The following won't produce a perfect Erlang design, but it's a start:
1. Create your traditional OO design.
2. Anything that isn't obviously a collection or glorified struct, instantiate as a process and write them as gen_servers (or relevant other OTP process instead).
3. Anything that is obviously a collection, use one of the language's collections instead; if you really need typing on those, layer it on top with a tuple. Anything that is obviously a glorified struct is a record with a central module representing the "methods" as functions on the record.
Like I said, this won't out-of-the-box produce a great design, but the mapping will actually get someone used to OO but not used to Erlang at least started understanding how it works in practice. You've got several million-ish processes to play with, and in most programs you will not need to exceed that; that is the idea behind the comments I made about "collections" and "structs", because while it's easy to have millions or yet more of bits of data you can write a lot of programs with even "a few hundred" serves floating around.
You get polymorpismish by passing PIDs around as objects and implementing interfaces, only this time it's literal server interfaces instead of syntactic sugar. You get encapsulation by the fact that processes simply can not peek in on each other; this is actually even more rigid than most OO languages, no friends, no public, no sharing. Inheritance is pretty manual. So, two of the three usual OO characteristics are there.
I find my designs end up in a way that I'm not comfortable calling strictly OO, but if you used OO terminology and an OO diagramming language to show, everybody would understand what you meant. Given the way inheritance has been getting downplayed in the OO community anyhow, well, I wouldn't call Erlang an OO language by any means but I use a lot more of the "OO mental machinery" when I'm programming in Erlang than I do when I'm programming in Haskell. It's not as foreign as you might think at first, there's a lot of crossover there. Arguably it's a better OO language than the languages that wrote inheritance into their syntax and runtime too hard, and arguably it's not, but it's an interesting argument.