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UX/UI · Enterprise Platform · Design System

Five platforms. One ecosystem. Zero specs.

Unifying the digital workspace of the world’s largest brewer by turning prototypes into the spec — and a design system into the production line.

Role
Design Lead
Product
Enterprise Software
Result
Approved & handed off to dev
ABInBev Material Management dashboard — unified inventory and operations interface
ABInBev internal platform — second view of the redesigned ecosystem

The Challenge

“Vague requests, no functional specs, no direct user access — and a deadline.”

As the world’s largest brewer, ABInBev needed to fold five fragmented internal platforms into a single ecosystem so its operators could stop tab-switching and start working. The catch: the design team had no access to those operators, and was expected to deliver full prototypes off briefs that read more like wishes than requirements.

The Solution

We made the prototype the specification. High-fidelity Figma screens became the artifact stakeholders reacted to — and the design system we built underneath let us go from a vague request to a full prototype in two days.

  • Product team approved the unified ecosystem
  • Eliminated unnecessary features through iteration
  • Shipped a design system the team could build with

51

Platforms unified

2

Days to assemble a full prototype

0

Specs at start prototypes became the spec

1

Design system shipped

The Process

Just keep prototyping

With no specs to follow, ambiguity was the medium we worked in. The answer was a four-beat loop: workshop, prototype, review, refine — and a design system to make every loop faster than the last.

  1. 1

    Workshop

    • Moderated timed sessions in Miro and Google Jam
    • 10–20 min of rapid market research and insight sharing
    • 20-min sketch sprints to surface as many directions as possible
  2. 2

    Prototype

    • Skipped lo-fi and went straight to high-fidelity in Figma
    • Used the screen as the discovery tool, not the destination
    • Assembled prototypes from the design system in days, not weeks
  3. 3

    Review

    • Sent prototypes to Product Owners as the requirements artifact
    • Used reactions to elicit the functional constraints no brief had named
    • Cut features the team didn’t actually need
  4. 4

    Refine

    • Iterated until the feature set was approved by the product team
    • Folded approved patterns back into the design system
    • Handed off a unified platform ready for engineering

Strategy & Ideation

Workshops as a forcing function

When the spec is missing, ideation is the spec. I designed the workshops to be short, opinionated, and impossible to leave without a direction.

A workshop format you can’t hide in

To bridge the gap between vague requests and concrete solutions, I moderated timed ideation sessions in Miro and Google Jam. Strict structure, ruthless time-boxing, maximum output:

  • Research — 10 to 20 minutes Rapid market scan and insight sharing. Just enough context to argue from facts, not feelings.
  • Ideation — 20 minutes Each participant sketched as many directions as they could before the timer ended. Quantity first, judgement second.
  • Selection The room voted concepts up or out. The strongest moved straight into prototyping the next morning.
Workshop board placeholder
(sketches & votes)
Workshop board placeholder
(Returns & Materials sketches)

Discovery through design

We adopted a “just keep prototyping” philosophy: high-fidelity screens, fast. Two enablers made it possible. We moved straight from sketch to hi-fi visual to validate which features the platform actually needed — using the screen itself as the discovery tool. And we built a design system in parallel: a standardized library of components that let the team assemble a full prototype in as little as two days.

Design system placeholder
(icons, buttons, components)

Execution & Validation

The prototype is the spec

A feedback loop instead of a brief

With no specification documents to start from, the prototype review was the requirements phase. We ran a continuous cycle:

  • Review Prototypes went to Product Owners to elicit the specific functional constraints that nobody had been able to articulate up front.
  • Refinement We iterated on the designs until the feature set was approved by the product team — and only then was anything “decided.”

Key Design Decisions

Three decisions did the heavy lifting. Each one chose speed and clarity over completeness — because in an ambiguous brief, the cost of waiting always beats the cost of being wrong.

ABInBev Material Management dashboard — final approved design ready for development
Decision

Treat the prototype as the specification

Instead of waiting for written specs, we made the screen itself the artifact stakeholders responded to. Every review surfaced constraints the brief never named — and turned vague approval into concrete commitments.

Design system placeholder
(component library)
Decision

Build the design system as we shipped

Every approved pattern fed back into a standardized component library. After a few cycles, a designer could assemble a complete prototype in as little as two days — turning iteration speed into the team’s biggest asset.

User flow diagram placeholder
(unified ecosystem)
Decision

Use flow diagrams to choose what not to redesign

User flow diagrams turned tangled internal processes into a single visible map. They let us see exactly where small fixes were enough — and where a full redesign, like the new dashboard, was the only honest answer.

Conclusion & Takeaways

What this project proved

Key Takeaway

When you can’t talk to users and the brief is a paragraph, the prototype is the fastest tool you have to ask better questions. A design system isn’t a polish layer — it’s how iteration becomes affordable enough to keep doing.

Next Steps

The unified ecosystem was approved by the product team and handed off to engineering, with the design system carrying forward as the team’s shared production line.