Hi, I'm Purnima.
Before I designed AI agents, I spent two years on a design system — and learned that the hard part isn't building one. It's getting anyone to use it.


Delite, and the machinery of adoption

Four foundations authored for a design system serving an entire iPaaS suite — and the programme that persuaded product teams to actually adopt them.


Role
Product Designer
Delite core team
Year
2022 — 2023
Organisation
Software AG
(now IBM webMethods)
Scope
Foundations across the
webMethods iPaaS suite
+ the adoption programme
What I contributed
Delite Design System · 2022 — 2023 · until I moved to the AI workstream
My role
Product Designer on the Delite core team. I sat between the design system and the product teams building on it — authoring foundations on one side, and running the cadences that got them adopted on the other. Delite Drop-in Clinics, Vibe Checks, and the adoption programme were how those two sides stayed in contact.
The motivation
A design system that nobody adopts is an expensive website. Delite had components and guidance; what it didn't have was a reason for a busy product team to stop and rebrand. The design problem wasn't the system. It was the distance between publishing something and someone using it.
What I owned end to end
  • Product illustration colours — the palette, the 60-30-10 weighting model, hair and skin ranges, and the white-labelling rules
  • Grids and breakpoints — grid anatomy, column structures, panel behaviour, the breakpoint set and artboard guidance
  • Data visualisation colours — categorical, sequential and diverging palettes, with the ordering rules that keep neighbouring values distinguishable
  • The dark theme — how every colour decision holds up when the background inverts
  • Components shipped into the Delite library, and the product illustration guidelines for the suite
Where I contributed
I contributed to the adoption programme rather than owning it, and did all of its visual design — the programme identity, every illustration and banner, the milestone and steps diagrams, the badges, and the wall of fame. The programme structure was a team effort; how it looked and read was mine.
What I didn't do
Design tokens were built by the UX engineer on the Delite team — I worked on the dark theme those tokens carry, not the token architecture itself. I didn't write the component code, own the portal engineering, or set the roadmap. The Delite core team built the system; I worked on the parts described above.
Confidentiality
Everything shown here is guidance published on Software AG's internal design system portal for its own product teams. Named individuals have been removed from the screenshots. No unreleased product, commercial or customer information appears.
The Delite wall of fame page, celebrating teams that completed the rebranding programme and individuals who contributed to the design system
A quick primer

What Delite was, in plain terms

Delite
Software AG's product design system — components, foundations and guidance used across the whole webMethods iPaaS suite and beyond it, to Cumulocity IoT, ARIS and Software AG Cloud. Delite 2 was the version that carried the company's 2021 rebrand into the products.
Foundations
The layer beneath components: colour, typography, grids, spacing, elevation, iconography, illustration, data visualisation. Get a foundation wrong and every component built on it inherits the mistake.
Design tokens
Named variables standing in for raw values, so a product can swap themes or brands without hunting through code for hex codes. Built by the team's UX engineer. The dark theme is what those tokens carry — the part I worked on.
Adoption
programme
The structured path a product team followed to rebrand onto Delite 2 — kick-off, milestones, review, and a Software AG brand-compliant badge at the end. Plus the contribution process and the wall of fame that recognised teams for finishing.
The starting point

Publishing
isn't adopting.

Delite was good. The guidance was thorough, the components worked, the portal was well organised. And product teams carried on shipping screens that looked nothing like it.

Not out of stubbornness. A rebrand is weeks of work that ships no features, and every team already had a roadmap. The system asked for effort and offered, in return, consistency — which is a benefit the company gets, not the team doing the work.


So the job had two halves that most people only count as one. Author foundations solid enough that adopting them is genuinely better than not. And build something that makes a busy team want to start — a path they can see the end of, a review they can book, a badge worth having, a wall with their name on it.

A design system is a product. Its users are the people who have to change their work to use it.

Process · the models underneath

Two models that
shaped the work

One about where design systems actually fail. One about how to make a colour palette produce consistent illustrations in hands that aren't yours.

Conceptual model · 01

The gap between published and adopted

I drew the system as a pipeline to find where teams actually dropped out. Almost nobody fell off because the guidance was wrong. They fell off in the middle — after deciding it was worth doing, before finding the time to do it.

