Greator
Designing the system that makes design possible
Greator was not a project about creating new screens. It was about strengthening the system that allowed design to function effectively. In a growing digital education platform, the real challenge was not output quality, but operational maturity: aligning people, tools, brand, and processes into a coherent structure. My work focused on enabling that shift.
Greator
Designing the system that makes design possible
Greator was not a project about creating new screens. It was about strengthening the system that allowed design to function effectively. In a growing digital education platform, the real challenge was not output quality, but operational maturity: aligning people, tools, brand, and processes into a coherent structure. My work focused on enabling that shift.
Greator
Designing the system that makes design possible
Greator was not a project about creating new screens. It was about strengthening the system that allowed design to function effectively. In a growing digital education platform, the real challenge was not output quality, but operational maturity: aligning people, tools, brand, and processes into a coherent structure. My work focused on enabling that shift.


Context
The problem was not visual inconsistency. The problem was decision entropy. As the team grew, small ambiguities accumulated: Who owns components? What is part of the system and what is not? When is something “done”? How do design and development stay aligned? How do brand values translate into UI rules? Without clear answers, speed becomes fragile and quality depends on individuals. The risk was long-term inefficiency, not short-term failure.
The real problem
The problem was not visual inconsistency. It was decision entropy.
As the team expanded, small ambiguities accumulated. Ownership of components was unclear. Workflow stages were implicit rather than defined. “Done” meant different things to different people. The design system was treated as a library rather than an operational backbone.
The risk was not immediate failure. It was long-term inefficiency, growing dependency on individuals, and increasing friction between design and development.
Without structural clarity, quality depends on memory.
My Role
I joined as Senior UI/UX Designer, but my contribution quickly moved beyond interface production.
I focused on redesigning how design operated. This meant defining a structured UI roadmap for Q1–Q2, introducing incremental system releases instead of aiming for a perfect launch, and creating alignment moments through workshops and surveys that surfaced hidden doubts and expectations.
I reorganized Figma into a clear architectural structure, separating foundations, app modules, marketing layers, and governance documentation. The goal was not aesthetic cleanup, but navigability and decision traceability.
I formalized workflow stages and introduced a shared Definition of Done to reduce ambiguity between design and engineering. At the same time, I mentored designers to increase autonomy and reduce dependency on informal approvals.
Rather than shipping a redesign, I worked on the infrastructure that made design sustainable.
Context
The problem was not visual inconsistency. The problem was decision entropy. As the team grew, small ambiguities accumulated: Who owns components? What is part of the system and what is not? When is something “done”? How do design and development stay aligned? How do brand values translate into UI rules? Without clear answers, speed becomes fragile and quality depends on individuals. The risk was long-term inefficiency, not short-term failure.
The real problem
The problem was not visual inconsistency. It was decision entropy.
As the team expanded, small ambiguities accumulated. Ownership of components was unclear. Workflow stages were implicit rather than defined. “Done” meant different things to different people. The design system was treated as a library rather than an operational backbone.
The risk was not immediate failure. It was long-term inefficiency, growing dependency on individuals, and increasing friction between design and development.
Without structural clarity, quality depends on memory.
My Role
I joined as Senior UI/UX Designer, but my contribution quickly moved beyond interface production.
I focused on redesigning how design operated. This meant defining a structured UI roadmap for Q1–Q2, introducing incremental system releases instead of aiming for a perfect launch, and creating alignment moments through workshops and surveys that surfaced hidden doubts and expectations.
I reorganized Figma into a clear architectural structure, separating foundations, app modules, marketing layers, and governance documentation. The goal was not aesthetic cleanup, but navigability and decision traceability.
I formalized workflow stages and introduced a shared Definition of Done to reduce ambiguity between design and engineering. At the same time, I mentored designers to increase autonomy and reduce dependency on informal approvals.
Rather than shipping a redesign, I worked on the infrastructure that made design sustainable.
Context
The problem was not visual inconsistency. The problem was decision entropy. As the team grew, small ambiguities accumulated: Who owns components? What is part of the system and what is not? When is something “done”? How do design and development stay aligned? How do brand values translate into UI rules? Without clear answers, speed becomes fragile and quality depends on individuals. The risk was long-term inefficiency, not short-term failure.
The real problem
The problem was not visual inconsistency. It was decision entropy.
As the team expanded, small ambiguities accumulated. Ownership of components was unclear. Workflow stages were implicit rather than defined. “Done” meant different things to different people. The design system was treated as a library rather than an operational backbone.
The risk was not immediate failure. It was long-term inefficiency, growing dependency on individuals, and increasing friction between design and development.
Without structural clarity, quality depends on memory.
My Role
I joined as Senior UI/UX Designer, but my contribution quickly moved beyond interface production.
I focused on redesigning how design operated. This meant defining a structured UI roadmap for Q1–Q2, introducing incremental system releases instead of aiming for a perfect launch, and creating alignment moments through workshops and surveys that surfaced hidden doubts and expectations.
I reorganized Figma into a clear architectural structure, separating foundations, app modules, marketing layers, and governance documentation. The goal was not aesthetic cleanup, but navigability and decision traceability.
I formalized workflow stages and introduced a shared Definition of Done to reduce ambiguity between design and engineering. At the same time, I mentored designers to increase autonomy and reduce dependency on informal approvals.
Rather than shipping a redesign, I worked on the infrastructure that made design sustainable.




