Case study

Griffin Malware Tool

Team Cymru's threat intelligence work usually lived deep in the network layer, where the value was real but difficult to see. Griffin brought that capability into a usable product experience for less experienced system admins: a malware scanning tool that helped them read risk, act on results, and further secure their digital footprint. I designed the product experience and branding, giving a clearer face to a headless tool.

Timeline
30 days
Project type
Malware scanning tool
Responsibilities
Product experience and branding โ€” naming, identity, UX, UI, MVP build, and user testing
Core challenge
Turning a technical malware scan into clear, actionable guidance.
Design focus areas
Naming, identity, scan flow, results hierarchy, and a guided path that made the report easier to act on

tl;dr

  • Griffin gave a headless malware scan a clearer product experience and brand.
  • The audience needed enough context to read risk and take action without becoming malware specialists.
  • Flow mapping showed that the hardest moment came after the scan, when a threat score and report needed interpretation.
  • MVP testing confirmed setup and progress were manageable; the results screen needed stronger hierarchy and plain-language support.
  • The final six-screen walkthrough kept the path tight: choose a scan, follow progress, review results, and save the report.

The Process

Give the Tool a Face First

Before there was an interface, Griffin needed a public-facing identity. Team Cymru had credibility in security circles, but this product would meet admins who might not know the organization. The name, mark, and tone needed to make the work feel credible before anyone saw a result.

The griffin worked because it suggested protection, not panic. Early sketches explored how simple the form could become while still feeling recognizable. The final direction kept the guardian idea and made it clean enough for small sizes, light backgrounds, and dark product screens.

Initial hand-drawn sketches exploring the Griffin brand identity
Initial branding sketch
Griffin brand identity with the Project Ares mark
The Griffin identity sat alongside Project Ares, keeping the Team Cymru connection visible without asking the parent brand to carry the whole story.
User flow diagram mapping the Griffin scan experience from start to report
User flow

Design Around the Admin's Next Question

Security products often start from available system data. For Griffin, I worked from the admin's next question: what should I run, what is happening, how serious is this, and what should I do now?

The flow treated scan choice, progress, report detail, and save as a sequence of decisions. That kept the interface focused on judgment, not just output.

The report state became the critical moment. A threat count by itself is ambiguous; people needed to know what the number meant, whether it was urgent, and where to go next.

Use the MVP to Locate Confusion

The first MVP was intentionally plain: choose a scan, run it, review results, open the report. Its job was not to look finished. Its job was to reveal where confidence dropped.

Testing showed that running the scan was easy enough to follow. The hesitation came at results: a score like 92 drew attention, but it needed context before it could guide action.

Early MVP interface showing the Griffin scan and report functionality
Initial MVP
Structured user testing data collected during the Griffin evaluation
Sample of user testing data
Hand-drawn Griffin scan-options sketch Griffin sign-in wireframe Griffin results wireframe Griffin UI color system Project Ares interface specification
Wireframe exploration alongside the color system. The dark teal palette stayed through final production because it made the tool feel serious without feeling alarmist.

Let the Visual System Stay Calm

The final direction avoided the red-alert language common in security tools. A dark base with teal accents made the interface feel analytical and controlled, which suited a workflow meant to clarify risk rather than amplify anxiety.

Wireframes resolved hierarchy before styling. The key question was what needed to be visible at a glance and what could wait until the user asked for more detail. The Project Ares mark anchored the environment without competing with the scan flow.

Teach Through the Product States

The final walkthrough used six screens, each tied to a real product state. Instead of separating instruction from use, the sequence taught by doing.

Scan options became three clear choices. Progress feedback stayed visible and contained. The results screen led with the score but supported it with enough context to make the number useful. Report detail and save actions let admins go deeper without losing the path.

Griffin results-screen specification Griffin onboarding scan-options screen Griffin scan-progress onboarding screen Griffin malicious-items overview screen Griffin view-report onboarding screen Griffin save-report onboarding screen
The final six-screen walkthrough, from scan selection through saved report, kept each state focused on the next decision.

Outcome

Griffin shipped as a malware scanning tool that gave admins a clearer way to read risk and act on results.

The process kept the work grounded in comprehension. Branding made the product approachable, flow work surfaced the hard questions early, and testing showed where the design needed to slow down and clarify.

What held in the final design
  • A brand system that made a technical utility feel protective rather than faceless.
  • A flow organized around admin decisions, especially once results appeared.
  • An MVP used to find where comprehension broke down before visual details locked.
  • A six-screen walkthrough that introduced the scan without turning it into a manual.

Continue Exploring

Contact

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I can walk through the branding decisions, the flow model, or what testing changed in the final walkthrough.

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