Adoption. — Ethan Marcotte
Ethan highlights a classic case of the McNamara Fallacy—measuring adoption of design system components.
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.
As you can probably tell from the stuff I’ve been linking to today and today’s Clearleft newsletter, I’ve got design systems on my mind.
What I like about design systems is they encourage systems thinking …in theory. I mean, it’s right there in the name, right? But in practice I see design sytems focusing on the opposite of systems thinking: analytical thinking.
Okay, I realise that’s a gross oversimplification of both systems and thinking and analytical thinking, but why stop now?
Analytical thinking is all about breaking a big thing down into its constituent parts. By examining the individual parts you gain an understanding of the whole.
This is a great approach to understanding the world, particularly when it comes to phenonema that work the same everywhere in the universe. But it doesn’t work so well with messy phenonema like, say, people doing things together.
Systems thinking takes the opposite approach. You look at the bigger picture with the understanding that the individual parts are all interconnected somehow and can’t really be viewed in isolation.
To put it very bluntly, analytical thinking is about zooming in whereas systems thinking is about zooming out.
When it comes to design systems—or design in general—you need to have a mix of both.
If you neglect the analytical thinking, you may end up with a design system that has well-documented processes for how it operates, but is lacking the individual components.
If you neglect the systems thinking, you may end up with a design system that’s a collection of components, but with no understanding of how they’re supposed to work together.
Ideally, you want a good mix of both.
But I’ve got to be honest: if I had to err on one side more than the other, I think I’d rather have less analytical thinking and more systems thinking.
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.
I keep thinking about this blog post I linked to last week by Jacob Kaplan-Moss. It’s called Quality Is Systemic:
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.
I think he’s on to something. I also think this applies to design just as much as development. Maybe more so. In design, there’s maybe too much emphasis placed on the talent and skill of individual designers and not enough emphasis placed on creating and nurturing a healthy environment where anyone can contribute to the design process.
Jacob also ties this into hiring:
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.
I couldn’t agree more! It just one of the reasons why the smart long-term strategy can be to concentrate on nurturing junior designers and developers rather than head-hunting rockstars.
As an aside, if you think that the process of nurturing junior designers and developers is trickier now that we’re working remotely, I highly recommend reading Mandy’s post, Official myths:
Supporting junior staff is work. It’s work whether you’re in an office some or all of the time, and it’s work if Slack is the only office you know. Hauling staff back to the office doesn’t make supporting junior staff easier or even more likely.
Hiring highly experienced designers and developers makes total sense, at least in the short term. But I think the better long-term solution—as outlined by Jacob—is to create (and care for) a system where even inexperienced practitioners will be able to do good work by having the support and access to knowledge that they need.
I was thinking about this last week when Irina very kindly agreed to present a lunch’n’learn for Clearleft all about inclusive design.
She answered a question that had been at the front of my mind: what’s the difference between inclusive design and accessibility?
The way Irina put it, accessibility is focused on implementation. To make a website accessible, you need people with the necessary skills, knowledge and experience.
But inclusive design is about the process and the system that leads to that implementation.
To use that cliché of the double diamond, maybe inclusive design is about “building the right thing” and accessibility is about “building the thing right.”
Or to put it another way, maybe accessibility is about outputs, whereas inclusive design is about inputs. You need both, but maybe we put too much emphasis on the outputs and not enough emphasis on the inputs.
This is what made me think of Jacob’s assertion that quality is systemic.
Imagine someone who’s an expert at accessibility: they know all the details of WCAG and ARIA. Now put that person into an organisation that doesn’t prioritise accessibility. They’re going to have a hard time and they probably won’t be able to be very effective despite all their skills.
Now imagine an organisation that priorities inclusivity. Even if their staff don’t (yet) have the skills and knowledge of an accessibility expert, just having the processes and priorities in place from the start will make it easier for everyone to contribute to a more accessible experience.
It’s possible to make something accessible in the absence of a system that prioritises inclusive design but it will be hard work. Whereas making sure inclusive design is prioritised at an organisational level makes it much more likely that the outputs will be accessible.
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 was talking to someone recently about a forgotten battle in the history of the early web. It was a battle between search engines and directories.
These days, when the history of the web is told, a whole bunch of services get lumped into the category of “competitors who lost to Google search”: Altavista, Lycos, Ask Jeeves, Yahoo.
But Yahoo wasn’t a search engine, at least not in the same way that Google was. Yahoo was a directory with a search interface on top. You could find what you were looking for by typing or you could zero in on what you were looking for by drilling down through a directory structure.
Yahoo wasn’t the only directory. DMOZ was an open-source competitor. You can still experience it at DMOZlive.com:
The official DMOZ.com site was closed by AOL on February 17th 2017. DMOZ Live is committed to continuing to make the DMOZ Internet Directory available on the Internet.
Search engines put their money on computation, or to use today’s parlance, algorithms (or if you’re really shameless, AI). Directories put their money on humans. Good ol’ information architecture.
It turned out that computation scaled faster than humans. Search won out over directories.
Now an entire generation has been raised in the aftermath of this battle. Monica Chin wrote about how this generation views the world of information:
Catherine Garland, an astrophysicist, started seeing the problem in 2017. She was teaching an engineering course, and her students were using simulation software to model turbines for jet engines. She’d laid out the assignment clearly, but student after student was calling her over for help. They were all getting the same error message: The program couldn’t find their files.
Garland thought it would be an easy fix. She asked each student where they’d saved their project. Could they be on the desktop? Perhaps in the shared drive? But over and over, she was met with confusion. “What are you talking about?” multiple students inquired. Not only did they not know where their files were saved — they didn’t understand the question.
Gradually, Garland came to the same realization that many of her fellow educators have reached in the past four years: the concept of file folders and directories, essential to previous generations’ understanding of computers, is gibberish to many modern students.
We are finding a persistent issue with getting (undergrad, new to research) students to understand that a file/directory structure exists, and how it works. After a debrief meeting today we realized it’s at least partly generational.
We live in a world ordered only by search:
While some are quite adept at using labels, tags, and folders to manage their emails, others will claim that there’s no need to do because you can easily search for whatever you happen to need. Save it all and search for what you want to find. This is, roughly speaking, the hot mess approach to information management. And it appears to arise both because search makes it a good-enough approach to take and because the scale of information we’re trying to manage makes it feel impossible to do otherwise. Who’s got the time or patience?
There are still hold-outs. You can prise files from Scott Jenson’s cold dead hands.
More recently, Linus Lee points out what we’ve lost by giving up on directory structures:
Humans are much better at choosing between a few options than conjuring an answer from scratch. We’re also much better at incrementally approaching the right answer by pointing towards the right direction than nailing the right search term from the beginning. When it’s possible to take a “type in a query” kind of interface and make it more incrementally explorable, I think it’s almost always going to produce a more intuitive and powerful interface.
Directory structures still make sense to me (because I’m old) but I don’t have a problem with search. I do have a problem with systems that try to force me to search when I want to drill down into folders.
I have no idea what Google Drive and Dropbox are doing but I don’t like it. They make me feel like the opposite of a power user. Trying to find a file using their interfaces makes me feel like I’m trying to get a printer to work. Randomly press things until something happens.
Anyway. Enough fist-shaking from me. I’m going to ponder Linus’s closing words. Maybe defaulting to a search interface is a cop-out:
Text search boxes are easy to design and easy to add to apps. But I think their ease on developers may be leading us to ignore potential interface ideas that could let us discover better ideas, faster.
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.