Len Allwood Design & Motion

マルチメディアデザインデジタルの動きをデザインする

Motion · Creative systems · Performance

Designing with data

I was given the job of modernising how the design team worked. I led the move from scattered, largely analogue workflows to a connected, data-led system for planning, testing and learning from creative.

I built the workflows, Figma tools and shared libraries behind it, then used performance data to guide what we made next.

Data, not vibes.

My role
Leading the shift to a data-led creative workflow
Focus
Motion, creative systems, testing, performance analysis and team planning

Overview

A practical overhaul of how the team planned, found, tested and learned from creative.

Context

The creative workflow had outgrown the way it was being managed.

At Little Star Media, campaign work and useful learning were spread across folders, spreadsheets, Jira tickets and people’s memory. I was asked to modernise it.

My role

I owned the shift from scattered files to a shared system.

  • Led the move to a data-led creative workflow
  • Designed and built the Figma system
  • Created the searchable creative library
  • Created competitor, hypothesis-testing and data spaces
  • Used performance learning to plan what the team made next
  • Kept designing and animating campaign creative

Campaign & motion

I kept designing and animating campaign work while building the system around it.

Motion designCampaign systemsTesting and learningTeam planning
From data to the next ideaPutting the numbers, the hypothesis and the actual creative in one place made it much easier to see what we learned and what to try next.
Animated Super Free Bets mobile campaign creative
Mobile campaign motionA short-form campaign idea built to read quickly on mobile.
Searchable creative libraryI built a Figma library so anyone in the company could find social creative by theme, compare what we had already made and stop relying on someone remembering which folder it was in.
Super Free Bets sports campaign creative
Make it. Run it. Learn from it.I review live creative with the marketing team, look at how it actually performed, then feed that back into the next round. Thumb-stop, click-through rate and CPO stop being numbers in a spreadsheet and start becoming design decisions.
Character-led gaming creative presented across desktop and mobile devices
Let the compositions fight it out.We tested different character-led compositions to see what came out on top. Same campaign, different visual balance. The result helped define what was working and what to push harder in the next round.

The system still had to make the work better.

I kept making motion and campaign creative myself, then used what we learned from each live piece to shape the next one.

Storyboarding & process

Pencil first, pixels later. It helps me see what the idea is actually doing.

01Campaign idea
02Storyboard sequence
03Motion notes
04Final presentation
Super Free Bets Grabbed It storyboard with annotated frames and mobile campaign presentation
Grabbed It storyboardI use rough frames and notes to work out the action before I animate it.
Animated Mimeworld storyboard sequence
Mimeworld storyboardA simple shot order for finding the rhythm, framing and small character beats.
Storyboard and campaign development presentation
From sketch to screenThe rough sequence sitting next to the finished mobile idea.

I still like to draw it first.

Storyboarding is basically the bit where I get to draw and call it planning. I love it. It is where I work out the sequence, framing, timing and little animated moments before I start building the final piece.

Design, data & creative systems

I built the system, not just the assets.

Creative was living across folders, spreadsheets, Jira tickets and people’s memory. Useful information had a habit of disappearing just when you needed it. So I brought it together.

I created a searchable Figma library for social creative, competitor-analysis boards, hypothesis-testing pages and a data hub. It gave the team one place to see what we had made, what we had learned and what was worth testing next.

The numbers had somewhere to go.

I used thumb-stop rate, click-through rate, CPO, spend and creative fatigue to lead the next round of creative decisions.

Sometimes the answer was hiding in the first second of an animation. Sometimes it was the offer, the pacing or the whole idea. The important bit was making sure what we learned actually changed what we did next.

Better planning, fewer hunches.

The system became part of how I planned creative with marketing and the wider design team.

What is working? What is getting tired? What have we already tested? What are competitors doing? What should we make next?

Instead of starting every conversation from scratch, we had something useful to work from.

Creative leadershipPerformance analysisSearchable Figma systemsNext-test planning
Super Free Bets safer gambling page shown across several responsive widths and a mobile presentation
One campaign. Every screen. The sea is optional.I carried the campaign from asset creation through landing pages and mobile, keeping the same idea and user journey consistent across every screen. The ocean is doing quite a lot here, but the point is consistency.
Super Free Bets sports-led campaign artwork
Directed AI asset generationConsistent, thought-out asset generation for large campaign families. Art directed, repeatable and definitely not just another roll of the AI dice.
Super Free Bets sports-led campaign artwork presented on a desktop display
Built to adaptThe same idea, worked through properly for each format.

Conclusion

Make it. Measure it. Make it better.

That loop is probably the part I enjoy most. I get to make the work, see what happened, learn something from it and use that to shape the next idea. Design, motion and data all feed into each other.