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Here’s an aggregator of components from multiple design systems.
Here’s an aggregator of components from multiple design systems.
Ethan highlights a classic case of the McNamara Fallacy—measuring adoption of design system components.
This is handy—a collection of font stacks using system fonts. You can see which ones are currently installed on your machine too.
The most performant web font is no web font.
Call me Cassandra:
The way that industry incorporates design systems is basically a misappropriation, or abuse at worst. It is not just me who is seeing the problem with ongoing industrialization in design. Even Brad Frost, the inventor of atomic design, is expressing similar concerns. In the words of Jeremy Keith:
[…] Design systems take their place in a long history of dehumanising approaches to manufacturing like Taylorism. The priorities of “scientific management” are the same as those of design systems—increasing efficiency and enforcing consistency.
So no. It is not just you. We all feel it. This quote is from 2020, by the way. What was then a prediction has since become a reality.
This grim assessment is well worth a read. It rings very true.
What could have become Design Systemics, in which we applied systems theory, cybernetics, and constructivism to the process and practice of design, is now instead being reduced to component libraries. As a designer, I find this utter nonsense. Everyone who has even just witnessed a design process in action knows that the deliverable is merely a documenting artifact of the process and does not constitute it at all. But for companies, the “output” is all that matters, because it can be measured; it appeals to the industrialized process because it scales. Once a component is designed, it can be reused, configured, and composed to produce “free” iterations without having to consult a designer. The cost was reduced while the output was maximized. Goal achieved!
Design systems as codified constraints.
This free online event is happening at 7pm UK time this evening. I saw Ben give a talk on this at Clarity, and it was excellent. There was a lot of crossover with what I’ve been trying to get at with the intersection of declarative design and culture, except Ben expresses it far more clearly than me. The bastard.
If you feel like you’re swimming upstream with your design system, it’s likely the result of a cultural problem—not a technical one. It’s time for you to look at your design system from a different angle.
The primary goals of this strategy are to inform decision-making and enhance the success of accessibility-related activities within the GOV.UK Design System team.
Interestingly, accessibility concerns are put into two categories: theoretical and evidenced (with the evidenced concerns being prioritised):
- Theoretical: A question or statement regarding the accessibility of an implementation within the Design System without evidence of real-world impact.
- Evidenced: Sharing new research, data or evidence showing that an implementation within the Design System could cause barriers for disabled people.
A library of UX components is one common part of a design system, but the system itself is something bigger. A good system is also a shared set of strategies for solving visual and interactive communication challenges, a playbook rather than a script.
I like this way of putting it:
The problem is that treating a design system as a pantry full of widgets is, in and of itself, a failure of both craft and imagination. Think of it like a language: if a writer’s only engagement with it is grabbing words from the dictionary and heaping them together until “message” is achieved, things are going to suck. Language is more than a bag of words.
I often use the word quality when referring to apps, products and services I hold in a high regard but another word that often comes up in this context is craft. Craft, as in something that is handcrafted where something someone spent a lot of time on and maybe even embedded their own personal touches and personality in it. Often something handcrafted feels more premium.
A beautiful meditation on Christopher Alexander by Claire L. Evans.
I wrote a while back about descriptive and prescriptive design systems—and a follow-up post—but I didn’t realise there was such a thing as descriptive and prescriptive engineering.
Y’know, I started reading this great piece by Claire L. Evans thinking about its connections to systems thinking, but I ended up thinking more about prototyping. And microbes.
Modern computing is far too rigid. Applications can only function in preset ways determined by some far away team. Software is trapped in hermetically sealed silos and is rewritten many times over rather than recomposed.
This community catalogs and experiments with malleable software and systems that reset the balance of power via several essential principles…
I’ll be adding those principles to my collection.
I like this approach to offering a design system. It seems less prescriptive than many:
Designed not as a rule set, but rather a toolbox, the Data Design Language includes a chart library, design guidelines, colour and typographic style specifications with usability guidance for internationalization (i18n) and accessibility (a11y), all reflecting our data design principles.
This is a great analysis by Amy of the conflicting priorities tugging at design systems.
No matter how hard we work to foster these socialist ideals, like community, collaboration, and contribution, it feels as though we’re always being dragged to a default culture of individualism.
Software quality is more the result of a system designed to produce quality, and not so much the result of individual performance. That is: a group of mediocre programmers working with a structure designed to produce quality will produce better software than a group of fantastic programmers working in a system designed with other goals.
This talks about development, but I believe it applies equally—if not more—to design.
And this is very insightful:
Instead of spending tons of time and effort on hiring because you believe that you can “only hire the best”, direct some of that effort towards building a system that produces great results out of a wider spectrum of individual performance.
A stylesheet for when you’re nostalgic for the old Mac OS.
I believe that we haven’t figured out when and how to give a developer access to an abstraction or how to evaluate when an abstraction is worth using. Abstractions are usually designed for a set of specific use-cases. The problems, however, start when a developer wants to do something that the abstraction did not anticipate.
Smart thoughts from Surma on the design of libraries, frameworks, and other abstractions:
Abstractions that take work off of developers are valuable! Of course, they are. The problems only occur when a developer feels chained to the abstractions in a situation where they’d rather do something differently. The important part is to not force patterns onto them.
This really resonated with parts of my recent talk at CSS Day when I was talking about Sass and jQuery:
If you care about DX and the adoption of your abstraction, it is much more beneficial to let developers use as much of their existing skills as possible and introduce new concepts one at a time.
Even when each new layer of complexity starts to bring zero or even negative returns on investment, people continue trying to do what worked in the past. At some point, the morass they’ve built becomes so dysfunctional and unwieldy that the only solution is collapse: i.e., a rapid decrease in complexity, usually by abolishing the old system and starting from scratch.
Jim shares his thoughts on my recent post about declarative design systems. He picks up on the way I described a declarative design systems as “a predefined set of boundary conditions that can be used to generate components”:
I like this definition of a design system: a set of boundaries. It’s about saying “don’t go there” rather than “you can only go here”. This embraces the idea of constraints as the mother of invention: it opens the door to creativity while keeping things bounded.