No standardisation.
Designers built components purely based on their use case. No usage guides, no rules on when and how components should be used, no enforced best practices.
Democratising design capabilities across Singtel — from the 'three button problem' to a system of shared components, interaction guidelines, and a language the whole team speaks.
In my first month at Singtel, I was asked to 'align which button we should use.' Three buttons existed — legacy, current, and proposed — and nobody could agree. It would take a year and a Design Language System to understand why.
The design team built projects in isolation. No usage guides, no visibility into what others had built, no shared naming conventions. Developers faced the same problem — variants of the same component existed without anyone knowing.
Designers built components purely based on their use case. No usage guides, no rules on when and how components should be used, no enforced best practices.
Designers didn't know when others had already built a component. Developers faced the same problem — variants of the same component existed in parallel.
Naming conventions differed across designers and developers. The same component had different names depending on who built it and when.
Developers built code based on existing designs with no say in how components should function. They wanted agency in the system too.
We started with adoption, moved to communication, and ended with quality. Each phase taught us something about what it takes to build a design system that people actually use.
A 3-day workshop with designers and developers reveals the core tensions — no standardisation, no visibility, no shared language for components.
Building the first components, publishing to Sketch, updating the usage guide each sprint. But pushback emerges — designers are opinionated, and that's a good thing.
WIP boards, newsletters, and sprint showcases create transparency. The RACI model gives structure, but the 90-day retro reveals a need for more openness.
Motion design, splash screens, copy guidelines, and interaction categorisation push Ember from functional to premium. Quality becomes the north star.
Usage guide with aligned naming, visual specs, status indicators, and usage rules. Component library for both App and Web — distributing easy-to-use patterns with new releases each sprint.
WIP boards for async collaboration, sprint newsletters for visibility, and copy guidelines co-created with the Copy Chapter. The 90-day retro taught us that gatekeeping kills adoption.
Animated splash screens, interaction guidelines categorised into 5 groups, card transitions, and motion design — pushing Ember from functional to premium while keeping adoption simple.
Ember became more than a component library — it was a shared language, a process, and a culture of collaboration. Here are three of the key design deliverables.
As an interactive designer, I defined the micro-interactions and motions incorporated into every component. Experimentation in After Effects and CodePen produced high-level prototypes that were refined to fit our design principles.
The most challenging piece — an animated splash screen that communicates Singtel's brand when users open the app. "Hello", the universal phone greeting, bridges connection. Singtel's dot motif draws greetings in different languages — celebrating community.
Ember wasn't just components — it was newsletters, WIP boards, RACI charts, and sprint showcases. The 90-day retrospective taught us that a design system lives or dies by how open it is to feedback.
