Design system

Universe

2022

Lead product designer

Design system

Universe

2022

Lead product designer

Design system

Universe

2022

Lead product designer

Design system

Universe

2022

Lead product designer

Design system

Universe

2022

Lead product designer

Universe's design team had no design system or UI library whatsoever, which ended up creating a lot of inconsistencies across the app as designers were creating and shipping new components and interfaces with no references. This added up to creating production interfaces that had several different color and text styles, spacing, shadows and overall incongruent components.

I was in charge of creating Universe’s first design system from scratch. I had to audit the entire app, mapping all styles, spacings, treatments and components we were using, and create a system that was complete enough to recreate everything we had in production, but minimal enough to converge all these inconsistencies into less styles and components, while being simple to use by our designers.

The initial phase of this project was auditing the entire app, in both light and dark modes, mapping all the color styles, text styles, spacings, shadows and components we were using across all screens. Throughout the audit process, I grouped similar components to understand how many versions of each type of component we had. For instance, I found out that we were using 12 different default state buttons across the app.

After the audit and grouping phase, I had a clear understanding of the opportunities I had to converge different treatments for the same component into a more minimal set. For instance, from the 12 different default state buttons, I was able to create a set of 4 that would work across the entire app.

After the the components housekeeping was done, it was time to understand how I should organise the system so designers would actually enjoy using it. Then, a lot of tooling questions came into place - Should we use components properties or variants? How many levels of artefacts should the system have? And many others.

To get to the answers, I had some sessions with the designers understanding their preferred way to use it, and I finished to create all the components and the library in Figma accordingly.

Lastly, I worked with Engineering to prepare a handover and plan shipping the system into production. As we had limited Engineering resources, we defined a plan of shipping first minimal but impactful elements, the primitives ones (color styles, text styles and atomic components like buttons). This would give us a huge impact on making the app in production more consistent, while we’re shipping other batches of components in a slower cadence.

Until end of 2022, I was also in charge of maintaining the system while working on other projects, updating and creating new components to attend the design team’s needs. The system continues active and being used daily by the design team, receiving lots of positive feedbacks.

Universe's design team had no design system or UI library whatsoever, which ended up creating a lot of inconsistencies across the app as designers were creating and shipping new components and interfaces with no references. This added up to creating production interfaces that had several different color and text styles, spacing, shadows and overall incongruent components.

I was in charge of creating Universe’s first design system from scratch. I had to audit the entire app, mapping all styles, spacings, treatments and components we were using, and create a system that was complete enough to recreate everything we had in production, but minimal enough to converge all these inconsistencies into less styles and components, while being simple to use by our designers.

The initial phase of this project was auditing the entire app, in both light and dark modes, mapping all the color styles, text styles, spacings, shadows and components we were using across all screens. Throughout the audit process, I grouped similar components to understand how many versions of each type of component we had. For instance, I found out that we were using 12 different default state buttons across the app.

After the audit and grouping phase, I had a clear understanding of the opportunities I had to converge different treatments for the same component into a more minimal set. For instance, from the 12 different default state buttons, I was able to create a set of 4 that would work across the entire app.

After the the components housekeeping was done, it was time to understand how I should organise the system so designers would actually enjoy using it. Then, a lot of tooling questions came into place - Should we use components properties or variants? How many levels of artefacts should the system have? And many others.

To get to the answers, I had some sessions with the designers understanding their preferred way to use it, and I finished to create all the components and the library in Figma accordingly.

Lastly, I worked with Engineering to prepare a handover and plan shipping the system into production. As we had limited Engineering resources, we defined a plan of shipping first minimal but impactful elements, the primitives ones (color styles, text styles and atomic components like buttons). This would give us a huge impact on making the app in production more consistent, while we’re shipping other batches of components in a slower cadence.

Until end of 2022, I was also in charge of maintaining the system while working on other projects, updating and creating new components to attend the design team’s needs. The system continues active and being used daily by the design team, receiving lots of positive feedbacks.

Universe's design team had no design system or UI library whatsoever, which ended up creating a lot of inconsistencies across the app as designers were creating and shipping new components and interfaces with no references. This added up to creating production interfaces that had several different color and text styles, spacing, shadows and overall incongruent components.

I was in charge of creating Universe’s first design system from scratch. I had to audit the entire app, mapping all styles, spacings, treatments and components we were using, and create a system that was complete enough to recreate everything we had in production, but minimal enough to converge all these inconsistencies into less styles and components, while being simple to use by our designers.

The initial phase of this project was auditing the entire app, in both light and dark modes, mapping all the color styles, text styles, spacings, shadows and components we were using across all screens. Throughout the audit process, I grouped similar components to understand how many versions of each type of component we had. For instance, I found out that we were using 12 different default state buttons across the app.

