Line Designer / UX case study

Redesigning a 30-year-old industrial product for the web

Reworking a 30-year-old industrial application for the web - using workflow analysis to separate what needed fixing from what needed to stay familiar.

Role

Senior UX Designer

Team

Sole designer, Developers, Product Manager, Project Manager

Timeline

July 2026 — ongoing

Scope

Product + design system

Final browser-based workspace — an interface built to retain the confidence of familiar industrial tools while creating a clearer visual language.

Context / challenge

A specialist tool, rebuilt for a new medium.

"Line Designer" supports industrial teams creating and managing label layouts. Its desktop application carried decades of workflow knowledge, yet its browser transition began without an established design system or a shared language for modern interaction patterns.

01

Legacy behaviour held real domain knowledge.

Changing the visible interface could unintentionally disrupt patterns operators had learned over years.

02

The product was shipping component by component.

The work had to support a sprint rhythm, not wait for a single end-state redesign.

03

No shared system existed to make decisions repeatable.

Every solution needed to make the next component easier to design, build, and maintain.

Original UI

Early explorations

Design principle

Lower risk / move decisively

Visual consistency

Improve hierarchy, states, language, and visual communication where the intent was already clear.

Higher risk / validate first

Interaction familiarity

Preserve or carefully test workflow changes where current behaviour is embedded in expert muscle memory.

Understanding the product

I started with tasks

The legacy product was too complex to understand through isolated UI reviews.

I evaluated seven core workflows, asking what users were trying to accomplish, what the system revealed at each point, and where the intended path became uncertain.

Questions used in each walkthrough

01

What is the operator trying to achieve in this moment?

02

What does the interface make visible — or keep hidden?

03

Which changes clarify the product without changing its contract?

From observations to patterns

A small set of decisions could address many symptoms.

I grouped raw notes from walkthroughs into themes, then separated work according to its risk: protect the familiar, validate changes that touch workflow, and fix communication failures that were already evident.

KEEP

Established workflows that SMEs confirmed carried essential domain behaviour.

VALIDATE

Interaction changes with the potential to disrupt expert muscle memory.

FIX

Communication and visual inconsistencies where the product already knew the correct answer.

Raw Observations

Analysis

Patterns

From observations to patterns

Two systemic problems surfaced across the product.

Across task-based evaluations, different symptoms repeated with the same underlying causes. Naming them shifted the work from screen-by-screen cleanup to a product-wide design strategy.

Pattern 01

The system knows something is wrong. The user doesn’t.

Errors, unavailable actions, and invalid configurations existed — but their causes or paths to resolution were often concealed. The interface held the answer without communicating it.

Pattern 01

The system knows something is wrong. The user doesn’t.

Errors, unavailable actions, and invalid configurations existed — but their causes or paths to resolution were often concealed. The interface held the answer without communicating it.

Pattern 02

The capability exists but not the path to it.

Powerful features were present, but their purpose, entry point, and relationship to the current task were hard to discover. The issue was not missing functionality — it was hidden affordance.

Pattern 02

The capability exists but not the path to it.

Powerful features were present, but their purpose, entry point, and relationship to the current task were hard to discover. The issue was not missing functionality — it was hidden affordance.

Working with SMEs

Expert explanation is not the same as product resolution.

SMEs were essential to reconstruct legacy behaviour: what a control meant, why a workflow had evolved, and which details could not be broken. Their knowledge gave context — but the design work was to translate that context into an interface that helps more people act correctly.

What SMEs made possible

“This behaviour looks strange until you see the production context it was designed for.”

The resulting pattern: preserve the rule, reveal the reasoning, and make the next action explicit.

Stakeholder feedback through One Note

Design exploration

Four surfaces where the new system learned its shape.

Each exploration moved from an observed friction point to a component decision, then became a reusable implementation reference.

Toolbox

Exploration → a clear select state, compact tool structure, and behavioural documentation that developers could implement without interpretation.

Field List

Exploration → selection, grouping, drag feedback, and density were tested as one system rather than isolated states.

Property Panel

Exploration → a controlled hierarchy turns advanced options into visible, progressive decisions rather than an opaque wall of controls.

Constraints

Exploration → constraints communicate the problem, the consequence, and the recovery path before an operator loses time.

Designing with AI

A faster loop in the design process

I used Figma’s AI and design agent throughout the work to generate UI, modify components, create variants, explore layouts, maintain documentation, and investigate design-system standards.

The tools accelerated the practical work of trying ideas - while product context, risk assessment, and final decisions remained human responsibilities.

AI reduced the cost of iteration. It didn’t remove the need for design judgment.

01 / Generate

Quickly produce a concrete starting point for a UI question.

02 / Modify

Refine a component in place while keeping the system’s logic visible.

03 / Build

Create variants and structured components that can survive real product use.

04 / Iterate

Compare alternatives at the pace a sprint needs — then choose deliberately.

05 / Document

Turn decisions into a legible record for the next designer and developer.

06 / Cross-check

Challenge outputs against established standards, legacy behaviour, and real task needs.

First instruction

First instruction

First Result

Final result with my refined instructions

Design system

A system, designed

I built structured components and Figma Variables so product decisions would move cleanly from exploration into engineering. The system was not a visual library on the side; it became the mechanism for maintaining coherence as new parts shipped each sprint.

Elements

tokens, type, icons

Composites

panels, rows, controls

Assemblies

workflows, workspace

Creating variables on Figma for developer hand-off

Color and text variables

Color and text variables

Iconography created per use

Tokens

The source of truth stayed structured.

Figma Variables held the foundations of the system: colour, space, radius, typography, and states.

Naming and grouping were designed around the conversations happening in product and engineering.

Design → code pipeline

Figma Variables

JSON

Style Dictionary

CSS variables

colour / purple / 600

space / 4 · 8 · 16 · 24

radius / medium / 10

Designing beyond Figma

The design file for everyone's needs

Components were designed with code, documentation, and developer collaboration in mind.

Each pattern carried behaviour, state, edge-case notes, and visual rationale so the implementation could preserve the decision.

Code-ready component structure

Documentation that makes states explicit

A shared reference for collaboration

Current state

A component-by-component sprint rhythm.

The product is actively moving through development in an intentionally tight loop:

Design → Implementation → Edge cases → Refinement.

The system keeps each incremental release connected to a coherent longer-term product direction.

Learnings

What I’m carrying forward.

01

Legacy behaviour needs to be understood before it is redesigned.

What initially looked like poor UX often had operational reasons behind it. Working with SMEs helped me separate “this is intentionally complex” from “the interface simply never explained itself.”

02

A design system can become a decision-making tool

Building the system alongside real product work forced me to define rules around what should be consistent, what needs flexibility, and what engineering can own independently. That made each subsequent component faster and more predictable to design and build.

03

AI is valuable when the designer stays accountable for the decisions.

Using AI throughout exploration, iteration and documentation significantly lowered the cost of trying alternatives. But the quality of the outcome still depended on the context I provided, the constraints I established, and the decisions I rejected.

MEASURING SUCCESS

The redesign is still being implemented, so I’m treating these as the measures I’ll use to evaluate whether the changes are actually improving the product.

Make existing capabilities easier to discover

Task success rate for actions such as Undo, multi-select and type switching; time-to-discovery; reliance on SME/help

Surface problems earlier

Errors caught during authoring vs. preview/printing; recovery success rate; time to resolve

Reduce interaction friction

Task completion time, misclicks/backtracking, and number of steps for priority workflows

Create a free website with Framer, the website builder loved by startups, designers and agencies.