Tersus was my first real UX/UI project at this scale, and looking back, it shows in how it started. I didn't know about design systems when I began — I jumped straight into designing screens because the project was moving fast and there was pressure to keep up with development.
The component library came later, assembled from work that was already done rather than built as a foundation. If I were doing this again, I'd slow down the first two weeks significantly and build the system before touching a single screen. That upfront investment would have saved far more time than it cost.
The process was also largely waterfall — designs were handed off to development, and when problems surfaced after build, the work came back upstream for revision. On a project this size, with both sides of a platform running simultaneously, that created real pressure. It taught me how much more effective a closer, more iterative collaboration with engineering is compared to a clean handoff model.
Most of all, this project taught me how to learn on the job at speed. I grew significantly as a designer across this year — in systems thinking, in how to run and apply research, and in how to make decisions with incomplete information under a deadline. The things I'd do differently aren't failures. They're exactly what this project gave me.