CASE STUDY 03

Scaling Product Design in a Low-Code Environment

TrueChange builds digital products for different companies on a shared low-code platform. I led the creation of the Minerva Design System: reusable components and foundations aligned with the platform's constraints, now supporting 80+ products and the developers and designers who build them.

© 2026 Albertine Felipe

Problem

TrueChange builds digital products for different companies using a shared low-code platform. Although many of the same interface components were reused across projects, there was no design system to support designers. This meant components were often recreated from scratch, prototypes sometimes included elements that were difficult to implement quickly in low-code, and valuable time was lost during the design process.

My Role

As Product Designer, I initiated and led the creation of the Minerva Design System. I conducted a UI audit across existing products, mapped component needs collaboratively with the design team, defined the foundations, and built the component library aligned with the low-code platform's capabilities. A second designer partnered on documentation, variations, and consistency validation.

Outcome

The project resulted in a documented design system aligned with the low-code platform, adopted across 80+ products built by around 120 developers. As adoption grew, developers had fewer questions about component behavior and fewer implementation bugs. The system is now on v2.0, evolving collaboratively beyond its original scope.

The PROBLEM

Understanding the challenge

TrueChange develops products for different companies using the same low-code platform. While many interface patterns and components were repeatedly used across projects, there was no shared system to guide designers. As a result, components were often recreated from scratch, and prototypes sometimes included elements that were difficult to implement within the platform and prototypes sometimes included elements that were difficult to implement within the platform. In low-code, that gap is expensive: what the design proposes and what the platform can build are not the same thing by default.


This created unnecessary friction in the design process and made it harder to maintain consistency across products.

Product A

Product B

Product C

Shared Low-Code Platform

No Design System

Repeated Components

Inconsistent Interfaces

Slower Design Process

PROCESS

How we got there

Before defining the system itself, I reviewed 23+ products built on the platform to understand how interfaces were being designed in practice. Analyzing screens and flows across projects revealed the UI patterns designers were repeatedly recreating, and those patterns became the foundation of the Minerva design system.


Before designing components, I also studied the platform's native component library to understand what it offered and where its limits were. The direction was clear: prioritize native components, extend only where the platform genuinely fell short. Designing against the platform's real capabilities from the start eliminated rework later.

FIG. 1-4

Screens from existing products used during the component mapping phase.

The Solution

What I shipped

Minerva introduced a shared set of foundations, components, and patterns that designers could reuse when building products on the low-code platform.

01

Foundations

The foundations defined the visual rules of Minerva, including colors, typography, spacing, and layout guidelines. They helped designers keep interfaces consistent across products while still adapting the system for different brands.

FIG. 5

Brand colors, universal colors, spacing, and typography foundations.

Brand flexibility

Consistent visual rules

Reusable layout standards

02

Core Components

The initial release of Minerva included 42+ mapped components used across products built on the platform. Because the system continued to grow over time, the visuals below highlight only a portion of the component library.


Not every component existed natively in the platform. When one didn't, it went through a defined loop: designed in Figma, attempted by development, technical limits fed back into design, adapted, then absorbed into the system as a standard component. What used to be design-dev friction became a formal process.

FIG. 6

Component library documentation across categories.

42+ mapped components

Low-code aligned components

Built within platform constraints

Consistent component usage

03

Icon Library

To ensure consistent visual communication across products, I created a shared icon library organized by categories and styles.


The system includes 366 line icons and 366 filled icons, covering common interface needs such as UI actions, business workflows, technology, documents, users, and more. Icons were grouped into categories and organized alphabetically to make them easier for designers to find and reuse.

Text Formatting

(19)

Arrows / Controls

(44)

Documents / Notes

(12)

Media Controls

(15)

Cloud

(15)

Devices

(10)

Disks

(8)

Message Bubbles

(10)

Awards / Rewards

(6)

Nature

(7)

FIG. 7

Icon library organized by category and style.

732 total icons

Line + filled styles

Organized by category

REFLECTION

Lessons from this project

What worked

One of the things that worked best was creating a system flexible enough to support different low-code products without losing consistency. Having reusable components and a structured icon library made the design process much faster over time.

What I'd improve

Looking back, I would involve development and product teams earlier in some decisions. Since the system kept evolving, earlier alignment could have helped us scale documentation and implementation more efficiently.

Key lesson

This project taught me that a design system for low-code is not a visual system. It is a contract with the platform's constraints: every component is a negotiation between what design wants and what the platform can reliably build. Respecting that contract is what made the system fast to adopt instead of fast to abandon.

“What started as an attempt to organize a single product eventually became a scalable foundation used across multiple low-code products and teams.”

next project

PIRACANJUBA

Improving Enterprise Workflows Through Internal Tools

Impact

What changed

42+ reusable components

Documented and standardized core UI components.

Faster UI creation

Reduced repetitive design work across low-code products.

Better design-dev consistency

Aligned interface patterns with low-code constraints.