WHERE TEAMS ACTUALLY DROP OUT Guidance published Foundations, components, a well-organised portal Team finds it Usually because someone told them to Agrees it's worth it Nobody argues against consistency in a meeting Finds the time Weeks of work that ships no features. Here is the cliff. Rebranded Consistent, compliant, and finished the drop-out point What the middle of the pipeline needed A scope a team could estimate before committing to it. Milestones small enough to finish between features. A person to ask, at a time that already exists in the week. And something at the end worth having your name on. What we built for it A kick-off call that produced an adoption plan and an estimate. Five mandatory milestones, each independently completable. Weekly Drop-in Clinics and Vibe Checks — standing, not scheduled. A brand-compliant badge, and a wall of fame to put it on.
Scroll sideways to see the full diagram →

How it was used: this is the argument for why a design system team should spend real time on programme design rather than only on the system. Every element on the right exists because of the cliff on the left.

Conceptual model · 02

60-30-10, so illustrations look related without being identical

A colour palette handed to a dozen designers produces a dozen looks. The weighting model was the fix: not which colours are available, but how much of each you're allowed to use. It's the single decision that made product illustrations across the suite recognisably one family.

Core · 60% The main illustration colour. Carries the shape of the drawing. Accent · 30% Sets the context. Supporting, never leading. 10% props, detail THE RULE THAT MAKES IT WORK Weighting, not permission Every colour in the palette is allowed. What's constrained is proportion — which is why illustrations by different people still look like siblings. The 10% is where it goes wrong The extended palette is the fun one, so it creeps. The guideline names this directly with a Don't: never let the extended palette dominate the core. And it survives white-labelling Customers rebrand these products. Drop to greyscale, keep one accent, and the customer swaps their own colour in — one variable, not a redraw.
Scroll sideways to see the full diagram →

How it was used: the ratio is stated at the top of the illustration colour guideline, before any swatch. It's the first thing a designer reads and the reason the Do/Don't pairs further down make sense.

Design approach

Foundations are judged by what people build on them when nobody is watching — so every rule had to be followable without me in the room.

The shipped work

Four foundations,
then the programme

Each of these is a published guideline that product teams across the suite designed against. Two of them later became mandatory milestones in the rebranding programme — which is the clearest evidence I have that the foundations were load-bearing rather than decorative.

01

Product illustration colours

The palette every product illustration in the suite is drawn from, and the rules that keep them consistent: a core green carrying 60% of the visual weight, a purple accent at 30%, and an extended palette limited to 10% for props and detail. Backgrounds are defined separately as a backdrop. Hair and skin ranges are deliberately wide, so the people in enterprise software illustrations don't all look the same.

The illustration colour guideline: the sixty thirty ten weighting, core, accent and extended palettes, and separate background, hair and skin colour ranges
Worked examples of the palette applied to product illustrations, with do and don't pairs and the greyscale white-labelling treatment
1
The ratio comes before the swatchesA palette alone doesn't produce consistency. Stating the weighting first is what makes the colours below it usable by someone who isn't me.
2
Skin and hair ranges are part of the systemSeven skin tones and four hair colours, specified rather than left to whoever is drawing. Diversity is a design decision or it doesn't happen.
3
Do and Don't on the same rowThe failure mode — extended palette overwhelming the core — is shown rather than described. It's the mistake I saw most often before the guideline existed.
4
White-labelling was designed inGreyscale plus a single accent means a customer swaps one colour and the illustration is theirs. Anything more colourful would have needed redrawing per customer.
02

Grids and breakpoints

The layout foundation for every product in the suite. Grid anatomy down to margins, columns and gutters; the 12, 8 and 4 column structures and when each applies; how the grid behaves when navigation panels offset it; and the breakpoint set, with artboard sizes chosen from real device usage rather than convention.

The grids and breakpoints guideline showing grid anatomy with margins, columns and gutters, and the fixed side margin recommendation
The breakpoint section with scaled and stacked container behaviour and the full table of breakpoints with class infixes and dimensions
1
Panels were the real problemA twelve-column grid is easy until a 240px navigation panel sits beside it. Specifying that the grid fills the remaining width — and that panels never sit inside the grid — resolved the most common layout argument.
2
Breakpoints carry class infixesNamed so engineering can use the same vocabulary as design. A breakpoint that only exists in a Figma file isn't a foundation.
3
Artboard sizes come from device dataRecommended sizes derived from what the target audience actually uses, with aspect ratios stated, rather than defaulting to whatever the last file was.
4
Do and Don't for guttersField elements must align and wrap within a defined number of columns, never float in the gutters. Small rule, visible everywhere once broken.
03

Data visualisation colours

A palette built for charts rather than interfaces, where colour carries meaning rather than hierarchy. Categorical palettes for unordered categories, applied in a fixed sequence so neighbouring series stay distinguishable. Monochromatic ramps for trends, darkest at the largest value. And two diverging palettes — red-cyan where the data has a natural hot-cold reading, purple-teal where it doesn't.

