WorkWeb & UI/UX
Tideline
A calm tide-planning app for open-water swimmers, where the tide curve itself is the interface.
- Discipline
- UI/UX design
- Year
- 2026

01Context
Tideline is an imagined app for people who swim in the sea. Swimmers tend to piece together a decision from a tide table, a wind forecast, and a local message group, usually with cold hands.
I picked this subject because it is a real test of hierarchy: there is a lot of data, but the person holding the phone has a single question.
02Objective
Reduce a screen full of numbers to one answer: when is a good time to get in? Then make the supporting detail available for anyone who wants to check the reasoning.
Everything had to remain readable outdoors, in glare, on a phone held at arm’s length.
Creative direction
Answer first. Evidence second.
The first thing you read is a sentence. Below it is the time window in very large type, then the curve that explains it. The order mirrors how a local swimmer would tell you: “Good this morning, get in before quarter past nine.”
A single warm signal color marks the swim window and the current time, and nothing else, against kelp, foam, and sand.
03Design approach
- 01
One question per screen
I mapped the journey as a series of questions before drawing any interface. Each screen answers exactly one, which removed about half the features I first assumed it needed.
- 02
Designing the curve
Tide data is usually a table. Drawn as a single continuous line with a shaded window, it can be understood at a glance, and it became the core graphic of the whole product.
- 03
Honest about what it doesn’t know
Screens state when conditions were last checked, and show a clear “no safe window” rather than an optimistic blank. In a product like this, restraint is also a safety feature.



04Typography & color
The system
Kelp
Ground and text
#10302C
Foam
Main screens
#E9EFE6
Wet sand
Planning screens
#D9C8A6
Signal
Window and now-line only
#E4674A
Instrument Serif
The plain-language answer
Good window
Manrope ExtraBold
Times, large
07:40 – 09:15
IBM Plex Mono
Labels and units
WATER / 14°

On a tablet, the curve and conditions share one view.
The phone is the primary device, since that is what comes down to the beach. On a tablet the extra width is not filled with extra features: the same answer sits beside the same evidence, without needing to scroll.
05Final design
Where it landed.
Tideline ended up with fewer screens than I expected, which I take as a good sign. The core of the concept is a hierarchy decision rather than a visual one: say the answer first, in words.
This is a concept study with sample data. It has not been built, tested with swimmers, or validated for safety, and it should not be read as a working product. It shows my process for structuring a data-heavy interface.
Photography from Unsplash: Michael Benz.
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