A streaming platform serving the global Filipino diaspora across four surfaces — with no shared design language. This is the story of building one from the ground up.
The digital home of Filipino entertainment for the global diaspora. Live news, teleseryes, films, and OPM — across Smart TV, iOS, Android, and Web.
Living room, 10-foot experience
Mobile — phone and tablet
Desktop & mobile browser
Filipinos worldwide
iWantTFC never made a deliberate decision to skip a design system. It simply never made a deliberate decision to build one. Features were prioritized. Teams moved fast. Design kept up with delivery — but not with coherence.
The signal came from engineering leadership — developers were repeatedly reaching out for specifications. Button sizes, icon choices, label styles — questions that should have had a single documented answer. They didn't. Every request was being resolved in the moment, by whoever was available, with no consistent reference to point to.
That signal opened the audit. And the audit revealed something bigger than anyone had initially framed — color, typography, voice, spacing, and hierarchy had each been decided independently, screen by screen, platform by platform. The product had no shared design language. It had dialects.
This wasn't neglect. It was the natural result of building fast without a foundation.
The audit didn't reveal a component problem. It revealed a structural one — every dimension of the experience had been shaped without a center to return to.
Users moving across TV, mobile, and web encountered what felt like different products. Patterns shifted depending on the surface — not by design intent, but by absence of one.
Every new feature started from scratch. Designers were solving the same UX problems repeatedly with no way to reference or reuse prior decisions.
Without a shared foundation, every decision had to be justified from the ground up. Updating a pattern across platforms meant touching every file individually.
No single place where design decisions lived. New designers had to reverse-engineer existing screens — introducing more inconsistency with every new person.
Every new platform requirement, every new team member added friction instead of momentum. Without a system, growth made the problem worse — not better.
Color, typography, voice, spacing, hierarchy — each decided independently, screen by screen. The product didn't have inconsistent UI. It had no shared design language at all.
"The product wasn't inconsistent — it was unrelated to itself."
Before proposing a solution, the full scope needed to be mapped. A cross-platform audit was conducted across TV, mobile, and web — cataloguing every pattern, every inconsistency, every dimension where design decisions had diverged.
Brand color appeared differently across platforms. Every surface had made its own interpretation of the same palette.
No shared type scale existed. Sizes and hierarchy were chosen independently — making the experience feel unrelated across surfaces.
Error messages, empty states, and CTAs were written in different tones. The product spoke differently depending on where you were.
Spacing and density were set per screen rather than from a shared scale. Layouts that looked considered in isolation fell apart in relation to each other.
Built ground up across TV, Mobile, and Web — each with its own Figma library shaped around the interaction model of that surface. Grounded in Material Design, HIG, and streaming platform benchmarks.
Color, typography, and spacing defined before any pattern was touched. The layer that ensures a single change propagates consistently across every surface.
Buttons, cards, labels, inputs, and navigation — each defined with all states and variants. Composable by design, so teams could move without needing design present at every decision.
Each platform considered on its own terms. TV required a 10-foot model — large type, high-contrast focus, remote navigation. Mobile shaped around thumb zones and gestures. Web introduced hover states, keyboard accessibility, and responsive layouts.
Every decision documented in Confluence — not just what the pattern is, but why it exists and when to use it. Written for the team, not for the project, so the reasoning remained accessible long after the work was complete.
Every pattern documented in Confluence with rationale, usage rules, and dos and don'ts — so the team could make decisions independently without needing design present.
Buttons communicate actions users can take. They are typically placed throughout the UI in forms, dialogs, and toolbars. Each variant has a specific role — use them consistently to maintain hierarchy and clarity across all platforms.
Use Primary buttons for the single most important action on a screen. Limit to one per view.
Use Secondary buttons for supporting actions that complement the primary action.
Use more than two button variants on the same screen — it creates visual noise and dilutes hierarchy.
Use ghost buttons as primary actions. They lack the visual weight needed to draw attention.
The system is live across all three platforms and fully transitioned to team ownership. What began as a response to a single question from engineering leadership became the operational foundation for how design decisions are made at iWantTFC.
"The measure of a well-designed system isn't how it performs while its author is present — it's how well it holds when they're not."