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Visualizing In-Person, Amateur Chess Online

Live Pawn

In Progress

Product

Live Pawn

Making in-person chess more visible and accessible

Snapshot

Platform: Web, Native App

Role: Product Designer

Team: Founder/PM, 1 full stack engineer, 1 machine learning engineer

System Scope: UI tokens, component library, interaction patterns, board states, overlays, empty/loading/error states

Design System Northstar: Increase the percentage of product experiences composed from shared components, patterns, and states.

Baseline: 10% shared component usage

TL;DR

Unscalable Foundations

Initial UI decisions lacked a shared system—slowing feature development and increasing inconsistencies in the product experience.

Designing Consistency

I established a reusable design system that improved interaction clarity for users while accelerating UI iteration as the product expanded across platforms.

Accelerated Delivery

Created a design system that unlocked faster iteration, enabling a full UI refresh and expansion to web and native app within 2 months.

Product

Cerebral

Comprehensive, evidence-based mental health care

Snapshot

Surface: Desktop & Mobile

Role: Product Designer

Team: PM, Eng, Data/Analytics, Research, Clinical Operations, Brand

Scope: End-to-end assessments experience

Northstar: Increase 1st time insurance patient attendance rates

Baseline: 1% page visit rate, 40% assessment completion rate

TL;DR

Motivation Drop

New Cerebral insurance patients weren’t attending their 1st sessions representing decreased engagement which we attributed to lower motivation

Progress Reimagined

I led strategy + design to evolve the Assessments page into a progress experience: clear meaning, personalized guidance, and next steps.

Measured Lift

Launched as an A/B test with improvements in CSAT, assessment completion and visit attendance.

Context

Context

Context

As Live Pawn worked towards an MVP, shippable product, the UI started to break down.

Freelance-led exploration allowed Live Pawn to move quickly early on, but without a shared design system, the product didn’t scale. As the team shifted toward an MVP:

  • feature velocity slowed

  • onboarding new designers became harder

  • UI consistency suffered

Freelance-led exploration allowed Live Pawn to move quickly early on, but without a shared design system, the product didn’t scale. As the team shifted toward an MVP:

  • feature velocity slowed

  • onboarding new designers became harder

  • UI consistency suffered

Freelance-led exploration allowed Live Pawn to move quickly early on, but without a shared design system, the product didn’t scale. As the team shifted toward an MVP:

  • feature velocity slowed

  • onboarding new designers became harder

  • UI consistency suffered

As the product evolved, the UI needed to support a wide range of states, users and platforms and also future use cases.

Problem

Problem

Problem

I observed inconsistent UI patterns, gaps in foundational elements, and key scenarios that weren’t fully accounted for.

The problems I saw:

  • Inconsistent UI patterns across screens/panels

  • Unclear hierarchy between board, overlays, and analysis panel

  • Interaction states weren’t defined (selection/hover/drag/invalid move)

  • No shared token foundation (colors, spacing, typography), making updates expensive

What success looked like:

  • Consistent component behavior across the product

  • Faster UI iteration (new features built from existing patterns)

  • Cleaner engineering handoff (shared naming + specs)

  • More usable chess interactions (clear state feedback)

Research & UI Audit

Research & UI Audit

Research & UI Audit

I performed an audit to understand the various features and use cases on Live Pawn to understand where I needed to start.

01

+

Foundations

  • Color usage — semantic vs decorative

  • Typography hierarchy

  • Spacing and layout rules — consistency

  • Shadows, borders, radii — clear rules and usage

  • Motion and feedback (hover, press, loading)

Insights

  • Inconsistent spacing and type scales

  • Colors used without semantic meaning

  • No clear system for error, success, or focus states

02

+

Components

  • Buttons, inputs, modals, tooltips

  • Chess-specific UI (pieces, squares, highlights)

  • Repeated patterns vs one-offs

  • Component variants and states

Insights

  • Similar components behaving differently

  • Missing disabled, loading, or error states

  • Components re-created per screen

03

+

States & Feedback

  • Game states (turns, check, mate, promotions)

  • System states (loading, error, offline)

  • Computer vision confidence / uncertainty states

  • Selection and focus feedback

Insights

  • States handled inconsistently

  • Missing feedback in edge cases

  • Silent/unclear failures

Constraints

Constraints

Constraints

Key Constraints

  • Time: the product needed to be development ready enough to unblock engineers in 1-2 months

  • Eng resourcing: front-end dev expertise from our fullstack developer meaning simplicity would be critical

  • Funding: Cost constraints regarding purchases to resource the system — relied heavily on open source or low-cost subscription options for foundational typography, iconography and visuals

Key Constraints

  • Time: the product needed to be development ready enough to unblock engineers in 1-2 months

  • Eng resourcing: front-end dev expertise from our fullstack developer meaning simplicity would be critical

