery and the client
Customer feedbackArrives after development demoArrives early, on low-fidelity prototypes
Engineering inputSurfaces at a single handoff meetingContinuous, throughout the design process
Design reworkConcentrated late, no longer needed as dev already doneCaught early, better understanding

What actually changed, stage by stage — the shift from one late handoff to continuous, early collaboration across all five rApps.

08 — Validating with Users

Closing the Feedback Loop

Interactive prototypes enabled direct feedback sessions with the client's users, validating workflows, uncovering hidden assumptions, and refining the experience before implementation. These conversations shaped the product beyond the interface, ensuring it reflected how work was actually done.

Feedback capture board from a stakeholder review, clustering every note raised by screen

09 — Designing at Scale

Designing Five Products, One Process

Designing five enterprise applications within two quarters required more than efficiency, it required a different workflow. I used Figma AI to accelerate the creation of initial EDS-compliant wireframes, freeing time to focus on information architecture, interaction design, stakeholder validation, and edge-case thinking. AI became a production accelerator, while design decisions remained grounded in user needs and collaboration.

Shift 01

Prototype early — show rough work before it's finished

Shift 02

One UX strategy — shared patterns across all 5 rApps

Shift 03

Engineering embedded early — not a single handoff meeting

Result

60% less rework, 50% faster delivery, across 2 quarters

10 — Decisions

Decision 01

Argue About Structure, Not Screens

What was true

The HLD defined system behaviour but never forced alignment on how the product should be structured. Teams agreed on the specification without necessarily sharing the same mental model.

What I chose

I introduced information architecture before any interface design, using it to align Product Owners, engineers, and stakeholders around a shared structure.

What I rejected

Starting with wireframes. Screens invite feedback on appearance, while information architecture exposes disagreements about workflows and priorities.

What it cost

The first UI appeared later, which occasionally made progress seem slower. But it prevented far more expensive changes during development.

Decision 02

Prototypes as Prompts, Not Tests

What was true

Direct access to the carrier's users was limited, making every session more valuable for understanding workflows than validating polished interfaces.

What I chose

I used prototypes as conversation starters, encouraging users to explain how they worked, question assumptions, and reveal edge cases.

What I rejected

Formal task-based usability testing. At this stage, learning how people worked was more valuable than measuring how they completed predefined tasks.

What it cost

The outcome was qualitative rather than quantitative, but it uncovered workflow assumptions that would otherwise have reached development.

Decision 03

One Method, Not Five Processes

What was true

Five rApps were delivered in two quarters by a single UX designer. Running five independent design processes wasn't practical.

What I chose

I established a repeatable UX process—analysis, information architecture, prototyping, validation, and engineering collaboration—and applied it consistently across every rApp.

What I rejected

Creating a different process for every team. While it could have better suited individual products, it would have reduced consistency and made scaling difficult.

What it cost

Not every rApp required every step. Some activities had to be adapted, but the consistent process improved efficiency and collaboration across the programme.

11 — Reflection

This project reinforced that the hardest design problems are rarely about interfaces. They are about creating a shared understanding before a single screen is designed. Once that foundation existed, every subsequent product became easier to design, validate, and deliver.

Process appendix3 sections, research and iteration detail

Why discover-then-handoff was failing

The pattern wasn't a lack of skill anywhere in the process — it was that feedback, from customers and from engineering alike, arrived after most decisions were already load-bearing, so every correction meant unwinding work rather than adjusting it.

Building one strategy for five teams

The shared strategy had to be loose enough to adapt to five different technical contexts and tight enough that it actually saved time versus five independent efforts — that balance was set and re-set through the first product's work before it held for the other four.

What the recognition actually recognised

Ericsson's All Stars Global Recognition credited the customer-centric transformation across the rApps portfolio — the process change, not a single shipped screen.