Scalable product foundation

Created a system that could evolve with teams.

role

Lead Product Designer

timeline

~3 months

team

2 Product Designers

tools

Figma, FigJam

platform

Internal Low-Code Platform

CASE STUDY 03

Scaling Product Design in a Low-Code Environment

TrueChange builds digital products for different companies on a shared low-code platform. I led the creation of the Minerva Design System: reusable components and foundations aligned with the platform's constraints, now supporting 80+ products and the developers and designers who build them.

Problem

TrueChange builds digital products for different companies using a shared low-code platform. Although many of the same interface components were reused across projects, there was no design system to support designers. This meant components were often recreated from scratch, prototypes sometimes included elements that were difficult to implement quickly in low-code, and valuable time was lost during the design process.

My Role

As Product Designer, I initiated and led the creation of the Minerva Design System. I conducted a UI audit across existing products, mapped component needs collaboratively with the design team, defined the foundations, and built the component library aligned with the low-code platform's capabilities. A second designer partnered on documentation, variations, and consistency validation.

Outcome

The project resulted in a documented design system aligned with the low-code platform, adopted across 80+ products built by around 120 developers. As adoption grew, developers had fewer questions about component behavior and fewer implementation bugs. The system is now on v2.0, evolving collaboratively beyond its original scope.

The PROBLEM

Understanding the challenge

TrueChange develops products for different companies using the same low-code platform. While many interface patterns and components were repeatedly used across projects, there was no shared system to guide designers. As a result, components were often recreated from scratch, and prototypes sometimes included elements that were difficult to implement within the platform and prototypes sometimes included elements that were difficult to implement within the platform. In low-code, that gap is expensive: what the design proposes and what the platform can build are not the same thing by default.


This created unnecessary friction in the design process and made it harder to maintain consistency across products.

Product A

Product B

Product C

Shared Low-Code Platform

No Design System

Repeated Components

Inconsistent Interfaces

Slower Design Process

PROCESS

How we got there

Before defining the system itself, I reviewed 23+ products built on the platform to understand how interfaces were being designed in practice. Analyzing screens and flows across projects revealed the UI patterns designers were repeatedly recreating, and those patterns became the foundation of the Minerva design system.


Before designing components, I also studied the platform's native component library to understand what it offered and where its limits were. The direction was clear: prioritize native components, extend only where the platform genuinely fell short. Designing against the platform's real capabilities from the start eliminated rework later.

FIG. 1-4

Screens from existing products used during the component mapping phase.

The Solution

What I shipped

Minerva introduced a shared set of foundations, components, and patterns that designers could reuse when building products on the low-code platform.

01

Foundations

The foundations defined the visual rules of Minerva, including colors, typography, spacing, and layout guidelines. They helped designers keep interfaces consistent across products while still adapting the system for different brands.

Brand flexibility

Consistent visual rules

Reusable layout standards

02

Core Components

The initial release of Minerva included 42+ mapped components used across products built on the platform. Because the system continued to grow over time, the visuals below highlight only a portion of the component library.


Not every component existed natively in the platform. When one didn't, it went through a defined loop: designed in Figma, attempted by development, technical limits fed back into design, adapted, then absorbed into the system as a standard component. What used to be design-dev friction became a formal process.

42+ mapped components

Low-code aligned components

Faster interface creation

Consistent component usage

03

Icon Library

To ensure consistent visual communication across products, I created a shared icon library organized by categories and styles.


The system includes 366 line icons and 366 filled icons, covering common interface needs such as UI actions, business workflows, technology, documents, users, and more. Icons were grouped into categories and organized alphabetically to make them easier for designers to find and reuse.

Text Formatting

(19)

Arrows / Controls

(44)

Documents / Notes

(12)

Media Controls

(15)

Cloud

(15)

Devices

(10)

Disks

(8)

Message Bubbles

(10)

Awards / Rewards

(6)

Nature

(7)

732 total icons

Line + filled styles

Organized by category

REFLECTION

Lessons from this project

What worked

One of the things that worked best was creating a system flexible enough to support different low-code products without losing consistency. Having reusable components and a structured icon library made the design process much faster over time.

What I'd improve

Looking back, I would involve development and product teams earlier in some decisions. Since the system kept evolving, earlier alignment could have helped us scale documentation and implementation more efficiently.

Key lesson

This project taught me that a design system for low-code is not a visual system. It is a contract with the platform's constraints: every component is a negotiation between what design wants and what the platform can reliably build. Respecting that contract is what made the system fast to adopt instead of fast to abandon.

“What started as an attempt to organize a single product eventually became a scalable foundation used across multiple low-code products and teams.”

Impact

What changed

42+ reusable components

Documented and standardized core UI components.

Faster UI creation

Reduced repetitive design work across low-code products.

Better design-dev consistency

Aligned interface patterns with low-code constraints.

Scalable product foundation

Created a system that could evolve with teams.

role

Lead Product Designer

timeline

~3 months

team

2 product

designers

tools

Figma, FigJam,

platform

Internal Low-Code Platform

next project

PIRACANJUBA

Improving Enterprise Workflows Through Internal Tools

PIRACANJUBA

Improving Enterprise Workflows Through Internal Tools

© 2026 Albertine Felipe

CASE STUDY 03

Scaling Product Design in a Low-Code Environment

TrueChange builds digital products for different companies on a shared low-code platform. I led the creation of the Minerva Design System: reusable components and foundations aligned with the platform's constraints, now supporting 80+ products and the developers and designers who build them.

