From handoff to shipping code
A design team learns to build with AI.
- CLIENT
- Supplyframe, a Siemens company
- YEAR
- 2025–present
- ROLE
- UX/UI Design Team Lead
- DURATION
- 2025–present · ongoing
- TEAM
- Four designers
- STACK
- Fragments DS · React · GitHub Copilot · Tokens Studio · Figma
The Situation We Walked Into
I lead the UX/UI design team at Supplyframe, a Siemens company: four designers, three products, and Fragments, our shared React design system. Our users are engineers and buyers who source electronic parts all day. The screens are dense, the data is live, and small layout decisions decide whether someone trusts a number.
For most of my career the design team's output was a picture. We made mocks, handed them off, and engineers rebuilt them. Handoff works, but it's slow, and the designer is one step removed from what ships. On dense B2B screens, that distance is where small details get decided by someone else.
AI tools changed what a designer could reasonably own. So I changed what my team owns.
The Box We Had to Work Inside
- 01AN AUDITED COMPANY
Supplyframe sits inside Siemens audit scope, so “the designer used an AI tool” is not an answer anyone in compliance wants to hear. New tools need a reason a reviewer can sign off on.
- 02CONSISTENCY, NOT QUALITY
The first real problem wasn't quality. It was consistency. The same request to a coding agent could come back on-system one day and off-system the next.
- 03THE CODE IS THE SOURCE OF TRUTH
An agent can only stay on-system if the system is easy to find and hard to misread. The code was the source of truth, so I started there and worked outward.
The Calls We Made, with Rationale
- 01Designers own the frontend
The move was simple to say and hard to do: the design team takes direct ownership of frontend implementation, not only the design of it. We stopped treating the mock as the deliverable. The deliverable is working UI in the codebase.
- 02Fragments as the contract
That only works if there is something to build on. Fragments became the contract between design and engineering. Designers compose from its components and tokens, AI tools write against it, and engineers review code instead of rebuilding pictures.
- 03A bet on designers, not on tools
This was a bet on designers, not on tools. The tools make the code fast to write. Knowing what good looks like, and noticing when the output is wrong, is still the designer's job. I own what the tools produce.
- 04Instructions are part of the system
We keep written agent instructions in the repo (for GitHub Copilot, a copilot-instructions.md file) that say which components to use and which patterns are off limits.
Context drifts. Long agent sessions slowly forget those rules. Knowing when to start fresh is a skill the team had to learn.
- 05Where you ask matters
Agent mode inside the IDE, with the codebase in view, produces different UI than a fresh chat with no context. We settled on fresh chats for most UI work, because they keep drift out, and use the IDE agent for small, contained edits.
None of this is glamorous. It's the difference between a demo and a workflow a team can rely on.
- 06Pitch the audit trail, not speed
When I made the case for turning on GitHub Copilot's vision features, I didn't pitch speed. I pitched the audit trail: a record of what the tool saw and what it produced makes review easier, not harder. The request was approved.
The lesson carried over to everything else. Adoption inside a regulated company is a design problem. You design the argument for the people who have to say yes.
Artifacts and the Path
- 01TOKENS FIRST
We brought the system's tokens into Figma through Tokens Studio, so design and code read from the same values.
- 02INVENTORY BEFORE BUILDING
Before making a single Figma component, we listed every component that already existed in code. The Figma library mirrors the code, not the other way around.
- 03THEMING AS A MODEL, NOT A FORK
New themes slot in as configurations on the same components, so adding one doesn't mean a second system. The longer-term goal is for design tools to generate code that matches production, because the library they draw from is production.
- 04AN AUDIT WITH PERSONA AGENTS
Once the team was building with agents, the next question was what agents need from our products, and from a designer. I wrote agent prompts for the people who use our products and had them work through what the apps can actually do. Where an agent got stuck, a person probably would too. It turned up gaps a feature list hides. The biggest showed up in commodity management: agents couldn't work together, because the modules had almost no event triggers between them. One step finishing didn't tell the next one to start. We added event triggers between modules so agents can follow the flow from one step to the next.
- 05ASSISTANT UX FOR SEARCH
I'm redesigning Findchips around an AI assistant over live part data: results come first, and the AI overview sits in its own tab where people can ask follow-up questions. This is in progress, not shipped.
What Shipped and What It Moved.
- FIG. 01BEFORE · AFTERBacklog, for yearsOne release cycle1 release cycle
for a UI fix that used to wait in the backlog, sometimes for years
- FIG. 02THE SYSTEM WORK, IN ORDER
- 1Tokens
- 2Inventory
- 3Theming
3moves that made the system readable to people and machines, in the order they happened
- FIG. 03STATEIN PROGRESSNot shippedFindchips
redesign around an AI assistant over live part data
The team's output is now working UI, not pictures of it. Designers ship frontend code against the design system with AI tools, and review happens in code.
The clearest difference is time. A UI fix used to wait in the backlog, sometimes for years. Now it ships in a single release cycle, and a design engineer makes the change directly.
What I'd Do Again, What I Wouldn't
- Write the agent instructions on day one
I'd write the agent instructions on day one, not after the first inconsistent output.
- Build the component inventory first
And I'd build the component inventory before anything else, because every later step depended on it.
- The same move, for a whole team
I'm a designer who learned to build. This is the same move for a whole team: keep the designer's judgment, and let the tools carry the work closer to what ships.