Pioneering an AI-native design system for JPMC Employee Assistant

August 2026 - present

283K

Employees with access

765K

Conversations since launch

70%

CSAT

[mockup of the component library webpage]

I helped build the design system behind JPMC Employee Assistant, extended it into an AI-readable system that enables product teams to turn real user scenarios into interactive prototypes with AI.

My role

System Designer, Design Engineer

Team

3 Designers

Platform

Desktop app, VS Code

Overview

Problem

As JPMC Employee Assistant evolved, we needed a design system that could support a dynamic AI product across different components, interactions, modalities, and states.


At the same time, teams were beginning to use AI to prototype new experiences, but our AI tools had no understanding of how Employee Assistant was designed. Because JPMC restricts access to Figma MCP, they couldn't directly consume the design-system knowledge stored in our Figma libraries.

Solution

I worked on building the foundations, components, and interaction patterns behind Employee Assistant, then translated that system into structured rules that AI could understand and apply. This created a shared design language for both humans and AI, helping teams generate Employee Assistant experiences without repeatedly prompting every visual, component, and behavioral detail.

Impact

Time to create prototypes

XX%

Design system accuracy

XX

Adoption of the AI-native system

Context

Designing a system for an evolving AI product

Employee Assistant is an AI-powered experience that helps JPMC employees find information, complete tasks, and navigate services across the firm. As the product evolved, we needed more than a collection of reusable UI components. We needed a system that could define how Employee Assistant should look, behave, and respond across different contexts.


The interface is inherently dynamic. Experiences can shift between conversational and structured interactions, components can appear in different combinations depending on context, and the system needs to support different modalities, layouts, states, and responsive behaviors.


Rather than designing each experience independently, we needed to establish the underlying rules that could support many different Employee Assistant experiences.

JPMC Employee Assistant

Why it matters

A strong design system gives product teams a shared language for creating consistent experiences. But AI introduced a new opportunity. If we were already defining the rules that govern Employee Assistant, could we structure those rules so AI could understand and apply them too?


That would allow the design system to serve not only the designers and engineers building Employee Assistant, but also the AI tools helping teams explore what Employee Assistant could become.

The challenge

The next design-system consumer wasn't human

Traditional design systems are created primarily for designers and engineers. Foundations live in Figma, components are documented visually, usage guidelines explain when and how patterns should be applied. Designers interpret this information and translate it into experiences.


That model breaks down when the consumer is AI. JPMC restricts access to Figma MCP, preventing our AI tools from directly accessing our Figma libraries. They had no built-in understanding of our foundations, components, properties, states, interaction patterns, or usage rules.


AI could generate an interface, but it couldn't reliably generate Employee Assistant. Without that knowledge, designers would need to repeatedly describe everything, from typography, spacing, and layout to component properties, states, interactions, and behaviors, through prompts.

[Screenshot of Figma MCP and screenshot restriction]

This raised a different design-system question: "How might we create a system that both humans and AI can understand and use to build Employee Assistant experiences?"

My approach

Building the system, then teaching AI how to use it

Rather than treating AI enablement as a separate layer of documentation, I approached the problem as an extension of the design system itself. I broke the system into four interconnected layers:

Define the visual language

Establish the foundations that govern how Employee Assistant looks and feels, including typography, color, spacing, sizing, elevation, grids, and responsive behavior and represent those decisions as explicit rules.

Build the building blocks

Create reusable Employee Assistant components with clearly defined anatomy, properties, variants, states, accessibility requirements, styling, and interaction behaviors.

Define how the system behaves

Establish the relationships between components: how they are composed, how layouts respond, how states transition, and how recurring interaction patterns work across Employee Assistant.

Turn the system into AI infrastructure

Translate those foundations, components, and behavioral rules into design skills that AI can consistently interpret and apply when generating experiences.

Together, these layers created more than a visual reference. They created a system that defines what Employee Assistant is made of, how it behaves, and how those rules should be applied by both humans and AI.

Phase 1 — Foundations

Establishing a visual language humans and AI could share

I started with the foundations that give Employee Assistant its visual identity.

This included typography, color, spacing, sizing, border radius, elevation, grids, and layout rules.


Rather than treating these as isolated values, I defined the relationships and usage rules behind them, how spacing should respond to context, how hierarchy should be expressed, and how foundational decisions should propagate through components and layouts. I then represented these decisions as explicit, reusable instructions that AI could consistently interpret and apply.


The result was a foundation layer that could serve two consumers: designers using the system to make decisions and AI using the same rules to generate interfaces.

[Screenshot of the foundation tokens page in VS Code]

Phase 2 — Components

Creating reusable building blocks

With the foundations established, I worked on the components that make up Employee Assistant. A component is more than its appearance: its anatomy, properties, variants, states, interactions, accessibility requirements, and usage conventions all determine how it should behave within an experience. I defined these characteristics and structured components to inherit the foundations established in the previous layer.


