Design system

Deliverable

A dynamic component library that acts as a reference for designers and developers

The design system exhaustively describes the visual components of the product being built (typography, colours, element sizes, element states such as hover, focus, clicked, and so on). It can be seen as a component library. This kit is meant to evolve as new needs and features come up. The design system makes the work between designers and developers smoother, since both teams share a common, shareable reference. From the user's perspective, this kit keeps your platform or service coherent overall, and that supports a better experience. Be careful though: the design system requires every existing component to be catalogued and properly organised. If it's done poorly, it can lead to duplicates and you'll quickly lose consistency.

See our design system offer

What is a design system for?

  • Giving design, development and product teams a shared reference, where a component has the same definition on both sides
  • Keeping every screen of a product consistent, and several products from the same organisation
  • Propagating a global change by editing a token, a primary colour or a typeface that carries through everywhere
  • Shortening the path to production, since components are already agreed and documented when development starts
  • Checking accessibility and robustness once at component level, rather than on every screen

Why build a design system?

  • Noticing that a product has lost its consistency, when screens have drifted apart across versions and teams
  • Launching a high-volume service, with many screens, many components and several people contributing in parallel
  • Bringing several products from the same organisation under a common foundation
  • Bringing design and development teams together around a shared working base

A design system needs real governance

A design system is a product, and a product without a team grinds to a halt. A dedicated team of designers and developers gathers technical feedback and user feedback. The design lead runs reviews where the addition of a component, or the reworking of an existing one, is decided.

The design system is the digital twin of the developed versions, which makes it possible to confirm that future products are feasible and to speed up releases. The requirement is a strict match between what is drawn and what is built. The slightest gap between the two is paid for in time and money at release, and it is that gap the team exists to watch.

Then comes adoption, which decides everything else. A design system nobody uses turns back into a library of throwaway components. The documentation has to be easy to find, and so does the library file, and tools such as Zeroheight or GitHub serve to present the system beyond the design file. The lead flags updates and sets up sessions to support the people who use it.

One more argument has been added recently. The more structured and documented a system is, the easier it is to implement, including by agents that read the documentation and generate code from it.

How to build a design system?

01

Lay the foundations as variables

Once the visual identity and the visual style guide are settled, the colours, the typography, the styles and the spacing become variables.

02

Define the tokens

Variables feed specific uses. A blue-primary colour supplies background-button-primary, background-icon-primary or border-card-hover. Changing the colour of the icons then comes down to reassigning a variable, and the change propagates to every mockup.

03

Agree on a naming convention

Variables work the same way on the development side. Design and development therefore align on the same names, matched as far as possible to the chosen framework.

04

Assemble following atomic design

The basic elements, buttons, lists, icons, image templates, combine into components, then into more complex blocks. A change at the base propagates across the whole.

05

Document and distribute

Usage rules, components, code snippets, editorial choices, tone of voice, what to do and what to avoid.

In practice

Your design system should also include a style guide. It picks up the visual style guide (colours, typefaces, logos and so on) along with the usage rules for each element. For instance, knowing when red should be used, when typeface #1 should be used, and so on. Before starting this work, prioritise the elements that recur most across your product, such as buttons or navigation elements (menu, footer). Once your base is solid and properly built, you can move on to variations and other elements. Remember to test your “parent components” (the main one, used as the model) before building “child components” (variations of the main one).

Frequently asked questions

A few of our case studies

Visual style guide

The visual style guide brings together a brand's visual rules: colours, typefaces and logo, along with the permitted or prohibited uses for each.

Read more about Visual style guide

Design Kit

The design kit, or UI kit, brings together a product's components in a design file: buttons, forms, cards, navigation, icons.

Read more about Design Kit

Information architecture

Information architecture organises content and navigation so that users find what they're looking for. It guides interface design

Read more about Information architecture

Interface design

UI design shapes the visual layer of a product: layout, colours, typography, components. It turns the experience into tangible elements.

Read more about Interface design

Design pattern

A design pattern is a proven solution to a recurring problem: breadcrumb, modal, accordion. These conventions exist because they work for users.

Read more about Design pattern

Figma

Figma is the leading collaborative design tool. Design, prototyping, design system and handoff in a SaaS that connects designers, developers and product managers.

Read more about Figma

Design Ops

Design Ops optimises the practice of design: tools, processes, handoff, documentation. It lets designers focus on designing rather than on managing.

Read more about Design Ops

Layout grid

The layout grid structures the interface into columns, gutters and margins. It ensures visual consistency and eases responsive design.

Read more about Layout grid

High-fidelity mockups

High-fidelity mockups give the future screens their final form, to hand over to the project teams for integration.

Read more about High-fidelity mockups

Atomic design

Atomic design breaks an interface down into 5 levels: atoms, molecules, organisms, templates, pages. It's one of the reference methods behind a design system.

Read more about Atomic design

Curious to learn more about us?

Everyone talks about user experience, service design, ergonomics...
It's not always clear, and you'd like to find out, or sharpen what you already know.

Let's talk