PropertyCard’s users were 40 to 75 years old, and most of them couldn’t find the home button.

PropertyCard · PRODUCT DESIGN · WEB · RESPONSIVE-FIRST

Status: Client work · shipped. Informal testing with teammates, older family members and friends, not target users.

Neither could I, and I have a computer science degree.

A 12-month redesign of a property-management platform for landlords and tenants, rebuilt around three interaction rules and a custom design system, built so that people with zero technical background wouldn’t have to learn software to manage their own property.

PropertyCard, case study cover

SNAPSHOT

status
shipped; after I left, it went through another redesign with a different designer, and the company later shut down
Role
Product Designer, research, UX, visual design, prototyping
Team
Solo designer working with a team of 2 engineers
Timeline
12 months, 2021–2022
Platform
Web, responsive-first

If you read nothing else

01, Who was actually using it

PropertyCard was a platform for landlords and tenants to display properties and manage the recurring monthly and yearly services attached to them. Property managers used it too, some handling large portfolios.

The problem wasn’t the idea. It was that when I joined, the existing design demanded real technical expertise just to navigate. Our actual users were homeowners and landlords between 40 and 75 years old, in line with the UK’s landlord demographics: the median landlord in England is 59, and about two thirds are 55 or older. Many of ours described themselves as uncomfortable with technology. The product was built for an imaginary tech-savvy user, then sold to people who couldn’t use it. (source: English Private Landlord Survey)

That gap became the design brief: a platform that requires almost zero technical ability.

02, The evidence

Between my own audit of the product, watching people use it, and what the team knew from customers, the problems clustered into five:

The problemHow I know it was real
Basic navigation was unlearnableIt took me five minutes to find the home button
Users feared getting lost or breaking somethingWatching people use the product, the pattern was consistent: the moment they felt lost, they panicked
Unfamiliar controls overwhelmed low-tech usersEvery novel widget was one more thing a 70-year-old landlord had to learn before doing their actual task
Full-screen context switches disoriented peopleWhen the whole screen changed, users lost track of where they were and what they’d done
The product assumed technical literacy its audience didn’t haveOur users were 40–75; the interface was built for people who live in software
The old PropertyCard design beside three redesign drafts

The old card, then three drafts. The information barely changed; what changed is how much of it you had to decode before you knew what your property was worth.

03, Three rules

Designing for people with limited technical ability sounds like simplification. It’s actually constraint design: every screen has to answer “what can go wrong for someone who has never used software like this?”

Watching users interact with the product during testing, I kept seeing the same two failure patterns: people got overwhelmed by unfamiliar interaction types, and people panicked the moment they felt lost. So the redesign was built on three rules.

Rule 1: Only three interaction types exist

Everything a user encounters either flips, goes somewhere, or asks for something. These mimic real-life behavior, a light switch, a doorway, a paper form. No surprises, no novel widgets to learn.

Drafts four through seven of the property card, ending at the final design

Drafts 4 through 7. Every step is the same move: one more novel control removed, one more row that behaves like every other row.

Rule 2: Always a way back

One of the first things testing taught me: people panic when they feel lost. So every screen, every step, every click got a clear path backward. No dead ends. Clean, reversible flows that respect human error, because for a 70-year-old landlord, an unrecoverable mistake isn’t a UX flaw, it’s the reason they stop using the product.

Rule 3: Everything lives in cards

Each action opens a new card instead of replacing the whole screen. In testing, users responded strongly to this, the experience stayed modular and digestible, and users never lost the context of where they were. It also happened to fit the product’s name, which made the pattern easy for the whole team to rally around.

PropertyCard case study, Three rules (2)

04, The design system

The redesign wasn’t a facelift, it needed to hold up at scale. In 2021, the private rented sector accounted for 30.1% of all households in London, equating to over one million occupied dwellings, and a single property manager could be handling 40–200 properties. Whatever I built had to stay consistent across thousands of screens I would never personally design. (source: Trust for London)

So I built the system atomic-first: components at the bottom, patterns built upward, a full custom component library, every piece of it encoding the three rules above, so consistency wasn’t a style guide anyone had to remember. It was the only way the tools worked.

Responsive was the other structural bet: start small, scale up, with auto layout doing the enforcement.

PropertyCard case study, The design system

One component, broken down

Five states of the PropertyCard component: Main Card, Empty State, Unverified Card with a Verify Ownership button, a no-available-data state, and the renters card

05, Components that work like CSS

My Computer Science background influenced how I structured the work. I treated Figma components as behavioural systems rather than decorative assets. Auto Layout rules were designed to mirror frontend layout logic:

PropertyCard case study, Components that work like CSS

The parent card remains tightly stacked. justify-content: space-between is used at the row level, where labels and values sit on opposite sides.

06, What I couldn’t measure

Here’s the honest part: after I left, the platform went through another redesign with a different designer before the company shut down, so I can’t show you a retention curve for my version. I was only able to confirm my design choices by testing it out on fellow teammates, older family members, and friends, but they were not the target users, so those observations only speak to a certain extent to verify the need for change. What I can tell you:

If the product had lived, these problems gave me the scoreboard I’d have watched: onboarding completion rate (against “users quit halfway”), time-to-first-successful-task for new users (against the learning curve), and support contact volume (the cheapest proxy for “people feel lost”).

I never got those numbers, the product folded before there was anything to measure. But I still know exactly which ones I wanted, and that’s the part I’d carry into the next system.

07, Reflection

This is the project where I fell in love with design systems.

PropertyCard case study, Reflection
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