I then translated that component logic into reusable AI building blocks.

This meant AI didn't just know how a component should look. It could understand which variants exist, how different states behave, how the component should be configured, and eventually when it should, or shouldn't be used.


The result was a reusable component architecture rather than a collection of AI-generated approximations.

[Screenshot of components overview page in VS Code]

Phase 3 — Patterns & Behaviors

Defining how the pieces become an experience

Accurate foundations and components still weren't enough. A prototype could visually resemble Employee Assistant while behaving nothing like the actual product.


The next layer therefore focused on the relationships between components: how they should be composed, how layouts respond to different contexts, how the interface changes after user actions, and how experiences transition between states. I defined recurring interaction patterns and behavioral rules across Employee Assistant, then translated those relationships into explicit instructions AI could apply.


This allowed the system to understand not only individual components, but how those components work together to form an Employee Assistant experience.

[Video recording of the Assistant control panel page, show the interactions of modality switch]

Phase 4 — AI-native system

From design-system documentation to executable design knowledge

Once the underlying design language was established, I focused on making it usable by AI. Traditional design-system documentation is optimized for humans. Designers can interpret visual examples, understand contextual guidance, and fill in gaps using experience and judgment.


AI needs something more explicit. I translated our foundations, components, patterns, and behaviors into structured instructions and reusable AI skills that captured both specifications and the rules governing how they should be applied.


Instead of relying on AI to infer Employee Assistant from screenshots, or asking designers to repeat the same instructions in every prompt, the design knowledge became part of the system itself. The design system was no longer only something people could reference. It became something AI could execute.

[Screenshot of a design skill, create a design skill for proper tokens and component usage?]

Real scenarios

From a user scenario to an interactive prototype

Once the system understood Employee Assistant's foundations, components, and behaviors, teams could change how they approached prototyping. Instead of starting with screens, designers and product owners could start with a scenario:


  1. Who is the employee?

  2. What are they trying to accomplish?

  3. What should happen?


AI could then use the underlying system to determine the appropriate foundations, components, layouts, states, and behaviors and generate an interactive Employee Assistant prototype as a starting point. Teams could refine the experience through follow-up prompts without reconstructing the underlying design-system logic each time.

This shifted the workflow from:

Prompting interface

Prompting experiences

and from:

Constructing

Evaluating

Reconstructing

to:

Generating

Evaluating

Reconstructing

[Video recording of a real user flow, e.g. schedule OOO?]

Impact

Reducing the gap between the idea and the AI output

The biggest change wasn't simply how prototypes were built. It was how much design-system knowledge could become reusable infrastructure.


Instead of every designer repeatedly translating Employee Assistant standards into individual prototypes or repeatedly explaining those standards to AI, the system could carry that knowledge forward.

This created three opportunities:

Faster exploration

Product teams can move from a scenario to an interactive experience with less manual prototype.

More consistent generation

AI-generated experiences inherit the same foundations, components, and behavioral rules instead of relying on generic interface patterns or one-off prompts.

Lower barrier to prototyping

Designers can spend more time evaluating interactions and product decisions, while product owners can make ideas tangible without needing deep expertise in Figma or the underlying design system.

Shifting design systems from documentation to infrastructure

AI didn't remove the need for design thinking. It changed what the design system itself could do. Traditionally, a design system documents decisions so people can understand and reproduce them. By making those decisions machine-readable, the same system can increasingly help AI apply them.


That means designers spend less time reconstructing known patterns and more time on the work that still requires judgment: defining scenarios, evaluating interactions, identifying edge cases, and deciding whether an experience actually solves the right problem.

My role in the transformation

From designing experiences to teaching AI how to use it and enabling others to create them

My role spanned both sides of this transformation: I worked on the design system behind Employee Assistant, defining foundations, reusable components, interaction patterns, and behaviors that establish how the product should look and work.


I then extended that system for a new type of consumer: AI. I translated design decisions into machine-readable rules, created reusable AI component representations, encoded interaction and composition logic, and continuously tested the system against realistic Employee Assistant scenarios.


I also worked across design, product, engineering, and leadership to pressure-test the approach, identify where generated experiences broke down, and evolve both the design system and the AI infrastructure around it.


As the work matured, my role shifted from designing individual experiences to building the infrastructure that enables others to create them. Instead of only designing Employee Assistant experiences, I helped build the system that enables both people and AI to create them.

© 2026 · Made with blood, sweat & tears

© 2026 · Made with blood, sweat & tears

283K

Employees with access

765K

Conversations since launch

70%

CSAT

My role

System Designer, Design Engineer

Team

3 Designers

Platform

Desktop app, VS Code

Next project

Employee Assistant

Sep 14

,

5:13 AM

New York

Employee Assistant

Employee Assistant