← ALL WORK

Grain — a design system three teams actually use

Grain is an integrated EMS (Event Management System) designed to bring five departments and their workflows into one digital platform, centralizing and automating all core business.

I was the sole designer, responsible for designing the product from the ground up — from information architecture and workflows to the final interface. The system is actively used by 120+ employees across the company.

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HERO SHOT — RECONCILIATION WORKSPACE, FINAL UI
THE PROBLEM

Grain's internal operations were spread across different tools and manual processes. Each department had its own way of managing information and getting work done.

How can we bring five very different teams into one digital system while keeping their individual workflows intact and the product simple enough to navigate?

PROBLEM SHOT — THE OLD WORKFLOW
RESEARCH

Understanding the users

Grain wasn't designed for one generic user. Each department had its own responsibilities, workflows, and information needs.

We held meetings with each department to understand how they worked, what they needed, and where their existing processes were creating friction. These conversations helped me identify the differences between teams and find the common structure that could bring them together in one system.

RESEARCH PHOTO 01

Each department had its own way of working, with different information and processes to manage.

RESEARCH PHOTO 02

Meetings with each team helped me identify the information and tools they needed most in their day-to-day work.

RESEARCH PHOTO 03

While the teams worked differently, many of their needs could be supported by the same underlying structure.

KEY DESIGN DECISIONS

Product decisions

01 — Turning requirements into a usable structure

With requirements coming from five teams, the first challenge was figuring out where everything should live. I grouped related functions, separated department-specific tools from shared features, and used this structure as the foundation for the product.

02 — Designing a system, not isolated screens

Rather than designing each department's screens independently, I established shared patterns for tables, forms, statuses and navigation. This gave teams familiar interactions even when the information they were working with was completely different.

03 — Mapping complex workflows before designing them

Some workflows involved multiple people, approvals and handoffs. Before designing the interface, I mapped each step, decision and dependency to understand what the product needed to support and where the process could be simplified.

DECISION ARTEFACT — FLOWS + EXPLORATIONS
SOLUTION

The shipped experience

PRODUCT WALKTHROUGH VIDEO

The Final Product

The result was one connected platform that gave five departments a shared digital workspace while allowing each team to work in a way that suited them.

First impact metric
Second impact metric
Third impact metric
KEY TAKEAWAY

What I'd carry into the next one

Designing Grain taught me that designing a complex product isn't about making every feature easier individually. It's about understanding how all the pieces connect and making that complexity feel manageable for the person using it.

As the sole designer, I also had to move constantly between the bigger picture and the smallest interaction — from figuring out how departments should work together to deciding what a single screen needed to communicate.