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Landing Juno: J1's Design System

Shepherding a New Era for J1's User Interface

Shepherding a New Era for J1's User Interface

Shepherding a New Era for J1's User Interface

JupiterOne had big design aspirations but its existing UI systems couldn't deliver. We needed better usability, aesthetics, and code quality to achieve our vision. A strong design systems practice unlocked a new era of better product design.

JupiterOne had big design aspirations but its existing UI systems couldn't deliver. We needed better usability, aesthetics, and code quality to achieve our vision. A strong design systems practice unlocked a new era of better product design.

JupiterOne had big design aspirations but its existing UI systems couldn't deliver. We needed better usability, aesthetics, and code quality to achieve our vision. A strong design systems practice unlocked a new era of better product design.

Role

Principal Product Designer

Featured Skills

Design Systems, UI Design, Operations

Impact

Created a system and drove its adoption across all parts of J1's platform over ~20 months.

Establishing practices and operations

Establishing practices and operations

Establishing practices and operations

I joined JupiterOne as the first IC product designer.


The product was 2 years into development but design input had been minimal and the company had no design tooling.

I started from scratch and got to work establishing our basic operations:


  • Figma ops

  • Libraries and resources

  • Dev tooling and storybook

  • Wiki and documentation

  • Work planning

I joined JupiterOne as the first IC product designer.


The product was 2 years into development but design input had been minimal and the company had no design tooling.

I started from scratch and got to work establishing our basic operations:


  • Figma ops

  • Libraries and resources

  • Dev tooling and storybook

  • Wiki and documentation

  • Work planning

I joined JupiterOne as the first IC product designer.


The product was 2 years into development but design input had been minimal and the company had no design tooling.

I started from scratch and got to work establishing our basic operations:


  • Figma ops

  • Libraries and resources

  • Dev tooling and storybook

  • Wiki and documentation

  • Work planning

I established our operations from scratch.

Driving adoption over time

Driving adoption over time

Driving adoption over time

Creating a design system was never an official company priority.


I advocated for this work because I knew we needed it to execute quality UI at scale and achieve our design ambitions.


Driving system adoption around our other roadmap projects took patience and persistence, but we made steady progress month over month.


Reaching full adoption across the platform took about 20 months.

Creating a design system was never an official company priority.


I advocated for this work because I knew we needed it to execute quality UI at scale and achieve our design ambitions.


Driving system adoption around our other roadmap projects took patience and persistence, but we made steady progress month over month.


Reaching full adoption across the platform took about 20 months.

Creating a design system was never an official company priority.


I advocated for this work because I knew we needed it to execute quality UI at scale and achieve our design ambitions.


Driving system adoption around our other roadmap projects took patience and persistence, but we made steady progress month over month.


Reaching full adoption across the platform took about 20 months.

Our "land and expand" design system workflow.

Primitives, components, patterns

Primitives, components, patterns

Primitives, components, patterns

We worked across the full spectrum of system elements.


  • Primitives: Color, typography, spacing, effects, etc.

  • Components: Buttons, inputs, dialogs, etc.

  • Patterns: CRUD conventions, page layouts, form structures, etc.

We worked across the full spectrum of system elements.


  • Primitives: Color, typography, spacing, effects, etc.

  • Components: Buttons, inputs, dialogs, etc.

  • Patterns: CRUD conventions, page layouts, form structures, etc.

We worked across the full spectrum of system elements.


  • Primitives: Color, typography, spacing, effects, etc.

  • Components: Buttons, inputs, dialogs, etc.

  • Patterns: CRUD conventions, page layouts, form structures, etc.

UI before and after

UI before and after

UI before and after

I designed thousands of screens for the projects supporting system adoption.


We touched every existing corner of the UI (and some new ones!).


Below are a few before and after comparisons to give you a sense of where we arrived versus where we started.

I designed thousands of screens for the projects supporting system adoption.


We touched every existing corner of the UI (and some new ones!).


Below are a few before and after comparisons to give you a sense of where we arrived versus where we started.

I designed thousands of screens for the projects supporting system adoption.


We touched every existing corner of the UI (and some new ones!).


Below are a few before and after comparisons to give you a sense of where we arrived versus where we started.

After

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Before

Dashboards.

After

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Before

Data sources.

After

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Before

Cyber asset inventory.

After

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Before

Settings.

System success!

System success!

System success!

We improved our user experience, visual aesthetics, and UI code quality through this initiative.


Design and front-end engineering also built a strong relationship that enabled better design collaboration and quality on every project.


Overall, a big success!


Check out my article "The 3 Ways I've Tried to Land a Design System Into Existing Software" for more about my design systems experiences.

We improved our user experience, visual aesthetics, and UI code quality through this initiative.


Design and front-end engineering also built a strong relationship that enabled better design collaboration and quality on every project.


Overall, a big success!


Check out my article "The 3 Ways I've Tried to Land a Design System Into Existing Software" for more about my design systems experiences.

We improved our user experience, visual aesthetics, and UI code quality through this initiative.


Design and front-end engineering also built a strong relationship that enabled better design collaboration and quality on every project.


Overall, a big success!


Check out my article "The 3 Ways I've Tried to Land a Design System Into Existing Software" for more about my design systems experiences.

A globally respected source for creative technology insights. 5200+ tech pros in all 50 US states and 121 countries read each week.

Open to Work

©2024 Patrick Morgan

A globally respected source for creative technology insights. 5200+ tech pros in all 50 US states and 121 countries read each week.

Open to Work

©2024 Patrick Morgan

A globally respected source for creative technology insights. 5200+ tech pros in all 50 US states and 121 countries read each week.

Open to Work

©2024 Patrick Morgan