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Case study · Walgreens Boots Alliance · Principal UX/UI Design Manager

How I built a 12-person design team at Walgreens and got a design system funded

Problem
Four product teams building pharmacy software, each with its own screens. The apps didn't feel like one product, and developers kept rebuilding parts that already existed.
What I did
Built the visual design team from scratch, ran it on a capacity rule, and won funding for a shared design system by putting a price on doing nothing.
Result
A team of 12 and a funded design system with its own manager and build team. The business case modeled about $6.4 million a year in lost time.
My role
Principal UX/UI Design Manager. I hired every designer. A director held the design system budget.
2 → 12Visual design team, every hire mine
4Product teams on one design system
340Design and development roles in the business case
$6.4MModeled yearly cost of having no system

The $6.4 million is the business case I built to win funding, not measured savings.

DESIGN SYSTEM · DOCUMENTATION SITE Design system FOUNDATIONSColorTypographySpacingIconsCOMPONENTSButtonsInputsData tablesAlertsRESOURCESAccessibility checklistRelease notes Buttons One primary action per screen. Built on the shared component library, one repository, versioned. Usage SpecsCode VARIANTS SubmitSave draftCancel STATES Default · Hover · Focus · Disabled Disabled Focus SPACING · 4 PX GRID 816243240 ACCESSIBILITY Text contrast passes AAVisible keyboard focusText alternatives for images <buttonvariant="primary">Submit</button> One source of truth for designers and developers
Recreated for this page. The kind of documentation the design system gave four product teams: one component, its variants and states, and the code.
01

The problem

Walgreens' Pharmacy Renewal program had four product teams building pharmacy software. Each one built its own screens, so the apps didn't feel like one product, and developers kept rebuilding parts that already existed somewhere else.

02

My role

Walgreens UX was split into three disciplines: user experience, visual design, and research. I was given visual design to build. I ran every interview, hire, and onboarding. A director controlled the design system budget, and a scrum team in Argentina built and tested the components.

03

What I tried first

I started with the team. I wrote a hiring bar for phone screens: responsive design, being able to explain your process, agile experience alongside UX designers, prototyping tools, and brand guidelines. Front-end code was a plus, not a requirement. Senior designers became the go-to experts for their product areas, reviewing junior work and mentoring. We grew from 2 designers to 12.

The design system was harder. In September 2018 we took a roadshow to the whole program and showed the inconsistencies screen by screen. Everyone agreed with it. Nothing got scheduled. It had no owner and no estimate, so it never made it into a backlog.

04

What changed

So I put a price on doing nothing. I estimated the time lost to redlines and rebuilt components at about five hours a week, for 40 designers at $50 an hour and 300 developers at $75 an hour. That's about $520,000 a year in design time and $5.85 million in development time, almost $6.4 million in all. Saving even an hour a day would be worth that much.

The number gave each group its own reason to say yes. Product teams got time back, developers got less rework, and leadership saw a cost they were already paying. The system got funded, with a dedicated design system manager and the team in Argentina behind it.

05

What we delivered

  • In the first funded year: one repository under version control in place of per-team copies, a backlog and workflow for component requests, a secure documentation site, a first round of quality engineering, and a basic accessibility checklist.
  • The Renewal illustration standard and the product branding that gave the four apps one look.
  • A capacity rule to keep the team from overcommitting. Every initiative was sized as a share of capacity, with no more than three running at once and only one extra-large. We held scheduled wall reviews instead of status meetings, so product and engineering could see the work.

Grant taught us to communicate with all Domains to build one system, but not separated parts.

Visual Designer on my team · Rx Renewal Program, 2019

Renewal was still in development when I left, so I can't claim its effect on pharmacy staff.

CAPACITY RULE · VISUAL DESIGN TEAM How the team decided what it could take on SIZE SHARE OF TEAM CAPACITY S 5% · about 1 week M 10% · about 2 weeks L 20% · about 3 weeks XL 21% or more · 4 weeks or longer THE RULE No more than three at once Active initiatives, across the whole team. Always a mix of sizes So small work keeps moving beside big work. Only one XL at a time The largest job never crowds out the rest. Sizing in shares of capacity made the team's limits something partners could see. Recreated for this page from the team's 2019 roadmap.
The capacity rule I ran the Walgreens team on, recreated for this page.
06

What I'd do differently

Because Renewal didn't reach users while I was there, I now split every designer's goals between product results and their own growth. A designer doesn't control whether a product ships, and their review shouldn't depend on it.