Camilla Maia Senior Product Designer — Münster, DE

Specialist in complex B2B SaaS and developer-adjacent products. Design that moves metrics.

Retro Component
Architecture

2026
Retro Component Architecture
Company
Echometer
Year
2026
Methods
User workshops · IA redesign · Component-level implementation (HTML, Tailwind, Angular) · A/B testing
Role
Research UX / UI Design Front-end Implementation
Team
Solo — design, UX and implementation. PM and engineering review.
Constraints
Six contexts ranging from a single-action entry point to a dense historical archive — all needing to feel like one element. Visually distinct from health check without breaking shared design system tokens.

Inconsistent UI is usually a symptom. The actual problem lives a layer deeper — in the decisions, or lack of them, that shaped the codebase. I tend to look there first.

At Echometer, the retro feature appeared across six product surfaces. Visually, they felt like different products. When I traced why, the answer wasn't styling — it was that most of these surfaces had no shared component at all. Some had their own. Others were held together with one-off inline code. There was no foundation to be consistent from.

So I built one. A single context-aware component covering all six surfaces — designed, implemented in HTML, Tailwind and Angular, and shipped into the live design system end to end.

Retro new start

Using an existing strong visual marker

Every retro already uses a template. For those that don't, they are assigned the standard background image. The template images are a strong, already existing and widely recognizable element of the retros.

Before — fragmented
After — one system
Happening Now — before
01
Happening Now card
A single glanceable entry point. One title, one action — nothing more.
Minimal content
Happening Now — after
Team page — before
02
Retro Preparation
Set up the session — prepare retro. Expand card with context-based actions as Start retro and select template.
Medium content
Team page — after
Retro preparation — before
03
Running Retro entry
Reduced version of retro card to introduce the card element already at the end of the first retro for first time users.
Minimal content
Retro preparation — after
Retro summary — before
04
Running Retro entry
Reduced version of retro card to introduce the card element already at the end of the first retro for first time users.
Medium content
Retro summary — after
Retro archive — before
05
Retro Summary
Recap outcomes and action items once a session closes — readable, scannable.
Dense content
Retro archive — after
Health check — before
06
Retro Archive
Browse every past session. The densest variant — lists, metadata and pagination.
Medium content
Health check — after

Fragmented design language.

The visual inconsistency was obvious. But user workshops made clear it wasn't just an aesthetic issue — users couldn't orient themselves across retro states. That friction was a direct consequence of how the UI was built: most surfaces had no shared component at all.

The same component. Six different jobs to do.

Context props control what's shown — layout, data density, actions — without branching into separate implementations. The same card shape and interaction pattern, from the lightest surface to the densest.

Design to production — end to end.

Architectural decision

A single Angular component with context props — not six separate components — so users always encounter the same visual language regardless of where in the retro lifecycle they are. The main challenge was handling the range between very light contexts (a title and one action) and data-heavy ones (participant lists, session metadata, navigation) within the same template without it feeling stretched or cluttered at either end.

Handoff artifacts

Figma specs covering all six context variants, and the Angular component file as the live implementation. Both live in the design system — the next person building a retro surface has a working reference in design and in code, not just documentation.

In final testing. Rolling out this week.

A/B hypothesis: a structurally consistent retro UI — with clear lifecycle state signalling across all surfaces — increases retro session conversion rate. A meaningful result would be a measurable lift in the share of teams who run a retro after entering the retro flow.

6
Contexts. One component.

From a minimal quick-entry card to a full historical archive — all driven by the same component, the same tokens, the same interaction logic.

0→1
Retro component. Previously nonexistent.

Large parts of the retro UI had no shared component — just inline one-off code. This project introduced a single reusable foundation for the first time.

Signed off by devs, design & PM

The component passed design and code review and is now the reference implementation for all retro-related UI across the product.

A/B Test
● Launching this week
Primary metric — Retro session conversion rate

Measuring the share of teams who enter the retro flow and run a session. Test launches with the rollout this week. Results will be published here once the test reaches significance — currently estimated at two to three weeks of runtime.

Next Case Study

Navigation Redesign