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Adopting flexibility: Making the switch to a design system that is more flexible


With almost 1,000 designers and 3,000 engineers working on our digital portfolio, Chase's design system is essential to tying together experiences throughout the vast company and producing cutting-edge digital products for various teams with distinct objectives and plans.

When there were only roughly 90 designers, our design system, which is now known as the Manhattan Design System (MDS), was a considerably smaller and less developed design organisation. Our first strategy was based on what the company and its employees needed at the time, even though our objective of assisting teams in providing a cohesive experience to our clients is still the same today.

The origins of MDS


 Initially, we used highly deliberate and subjective components that strictly regulated the appearance and functionality of the user experience in order to harmonise the experience. This was a great way to give limits to teams who weren't very connected to each other. 

With the extra advantage of enabling the design system team to incorporate a rich, accessible experience straight into the components, it also enabled us to align the native mobile and web experiences. As a result, developers spent significantly less time and effort putting their experiences into production.

Before every game, you can equip one minor and one major augmentation for one perk, ammo mod, and field enhancement. This implies that neither minor nor major upgrades can be applied to all qualifying perks, ammo mods, or field upgrades at the same time, nor can augmentations be applied to all of them.
   

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