Problem

TrueChange builds digital products for different companies using a shared low-code platform. Although many of the same interface components were reused across projects, there was no design system to support designers. This meant components were often recreated from scratch, prototypes sometimes included elements that were difficult to implement quickly in low-code, and valuable time was lost during the design process.

My Role

As Product Designer, I initiated and led the creation of the Minerva Design System. I conducted a UI audit across existing products, mapped component needs collaboratively with the design team, defined the foundations, and built the component library aligned with the low-code platform's capabilities. A second designer partnered on documentation, variations, and consistency validation.

Outcome

The project resulted in a documented design system aligned with the low-code platform, adopted across 80+ products built by around 120 developers. As adoption grew, developers had fewer questions about component behavior and fewer implementation bugs. The system is now on v2.0, evolving collaboratively beyond its original scope.

The PROBLEM

Understanding the challenge

TrueChange develops products for different companies using the same low-code platform. While many interface patterns and components were repeatedly used across projects, there was no shared system to guide designers. As a result, components were often recreated from scratch, and prototypes sometimes included elements that were difficult to implement within the platform and prototypes sometimes included elements that were difficult to implement within the platform. In low-code, that gap is expensive: what the design proposes and what the platform can build are not the same thing by default.


This created unnecessary friction in the design process and made it harder to maintain consistency across products.

Product A

Product B

Product C

Shared Low-Code Platform

No Design System

Repeated Components

Inconsistent Interfaces

Slower Design Process

PROCESS

How we got there

Before defining the system itself, I reviewed 23+ products built on the platform to understand how interfaces were being designed in practice. Analyzing screens and flows across projects revealed the UI patterns designers were repeatedly recreating, and those patterns became the foundation of the Minerva design system.


Before designing components, I also studied the platform's native component library to understand what it offered and where its limits were. The direction was clear: prioritize native components, extend only where the platform genuinely fell short. Designing against the platform's real capabilities from the start eliminated rework later.

FIG. 1-4

Screens from existing products used during the component mapping phase.

role

Lead Product Designer

timeline

~3 months

team

2 product designers

tools

Figma, FigJam,

platform

Internal Low-Code Platform

The Solution

What I shipped

Minerva introduced a shared set of foundations, components, and patterns that designers could reuse when building products on the low-code platform.

01

Foundations

The foundations defined the visual rules of Minerva, including colors, typography, spacing, and layout guidelines. They helped designers keep interfaces consistent across products while still adapting the system for different brands.

Brand flexibility

Consistent visual rules

Reusable layout standards

02

Core Components

The initial release of Minerva included 42+ mapped components used across products built on the platform. Because the system continued to grow over time, the visuals below highlight only a portion of the component library.


Not every component existed natively in the platform. When one didn't, it went through a defined loop: designed in Figma, attempted by development, technical limits fed back into design, adapted, then absorbed into the system as a standard component. What used to be design-dev friction became a formal process.

42+ mapped components

Low-code aligned components

Faster interface creation

Consistent component usage

03

Icon Library

To ensure consistent visual communication across products, I created a shared icon library organized by categories and styles.


The system includes 366 line icons and 366 filled icons, covering common interface needs such as UI actions, business workflows, technology, documents, users, and more. Icons were grouped into categories and organized alphabetically to make them easier for designers to find and reuse.

Text Formatting

(19)

Arrows / Controls

(44)

Documents / Notes

(12)

Media Controls

(15)

Cloud

(15)

Devices

(10)

Disks

(8)

Message Bubbles

(10)

Awards / Rewards

(6)

Nature

(7)

732 total icons

Line + filled styles

Organized by category

Impact

Measurable results

42+ reusable components

Documented and standardized core UI components.

Faster UI creation

Reduced repetitive design work across low-code products.

Better design-dev consistency

Aligned interface patterns with low-code constraints.

Scalable product foundation

Created a system that could evolve with teams.

REFLECTION

Lessons from this project

What worked

One of the things that worked best was creating a system flexible enough to support different low-code products without losing consistency. Having reusable components and a structured icon library made the design process much faster over time.

What I'd improve

Looking back, I would involve development and product teams earlier in some decisions. Since the system kept evolving, earlier alignment could have helped us scale documentation and implementation more efficiently.

Key lesson

This project taught me that a design system for low-code is not a visual system. It is a contract with the platform's constraints: every component is a negotiation between what design wants and what the platform can reliably build. Respecting that contract is what made the system fast to adopt instead of fast to abandon.

“What started as an attempt to organize a single product eventually became a scalable foundation used across multiple low-code products and teams.”

next project

PIRACANJUBA

Improving Enterprise Workflows Through Internal Tools

PIRACANJUBA

Improving Enterprise Workflows Through Internal Tools

© 2026 Albertine Felipe