The data visualisation colour guideline showing the ten step categorical palette in its prescribed sequence, override options for smaller colour groups, and worked bar and donut chart examples
Monochromatic sequential palettes in blue, green, red and purple with hex values, and a bubble chart example showing them applied
1
The sequence is the guidanceThe ten categorical colours are ordered so that adjacent ones contrast maximally. Using them in order is the rule; picking favourites out of the middle is how charts become unreadable.
2
Overrides for small setsIf you know you have exactly two or three categories, a curated override beats taking the first three from a ten-colour ramp.
3
Two diverging palettes, on purposeRed-cyan reads as hot versus cold, which is wrong for performance or sales data. Purple-teal exists so nobody reaches for temperature colours on data that has no temperature.
4
Accessibility was the constraint, not the caveatThe palette is specified as maximising contrast between neighbouring colours because that's what makes a chart legible — including for people who can't rely on hue alone.
04

The dark theme

Every colour decision in a design system gets tested twice: once on white, and once when the background inverts. I worked on the dark theme that the token architecture carries — CTA colours resolving from a single token across light and dark, background layering that keeps depth readable without borders, content colours shared between text and icons, and category colours holding their meaning in both themes.

Design token structure and CTA colour usage showing primary, accent, secondary and tertiary elements resolving correctly across Delite 2 light, Delite 2 dark and Delite 1 light
Content and category colour tokens shown on dark backgrounds, with subtle and vibrant category variants and the navigation specific tokens for primary and secondary navigation
1
One token, three themesPrimary resolves correctly whether the product is on Delite 2 light, Delite 2 dark or still on Delite 1. A designer picks the role, not the hex.
2
Depth without bordersBackground layering — main, surface, components — is how a dark interface stays legible. On white you can lean on borders; on dark, the layers have to do it.
3
Text and icons share rulesContent tokens cover both, because a system that lets them drift produces icons a shade off from the label beside them.
4
Category colours in two intensitiesSubtle and vibrant variants, both specified for light and dark, so a tag means the same thing whichever theme the product ships in.
05

The adoption programme

The half of the job that isn't the system. A structured path from "we should probably rebrand" to a badge, with the scope made estimable before anyone commits. I contributed to how the programme worked and designed everything about how it looked — the identity, the illustrations, the milestone and step diagrams, the badges and the wall of fame.

The adoption programme overview page, opening with adopt and rebrand with ease and five reasons to adopt: brand alignment, a refreshed look, easier prototyping, improved accessibility and future-proofing
The getting started page showing the six steps to rebrand: kick-off, track, implement, review, improve and rebranded
The rebranding milestone diagram separating mandatory milestones from recommended ones, with the brand compliant badge at the end
1
The pitch leads with the team's benefitNot consistency for the company. A refreshed look, easier prototyping, better accessibility, and protection from the next brand change. Adoption is a sale before it's a process.
2
Six steps, each with an exitKick-off, track, implement, review, improve, rebranded. A team can see the end from the beginning, which is what makes the estimate possible.
3
Mandatory and recommended are separatedFive things you must do, two you should. Splitting them is what stopped the programme reading as an all-or-nothing demand and let teams start.
4
Two of the five mandatory milestones are foundations I authoredThe illustration colour palette and the data visualisation palette are required steps to becoming brand compliant. That's the clearest measure of whether foundation work mattered.
The contribution process page with its six steps: contact Delite, track, agree, collaborate, publish and celebrate
1
Contribution runs the other directionAdoption pushes the system out to teams. Contribution lets teams push back into it — a proposal, a component, a fix — so the system improves from use rather than only from the core team.
2
It starts at a time that already existsThe first step is the weekly Drop-in Clinic. No new meeting to schedule, no permission to seek. Standing cadences are what made the process usable rather than aspirational.
3
Celebrate is a step, not a nicetyEvery contribution ends with credit on the wall of fame. People contribute to systems that visibly value it, and that's a design decision like any other.

The foundations and the programme are usually treated as different disciplines — one craft, one operations. On this project they were the same job. A palette nobody applies and a programme with nothing worth applying both fail, and they fail in exactly the same way.

Navigation flows

The two paths
through the system

One takes a product team from unbranded to badged. The other takes an idea from someone outside the core team into the system itself. Between them they're the whole relationship between a design system and the people who use it.