After the audit and grouping phase, I had a clear understanding of the opportunities I had to converge different treatments for the same component into a more minimal set. For instance, from the 12 different default state buttons, I was able to create a set of 4 that would work across the entire app.

After the the components housekeeping was done, it was time to understand how I should organise the system so designers would actually enjoy using it. Then, a lot of tooling questions came into place - Should we use components properties or variants? How many levels of artefacts should the system have? And many others.

To get to the answers, I had some sessions with the designers understanding their preferred way to use it, and I finished to create all the components and the library in Figma accordingly.

Lastly, I worked with Engineering to prepare a handover and plan shipping the system into production. As we had limited Engineering resources, we defined a plan of shipping first minimal but impactful elements, the primitives ones (color styles, text styles and atomic components like buttons). This would give us a huge impact on making the app in production more consistent, while we’re shipping other batches of components in a slower cadence.

Until end of 2022, I was also in charge of maintaining the system while working on other projects, updating and creating new components to attend the design team’s needs. The system continues active and being used daily by the design team, receiving lots of positive feedbacks.

Universe's design team had no design system or UI library whatsoever, which ended up creating a lot of inconsistencies across the app as designers were creating and shipping new components and interfaces with no references. This added up to creating production interfaces that had several different color and text styles, spacing, shadows and overall incongruent components.

I was in charge of creating Universe’s first design system from scratch. I had to audit the entire app, mapping all styles, spacings, treatments and components we were using, and create a system that was complete enough to recreate everything we had in production, but minimal enough to converge all these inconsistencies into less styles and components, while being simple to use by our designers.

The initial phase of this project was auditing the entire app, in both light and dark modes, mapping all the color styles, text styles, spacings, shadows and components we were using across all screens. Throughout the audit process, I grouped similar components to understand how many versions of each type of component we had. For instance, I found out that we were using 12 different default state buttons across the app.

After the audit and grouping phase, I had a clear understanding of the opportunities I had to converge different treatments for the same component into a more minimal set. For instance, from the 12 different default state buttons, I was able to create a set of 4 that would work across the entire app.

After the the components housekeeping was done, it was time to understand how I should organise the system so designers would actually enjoy using it. Then, a lot of tooling questions came into place - Should we use components properties or variants? How many levels of artefacts should the system have? And many others.

To get to the answers, I had some sessions with the designers understanding their preferred way to use it, and I finished to create all the components and the library in Figma accordingly.

Lastly, I worked with Engineering to prepare a handover and plan shipping the system into production. As we had limited Engineering resources, we defined a plan of shipping first minimal but impactful elements, the primitives ones (color styles, text styles and atomic components like buttons). This would give us a huge impact on making the app in production more consistent, while we’re shipping other batches of components in a slower cadence.

Until end of 2022, I was also in charge of maintaining the system while working on other projects, updating and creating new components to attend the design team’s needs. The system continues active and being used daily by the design team, receiving lots of positive feedbacks.

Universe's design team had no design system or UI library whatsoever, which ended up creating a lot of inconsistencies across the app as designers were creating and shipping new components and interfaces with no references. This added up to creating production interfaces that had several different color and text styles, spacing, shadows and overall incongruent components.

I was in charge of creating Universe’s first design system from scratch. I had to audit the entire app, mapping all styles, spacings, treatments and components we were using, and create a system that was complete enough to recreate everything we had in production, but minimal enough to converge all these inconsistencies into less styles and components, while being simple to use by our designers.

The initial phase of this project was auditing the entire app, in both light and dark modes, mapping all the color styles, text styles, spacings, shadows and components we were using across all screens. Throughout the audit process, I grouped similar components to understand how many versions of each type of component we had. For instance, I found out that we were using 12 different default state buttons across the app.

After the audit and grouping phase, I had a clear understanding of the opportunities I had to converge different treatments for the same component into a more minimal set. For instance, from the 12 different default state buttons, I was able to create a set of 4 that would work across the entire app.

After the the components housekeeping was done, it was time to understand how I should organise the system so designers would actually enjoy using it. Then, a lot of tooling questions came into place - Should we use components properties or variants? How many levels of artefacts should the system have? And many others.

To get to the answers, I had some sessions with the designers understanding their preferred way to use it, and I finished to create all the components and the library in Figma accordingly.

Lastly, I worked with Engineering to prepare a handover and plan shipping the system into production. As we had limited Engineering resources, we defined a plan of shipping first minimal but impactful elements, the primitives ones (color styles, text styles and atomic components like buttons). This would give us a huge impact on making the app in production more consistent, while we’re shipping other batches of components in a slower cadence.

Until end of 2022, I was also in charge of maintaining the system while working on other projects, updating and creating new components to attend the design team’s needs. The system continues active and being used daily by the design team, receiving lots of positive feedbacks.