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Stackyard

An isometric illustration system for warehouse software, drawn in code so every object snaps to one grid with one light.

Type
Self-initiated concept
Role
Solo: illustration, product design, code
Year
2026
Disciplines
Illustration system, Product UI
Built with
HTML, CSS, JS (SVG engine)

In short

Stackyard is concept software for small logistics warehouses. I designed an illustration system that could only belong to a warehouse, with rules tight enough that the next illustration drawn would match, and used it across the product, the handheld app and the website. Every illustration is drawn by a small isometric SVG engine I wrote; there is no stock art. Stackyard is not a real product.

The brief I set

Warehouse software is mostly tables. When it uses pictures, they tend to be stock isometric art: gradient objects floating among clouds and sparkles, which could belong to any app.

I wanted pictures that explain the empty, damaged and no-results moments faster than a sentence, in a style nobody could mistake for another product.

The idea

A carton in its slot.

Warehouses mark every pallet spot with yellow L-shaped tape at the four corners. That tape is the whole idea. The mark is one carton in its slot, every illustration sits on a taped slot, and in the product a selected row, a chosen answer and a free location all get the same four corners.

The mark: one carton in its taped slot

Five rules

True isometric, where one unit is one metre, so a pallet is 1.2 by 1.0. Light always from the top left, three tones per colour, and a navy outline on every solid. Seven colours on violet, each with one job, with yellow kept for the tape. Archivo, narrow like an aisle sign. Any extra detail has to be something you'd find in a warehouse.

The five rules of the system

Twelve states of a shift, from a truck at the dock door to the door coming down. The empty slot, the damage and the no-results states get as much care as the happy ones.

Twelve illustrations, the states of a shift

In use

In the office, tables and rack maps do the daily work, and an illustration only appears when it means something: a free location to fill, or the one exception of the night.

The office app with illustrations used sparingly

On the floor, the handheld is read at arm's length, often in gloves. Locations are set at 76 px and every action is a 60 px button.

The handheld app for the warehouse floor

The website sells the floor, not the dashboard. The four moves from dock to truck are a real sequence, so they are numbered.

The Stackyard website

Decisions

The first palette came straight off a warehouse floor: concrete grey, rack blue, beam orange, kraft and pallet wood. It was accurate, but the yellow tape had to compete with orange and kraft, and the set read as grey. On violet with navy outlines, yellow is the only colour that loud, so the tape always reads first.

The floor scene in the first, warehouse-floor palette

V1Warehouse floor palette

The same scene on violet with navy outlines

V2Violet, tape reads first

Drawn in code

A small isometric engine draws every object, so a new illustration snaps to the same grid, light and outline instead of drifting in style.

Pictures only when they mean something

Tables do the daily work. An illustration appears for a free slot, a damage report or the end of a shift, never as decoration.

One metre, one unit

Real proportions keep it believable to people who work in warehouses: a pallet is 1.2 by 1.0, a rack bay is 3.2 wide.

Bad moments get care

Empty, damaged and no-results states are drawn as carefully as the happy ones, because that's when a picture helps most.

What I didn't have

A real warehouse, pickers and a shift to watch. The first thing I'd test is whether the taped-corner selection reads at arm's length on the handheld, in gloves and under warehouse lights, before drawing a single new illustration.