A starter list of Fractal examples and links. You can expand it.
Friday, December 14th, 2018
Thursday, September 13th, 2018
What we get from the pattern library is time and freedom to be creative. I’ve seen people claim pattern libraries are the death of creativity and innovation in design. For us, it’s the opposite of that.
Wednesday, July 25th, 2018
I like the questions that the TELUS team ask about any potential components to be added to their design system:
- Is it on brand?
- Is it accessible?
- Has it been tested?
- Can it be reused?
They also have design principles.
Tuesday, June 26th, 2018
The Gov.uk design system is looking very, very good indeed—nicely organised with plenty of usage guidelines for every component.
Guidance on using components and patterns now follow a simple, consistent format based on task-based research into what users need in order to follow and trust an approach.
Wednesday, June 20th, 2018
- Know where you stand before starting the journey
- Make sure everyone is speaking the same language
- Integrate the right tools into your team’s workflow
Tuesday, June 5th, 2018
The steps that the Canva team took to turbocharge their design ops.
I’ll talk about why creating a shared design system has boosted our organizational productivity—and how you can help your teams improve product quality while reducing your company’s ‘design debt’.
Monday, June 4th, 2018
I really like the way that this pattern library includes research insights to provide justification for design decisions.
Saturday, May 26th, 2018
No longer focused on recreating the wheel (or icon), designers can turn their attention to different types of challenges.
Tuesday, May 22nd, 2018
Monday, May 7th, 2018
Talking about scaling design can get very confusing very quickly. There are a bunch of terms that get thrown around: design systems, pattern libraries, style guides, and components.
The generally-accepted definition of a design system is that it’s the outer circle—it encompasses pattern libraries, style guides, and any other artefacts. But there’s something more. Just because you have a collection of design patterns doesn’t mean you have a design system. A system is a framework. It’s a rulebook. It’s what tells you how those patterns work together.
This is something that Cennydd mentioned recently:
Here’s my thing with the modularisation trend in design: where’s the gestalt?
In my mind, the design system is the gestalt. But Cennydd is absolutely right to express concern—I think a lot of people are collecting patterns and calling the resulting collection a design system. No. That’s a pattern library. You still need to have a framework for how to use those patterns.
I understand the urge to fixate on patterns. They’re small enough to be manageable, and they’re tangible—here’s a carousel; here’s a date-picker. But a design system is big and intangible.
Games are great examples of design systems. They’re frameworks. A game is a collection of rules and constraints. You can document those rules and constraints, but you can’t point to something and say, “That is football” or “That is chess” or “That is poker.”
Even though they consist entirely of rules and constraints, football, chess, and poker still produce an almost infinite possibility space. That’s quite overwhelming. So it’s easier for us to grasp instances of football, chess, and poker. We can point to a particular occurrence and say, “That is a game of football”, or “That is a chess match.”
But if you tried to figure out the rules of football, chess, or poker just from watching one particular instance of the game, you’d have your work cut for you. It’s not impossible, but it is challenging.
Likewise, it’s not very useful to create a library of patterns without providing any framework for using those patterns.
I would go so far as to say that the actual code for the patterns is the least important part of a design system (or, certainly, it’s the part that should be most malleable and open to change). It’s more important that the patterns have been identified, named, described, and crucially, accompanied by some kind of guidance on usage.
I could easily imagine using a tool like Fractal to create a library of text snippets with no actual code. Those pieces of text—which provide information on where and when to use a pattern—could be more valuable than providing a snippet of code without any context.
One of the very first large-scale pattern libraries I can remember seeing on the web was Yahoo’s Design Pattern Library. Each pattern outlined
- the problem being solved;
- when to use this pattern;
- when not to use this pattern.
Only then, almost incidentally, did they link off to the code for that pattern. But it was entirely possible to use the system of patterns without ever using that code. The code was just one instance of the pattern. The important part was the framework that helped you understand when and where it was appropriate to use that pattern.
I think we lose sight of the real value of a design system when we focus too much on the components. The components are the trees. The design system is the forest. As Paul asked:
What methodologies might we uncover if we were to focus more on the relationships between components, rather than the components themselves?
Tuesday, April 10th, 2018
It’s so great to see the initial UX work that James and I prototyped in a design sprint come to fruition in the form of a progressive web app!
In the case of this web-app, if the tablets go offline, they will still store all the transactions that are made by customers. Once the tablet comes back online, it will sync it back up to the server. That is, essentially, what a Progressive Web App is — a kind of a website with a few more security and, most importantly, offline features.
Wednesday, March 21st, 2018
Part one of a deep dive by Nathan into structuring design system documentation, published on Ev’s blog.
Tuesday, March 20th, 2018
An excellent, thorough, even-handed analysis of AMP’s performance from Tim. The AMP format doesn’t make that much of a difference, the AMP cache does speed things up (as would any CDN), but it’s the pre-rendering that really delivers the performance boost …as long as you give up your URLs.
But right now, the incentives being placed on AMP content seem to be accomplishing exactly what you would think: they’re incentivizing AMP, not performance.
Monday, March 5th, 2018
Sunday, March 4th, 2018
I like the idea of “design bugs”:
Every two weeks or so, a group of designers would get together for a couple of hours to fix what we called “design bugs.” These were things that didn’t hinder functionality and wouldn’t have been filed as an engineering bug, but were places where we were using an old component, an existing one incorrectly, or a one-off alteration.
Friday, March 2nd, 2018
- What problems will a component library solve?
- Is everyone on the project behind the component library?
- How will the component library be used?
- What tool(s) will be used to build the component library?
- Where should the component library live?
- How granular should the library be? How should it be organized?
- How will component code be scoped? What about page layout?
- What data will the library use? What else should it have?
Friday, February 2nd, 2018
A step-by-step account of trying to find a way to keep Sketch files in sync with the code in a pattern library. The solution came from HTML Sketchapp, a more agnostic spiritual successor to AirBnB’s React Sketchapp.
The contract was incredibly straightforward—as long as you generated HTML, you could import it into Sketch.
After some tinkering, Mark Dalgleish came up with a command line tool to automate the creation of Sketch libraries from HTML elements with
Wednesday, January 31st, 2018
It’s designed to read as a progressive enhancement when you look at the HTML it’s addressing.
Friday, January 26th, 2018
Off-site backups of humanity’s knowledge and culture, stored in different media (including pyramidal crystals) placed in near-Earth orbit, the moon, and Mars.
We are developing specialized next-generation devices that we call Archs™ (pronounced “Arks”), which are designed to hold and transmit large amounts of data over long periods of time in extreme environments, including outer space and on the surfaces of other planetary bodies.
Our goal is to collect and curate important data sets and to install them on Archs™ that will be delivered to as many locations as possible for safekeeping.
To increase the chances that Archs™ will be found in the future, we aim for durability and massive redundancy across a broad diversity of locations and materials – a strategy that nature itself has successfully employed.