My Work

Design Principles

About Me

At a Glance

At a Glance

Problem: UI patterns were inconsistent, difficult to scale, and costly to maintain

Role: Senior UX Designer, design system lead

Scope: Enterprise web products, internal tools, cross-team adoption

Outcome: Faster design and development, improved consistency, and a shared foundation used across teams

Drift
Drift

Timeline

Timeline

2024-Present

2024-Present

Tools

Tools

Figma, Storybook, Jira

Figma, Storybook, Jira

Where Drift Began

As the product suite grew, UI patterns evolved independently across teams. Components were duplicated, styles drifted, and design decisions were often re-litigated from scratch. While teams were moving quickly, the lack of a shared system made it harder to maintain consistency and scale confidently.

Design and engineering teams felt this friction daily. Small changes required outsized effort, and even simple updates risked visual or behavioral inconsistencies across products. What started as flexibility became a source of drag.

The need for a shared foundation became clear: not to slow teams down, but to help them move faster with confidence.

When the Old System Started Showing Its Limits

The existing approach wasn’t broken, but it wasn’t built for scale.

  • Components existed in multiple variations without clear ownership

  • Visual inconsistencies increased as new features shipped

  • Engineers often rebuilt UI patterns rather than reuse existing ones

  • Designers spent time maintaining alignment instead of solving new problems

As the number of teams and products increased, these issues compounded. Without a system, speed and quality were constantly in tension.

What We optimized For

The goal wasn’t to create a perfect design system upfront. It was to build something practical that teams could actually use.

Rather than aiming for exhaustive coverage, we focused on creating a flexible foundation that could grow over time.

Key priorities

  • Consistency: Shared patterns that reduced fragmentation across products

  • Efficiency: Faster design and development through reuse

  • Clarity: Clear guidance around when and how components should be used

  • Scalability: A system that could support new teams, products, and use cases

This approach allowed us to make progress without blocking teams or over-engineering the solution.

Measured Impact at Scale

Measured Impact at Scale

As Drift expanded across the organization, these outcomes reflect improvements in speed, consistency, and collaboration.

30%

30%

30%

30%

Faster component build time

Faster component build time

Faster component build time

Faster component build time

5

5

5

5

Separate applications using Drift (web + mobile)

Separate applications using Drift (web + mobile)

Separate applications using Drift (web + mobile)

Separate applications using Drift (web + mobile)

6 mo.

6 mo.

6 mo.

Full company adoption of Drift as the primary design system for the organization.

Full company adoption of Drift as the primary design system for the organization.

Full company adoption of Drift as the primary design system for the organization.

Full company adoption of Drift as the primary design system for the organization.

12

12

12

12

Development teams using Drift- Including 100+ individual developers

Development teams using Drift- Including 100+ individual developers

Development teams using Drift- Including 100+ individual developers

Development teams using Drift- Including 100+ individual developers

Making the Case

Making the Case

Drift started as an internal effort, but rebuilding the system at this scale required alignment beyond design. Inconsistent patterns, duplicated work, and growing maintenance costs were already slowing teams down. By framing the system as a way to reduce friction and improve speed across products, we were able to align stakeholders and move forward.

Drift started as an internal effort, but rebuilding the system at this scale required alignment beyond design. Inconsistent patterns, duplicated work, and growing maintenance costs were already slowing teams down. By framing the system as a way to reduce friction and improve speed across products, we were able to align stakeholders and move forward.

Framing the system work in terms of speed, consistency, and long-term cost.

Establishing shared tokens and primitives before introducing higher-level components.

Establishing shared tokens and primitives before introducing higher-level components.

Getting the Basics Right

Getting the Basics Right

Instead of jumping straight into components, the system was built from the ground up. Core decisions around spacing, typography, layout, and tokens came first. This made it possible to build components on shared rules, rather than one-off solutions, and set the system up to scale as new needs emerged.

Instead of jumping straight into components, the system was built from the ground up. Core decisions around spacing, typography, layout, and tokens came first. This made it possible to build components on shared rules, rather than one-off solutions, and set the system up to scale as new needs emerged.

Making it Easy to Use

Drift wouldn’t scale without clear guidance. Documentation focused on explaining how and when to use the system and not just what existed. Grounding the system in clear principles and examples made it easier for teams to adopt, extend, and maintain over time.

Making it Easy to Use

Drift wouldn’t scale without clear guidance. Documentation focused on explaining how and when to use the system and not just what existed. Grounding the system in clear principles and examples made it easier for teams to adopt, extend, and maintain over time.

Guidelines focused on intent and usage, not just listing what exists.

My Role in Shaping the System

I led the design system effort from early framing through execution and adoption.

This included auditing existing UI patterns, defining foundational components, and working closely with engineering partners to ensure designs translated cleanly into code. I also partnered with product teams to understand their needs and identify where the system could provide immediate value.

Beyond building components, I focused on establishing a shared understanding of our goals and alignment, documenting decisions, clarifying usage, and helping teams adopt the system without disrupting active work.

Reflections & Impact

Drift changed how teams approached building products. Instead of repeatedly solving the same UI problems, teams shared a foundation that supported consistent, high quality work at scale.

The biggest impact wasn’t just efficiency; it was confidence. Teams could ship faster, knowing the system would support them as products and requirements evolved.

The Important Matters

Early Impact

The difference was obvious right away. Component build time dropped by about 30%, and design-to-code accuracy was nearly one-to-one. Designers stopped second-guessing handoffs, and developers finally had components they could rely on. Within three months, Drift had caught the attention of senior development leadership, and by six months it was being used across every web and mobile application.

Early Impact

The difference was obvious right away. Component build time dropped by about 30%, and design-to-code accuracy was nearly one-to-one. Designers stopped second-guessing handoffs, and developers finally had components they could rely on. Within three months, Drift had caught the attention of senior development leadership, and by six months it was being used across every web and mobile application.

Early Impact

The difference was obvious right away. Component build time dropped by about 30%, and design-to-code accuracy was nearly one-to-one. Designers stopped second-guessing handoffs, and developers finally had components they could rely on. Within three months, Drift had caught the attention of senior development leadership, and by six months it was being used across every web and mobile application.

Early Impact

Scaling & Leadership

Scaling & Leadership

Scaling & Leadership

Scaling & Leadership

Results That Last

Results That Last

Results That Last

Results That Last

Lessons Learned

Lessons Learned

Lessons Learned

Lessons Learned

A type system designed for clarity and reuse across multiple products.

A simple articulation of what Drift needed to support as it scaled.

A color foundation built for consistency, accessibility, and growth.

A standardized hierarchy to remove ambiguity and enforce consistency.