  • Funding: Cost constraints regarding purchases to resource the system — relied heavily on open source or low-cost subscription options for foundational typography, iconography and visuals

Key Constraints

  • Time: the product needed to be development ready enough to unblock engineers in 1-2 months

  • Eng resourcing: front-end dev expertise from our fullstack developer meaning simplicity would be critical

  • Funding: Cost constraints regarding purchases to resource the system — relied heavily on open source or low-cost subscription options for foundational typography, iconography and visuals

Strategy

Strategy

Strategy

I developed core design principles I'd leverage to help make trade-offs when needed:

01 Low cognitive load

Make it very easy for a user of any tech or chess level to quickly onboard

02 Scalability

Design with future features and capabilities in mind

03 Accessibility

Optimize contrast and focus states where applicable

System architecture

Stack

Description

Examples

Atoms

The smallest, individual UI elements

Square colors, Piece icons, Highlight colors, Base text styles

Molecules

Simple combinations of atoms

Error message with icon

Organisms

More complex, reusable UI sections

Forms, Game board with controls, Player panel, Tournament card

Templates/Pages

Page-level structure

Live game layout, Home dashboard layout, Post-game review layout

Foundations

Foundations

Foundations

I started by consolidating core foundations—color, typography, and atomic components—into a single, published source of truth.

When I took ownership of the design, there was little to no existing documentation—only a shared folder containing a wide range of unstructured assets. I was the sole designer, partnering closely with two engineers and a product manager to move the product forward. As the product evolved, these fundamentals became especially important, as even small inconsistencies could quickly compound across features.

Starting with foundational elements was a deliberate strategic choice. Because these primitives are used across every product surface and domain, improvements here delivered immediate, compounding value. This approach also enabled me to run an early accessibility audit, identifying fixes that were both within scope and beneficial to the business prior to MVP launch.

SPACING, COLOR AND TYPOGRAPHY TOKENS

Atomic System

Atomic System

Atomic System

Using Brad Frost’s Atomic Design methodology as a structural reference, I reorganized our Figma elements into a component-driven architecture.

I separated design tokens, primitives (atoms), composite components (molecules), and higher-order patterns (organisms) into a dedicated, versioned library. Core foundations—such as color, typography, spacing, and radius—were defined as reusable tokens and referenced consistently across all components to prevent drift.


Components were built with explicit variant and state definitions (e.g. size, hierarchy, interaction, and status), leveraging Figma’s component properties to mirror how props are passed in code. Naming conventions for components, variants, and states were intentionally aligned with the internal code repository, creating a shared vocabulary between design and engineering.

SPACING, COLOR AND TYPOGRAPHY TOKENS

Scaling the System

Scaling the System

Scaling the System

I was then able to design once and reuse organisms across multiple product surfaces.

REUSABLE GAME RESULT CARD

This game result card can now be re-used across multiple use cases:

  • Home

  • Player profiles

  • Tournament recap

  • Game history

  • Fan feeds

This game result card can now be re-used across multiple use cases:

  • Home

  • Player profiles

  • Tournament recap

  • Game history

  • Fan feeds

This game result card can now be re-used across multiple use cases:

  • Home

  • Player profiles

  • Tournament recap

  • Game history

  • Fan feeds

The Results

The Results

The Results

A design system that improved the UI via clarity, consistency and intentionality while reducing design and engineering development times.

Consistency

Improved cross-product consistency by standardizing a reusable game summary organism that scaled cleanly across multiple surfaces, reducing one-off UI decisions and visual drift.

Speed

Faster design and development iteration by composing the organism entirely from tokenized, atomic components, allowing updates to propagate safely without rework across five product areas.

Ease of use

Clearer communication of game outcomes through semantic states and structured metadata, making results easier to scan for both organizers and fans while supporting future variants and states.

Impact

Impact

Impact

The new system accelerates Live Pawn's time from concept to design and development as well as a better user experience for its customers.

UI built from shared components

+0%

+0%

+0%

+0%

Design-to-build time for new features

User task success rate

+0.0%

+0.0%

What I learned

Foundations are key

Foundations scale faster than features. Investing early in tokens, atomic components, and shared patterns created compounding value across products and reduced long-term maintenance.

Semantics facilitate simplicity

Encoding meaning through states, color, and structure improved scanability and understanding without adding visual complexity.

Accessibility is an investment

Accessibility is easiest when it’s built in early. Auditing foundations upfront made inclusive improvements achievable and scalable, rather than reactive and costly later.

Next Steps

Next Steps

Next Steps

  • With engineering bandwidth limited, the next phase will be experimenting with leveraging AI-assisted tooling to continue momentum without blocking on development resources.

  • I plan to use Figma MCP, Cursor, and Claude to vibe code a small set of high-impact screens—such as tournament overviews and game summaries—directly from the existing design system.

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