CASE STUDY 03
Scaling Product Design in a Low-Code Environment
TrueChange builds digital products using a shared low-code platform. I led the creation of the Minerva Design System to provide reusable components aligned with the platform, improving consistency and speeding up the design process.

© 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 led the creation of the Minerva Design System. I conducted a UI audit across existing products, defined the design foundations, and built a reusable component library aligned with the capabilities of the low-code platform. Another designer collaborated during the component mapping phase.
Outcome
The project resulted in a documented design system that provided designers with a clear set of reusable components aligned with the low-code platform. This improved consistency across products and significantly reduced the time designers spent recreating interfaces or prototyping components that were difficult to implement.
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.
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.
By analyzing multiple screens and flows, I mapped the UI patterns designers were repeatedly creating across projects. This helped identify the core components that would form the foundation of the Minerva design system.




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.













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 showed me that a design system is much more than organizing UI components. It becomes a foundation that helps teams communicate better, move faster, and design with more confidence and consistency.
“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
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.
role
Lead Product Designer
timeline
~3 months
team
1 Product Designer (lead), 1 collaborating designer
tools
Figma, FigJam,
platform
Internal Low-Code Platform