Systemic Thinking & Small Experiments
Instead of proposing large-scale transformations, I introduced incremental, testable improvements. We ran structured conversations and workshops to clarify ownership and contribution models. We defined small, realistic release phases (1.0 → 1.1 → 1.2) instead of aiming for a perfect system from day one. We validated visual direction through lightweight tests rather than subjective preference. This approach reduced resistance and increased adoption.

Figma Architecture Reorganization
The next step was creating the UI toolkit and pattern libraries. These components included core elements like typography, buttons, and colors, which were standardized across projects. This toolkit helped ensure consistency while reducing the redundancy of design decisions across teams. The pattern libraries were integrated into Figma, enabling designers to access reusable components and avoid starting from scratch for each new feature.
Figma Architecture Reorganization
The next step was creating the UI toolkit and pattern libraries. These components included core elements like typography, buttons, and colors, which were standardized across projects. This toolkit helped ensure consistency while reducing the redundancy of design decisions across teams. The pattern libraries were integrated into Figma, enabling designers to access reusable components and avoid starting from scratch for each new feature.
Figma Architecture Reorganization
The next step was creating the UI toolkit and pattern libraries. These components included core elements like typography, buttons, and colors, which were standardized across projects. This toolkit helped ensure consistency while reducing the redundancy of design decisions across teams. The pattern libraries were integrated into Figma, enabling designers to access reusable components and avoid starting from scratch for each new feature.

Documentation and System Scalability
I set up clear documentation for every component within the design system. This involved using Figma and Confluence as centralized resources to track design decisions, usage guidelines, and best practices. The system was structured to be easily scalable, allowing future designers to onboard seamlessly and contribute effectively.
Documentation and System Scalability
I set up clear documentation for every component within the design system. This involved using Figma and Confluence as centralized resources to track design decisions, usage guidelines, and best practices. The system was structured to be easily scalable, allowing future designers to onboard seamlessly and contribute effectively.
Documentation and System Scalability
I set up clear documentation for every component within the design system. This involved using Figma and Confluence as centralized resources to track design decisions, usage guidelines, and best practices. The system was structured to be easily scalable, allowing future designers to onboard seamlessly and contribute effectively.
What changed
Instead of proposing a radical transformation, we introduced small, controlled shifts. The design system moved from static documentation to structured iteration. Visual direction was validated through lightweight experiments rather than subjective debate. Brand principles were translated into actionable UI rules instead of remaining abstract statements.
Figma stopped being a collection of files and became a navigable system. Workflow stopped relying on personal interpretation and became explicit. The team gained clarity not by adding more process, but by making decisions visible.
Design became more predictable, less reactive, and easier to scale.
What changed
Instead of proposing a radical transformation, we introduced small, controlled shifts. The design system moved from static documentation to structured iteration. Visual direction was validated through lightweight experiments rather than subjective debate. Brand principles were translated into actionable UI rules instead of remaining abstract statements.
Figma stopped being a collection of files and became a navigable system. Workflow stopped relying on personal interpretation and became explicit. The team gained clarity not by adding more process, but by making decisions visible.
Design became more predictable, less reactive, and easier to scale.
What changed
Instead of proposing a radical transformation, we introduced small, controlled shifts. The design system moved from static documentation to structured iteration. Visual direction was validated through lightweight experiments rather than subjective debate. Brand principles were translated into actionable UI rules instead of remaining abstract statements.
Figma stopped being a collection of files and became a navigable system. Workflow stopped relying on personal interpretation and became explicit. The team gained clarity not by adding more process, but by making decisions visible.
Design became more predictable, less reactive, and easier to scale.
Impact
Ambiguity between design and engineering was reduced. Ownership became clearer. The design system gained operational value instead of remaining a reference artifact. Designers worked with greater autonomy. The team shifted from reactive output to structured evolution. The most meaningful outcome was not a new interface. It was a more mature way of working.
Impact
Ambiguity between design and engineering was reduced. Ownership became clearer. The design system gained operational value instead of remaining a reference artifact. Designers worked with greater autonomy. The team shifted from reactive output to structured evolution. The most meaningful outcome was not a new interface. It was a more mature way of working.
Impact
Ambiguity between design and engineering was reduced. Ownership became clearer. The design system gained operational value instead of remaining a reference artifact. Designers worked with greater autonomy. The team shifted from reactive output to structured evolution. The most meaningful outcome was not a new interface. It was a more mature way of working.
E.
Currently available for product design roles
and system-driven projects on complex digital products.
If this way of thinking resonates, let’s discuss a product.
© Edoardo Sportelli - 2026. Living in Italy, in Fiastra, nestled in the Sibillini Mountains. Like Tuscany, but better. Policy Privacy and Data Protection. No reuse or redistribution without permission.
E.
Currently available for product design roles
and system-driven projects on complex digital products.
If this way of thinking resonates, let’s discuss a product.
© Edoardo Sportelli - 2026. Living in Italy, in Fiastra, nestled in the Sibillini Mountains. Like Tuscany, but better. Policy Privacy and Data Protection. No reuse or redistribution without permission.
Currently available for product design roles
and system-driven projects on complex digital products.
If this way of thinking resonates, let’s discuss a product.
© Edoardo Sportelli - 2024
Living in Italy, in Fiastra, nestled in the Sibillini Mountains. Like Tuscany, but better.
Policy Privacy and Data Protection.
No reuse or redistribution without permission.
E.