Flow · 01

Adoption — from kick-off to brand compliant

Six stages across the top, five mandatory milestones underneath. The milestones are deliberately independent: a team can complete illustration colours this sprint and data visualisation next quarter without losing progress.

Programme stage Mandatory milestone Path to the badge
PROGRAMME STAGES Kick-off Scope defined, effort estimated Track Progress made visible Implement Milestone by milestone Review Delite returns a report Improve Feedback applied, re-reviewed Rebranded Brand-compliant badge until the review passes FIVE MANDATORY MILESTONES — COMPLETABLE INDEPENDENTLY New brand colours Applied to the product UI New product logos To avoid trademark conflicts Illustration palette The foundation I authored mine Data visualisation palette The foundation I authored mine Visual compliance check Final review with Delite RECOMMENDED, NOT REQUIRED Navigation High effort, so recommended rather than demanded Design tokens Slower to integrate, but future-proofs the next change Why the split matters Making everything mandatory would have meant nobody starting at all. Every mandatory milestone is independently completable, so a team can make progress between feature releases instead of clearing a quarter.
Scroll sideways to see the full flow →

My contribution: I designed the visual language of this programme — the milestone diagram, the step illustrations, the badge and the identity. The structure was the team's; how a product team encountered and understood it was mine.

What it added up to

Did it get used?

The only measure that matters for a design system is whether products changed. Here's what actually happened, and what I'd claim credit for.

1
Bet · foundations have to be followable
A guideline is only real if someone who has never met you can apply it correctly and produce work that belongs to the same family.
Outcome

The illustration and data visualisation palettes both became mandatory milestones in the company's rebranding programme — required steps to becoming brand compliant across the product portfolio.

Guidance that ends up on a compliance checklist has stopped being a suggestion.

2
Bet · adoption is a design problem
Teams don't adopt design systems because they're told to. They adopt when the path is short, visible, and ends somewhere worth arriving.
Outcome

Products completed the programme and were published as brand compliant — webMethods.io Documentation, webMethods.io B2B, Cumulocity IoT and Software AG Cloud — with more teams in progress behind them.

The wall of fame stopped being an empty page, which was the point of building it.

3
Bet · the system should improve from use
A core team of a handful of people cannot out-design an entire product organisation. The system has to accept contributions or it stalls.
Outcome

The contribution process ran with real throughput — components, patterns and foundations contributed by designers and engineers across product teams, each credited on the wall of fame. Standing cadences did the work: Drop-in Clinics and Vibe Checks meant the first step was showing up to something that already existed rather than scheduling a meeting with a team you'd never met.

I was recognised as Design-Focused and All-Round Designer at Software AG for breadth of contribution and consistent collaboration across product areas — which, for this role, was the job description rather than a bonus.

Two years later I was designing AI agents, and the thing I carried over wasn't a component or a colour. It was the habit of asking who has to change their behaviour for this to work, and what I'm offering them in return.

Reflection

What the work taught me

I learned to write rules for people who would never ask me a question.

Product work gives you feedback. Someone uses the thing, and you find out. Foundations don't work like that — a designer three products away opens a page, reads a paragraph, and either applies it correctly or doesn't, and you may never hear either way. That changed how I wrote. Less rationale, more do this, not that, with the failure mode shown rather than described. The illustration guideline states the sixty-thirty-ten ratio before it shows a single swatch, because the ratio is the part that has to survive being skimmed.

The mistake I made early was believing the system was the product. I spent months making guidance thorough and correct, and teams still didn't adopt it — not because it was wrong, but because adopting cost them weeks and paid them nothing they could point at. Consistency is a benefit the organisation receives and an individual team pays for. Once I understood that, the badge, the milestones and the wall of fame stopped looking like decoration and started looking like the actual design work. I'd now argue that a design system team that isn't spending real time on adoption is only doing half its job.

The last thing, and the one I use most: standing beats scheduled. The Drop-in Clinic worked because it was already in the calendar. A designer with a five-minute question doesn't book a meeting with the design system team — the cost of asking is higher than the cost of guessing, so they guess, and the guess ships. Making the first step something that already exists removed the largest barrier in the whole process, and it cost us an hour a week. I've reached for that pattern on every team since.

Team
Design system
Delite core team
Foundations, components
and guidance
Engineering
Delite UX engineering
Design tokens
Component library
Product teams
webMethods iPaaS suite
Cumulocity IoT
ARIS · Software AG Cloud
My scope
Purnima Sachdeva (me)
Illustration colours
Grids & breakpoints
Data visualisation
Dark theme
Adoption visual design