Minimum Viable Design System Guide

When to have one — when to not have one — how to make one

Repeating tasks shapes framework thinking
Atoms in the Material UI design system
Having a coded design system twin in the web via storybook
the BlueprintJS design system in Sketch

💀 💀 💀 Business Risk 📉 📉 📉

The biggest damage done by having a design system too early is

  • loss in short and mid-term productivity
  • losing time-to-market against competition
  • high R&D costs that can kill the company before it succeeds

The biggest damage done by having a design system too late is

  • inconsistency across the product line
  • crippled long-term productivity by having to put out fires rather than building new stuff
  • the necessity for redoing an entire product library which does not increase the capabilities of a product
  • unhappy team: low retention for top talent
  • unhappy customers: reduced CLTV and increased churn

🙋Why have a design system?

Advantages of a design system

  • productivity boost through reusability
  • increased consistency across the entire product line
  • inexperienced and lower paid designers can produce high quality outcomes with little management oversight
  • if created and maintained by top UI designers, the quality leverage can be enormous

Disadvantages of a design system

  • time and resource cost of creation
  • cost of maintenance
  • discipline and energy cost to keep all new design efforts up-to-date with the design system
  • incompetent designers will build bad design systems which leads to a continuously enforced badly designed product
Sweet spot

You need a design system

  • if you are absolutely certain your company cannot continue with an existing framework like Material UI or Blueprint.JS
  • if you have 2 of the following: 12+ months runway, product-market-fit or a growing customer base that’s heavily using the product

You don’t need a design system

  • if you do not have factual indication your project is going to make it.
  • if you think you have a product, but it’s actually just a project (e.g. a small marketing website)
  • if your product has very little reusable components
  • if you’re creating something for the short-term

🚫 Design systems fail when

  • designers lack discipline using the design system
  • the over-engineered design system is unusable by designers
  • processes don’t support usage of the design system
  • nobody is responsible to maintain the design system and there is no time and resources allocated to maintain the design system
  • product managers/owners are not disciplined enough to stick to the design system when front-end development has failed to implement strictly according to design system
  • front-end development and design processes are not streamlined to work in a tandem, turning any design handoff based on the design system into garbage implementation. Pretty much day-to-day operations if you outsource to cheap dev teams ;)
Different slaps for different situations

✔️Design System Checklist

A great design system

  • is very easy to use and provides high productivity for the designers
  • has the most important components that are being used pre-built
  • is as small as it can be without lacking content
  • uses atomic design principles
  • is functional and beautiful of high quality
  • encapsulates color schemes and typography settings that make sense and are highly applicable even by non-designers
  • well organized in Figma and accessible to engineers and product people
  • self-explanatory – no senior supervision needed
  • is a cross-discipline effort of the entire product team with buy-in on all sides
  • allows developers to receive handoffs in wireframes and develop front-end experiences fully consistent according to the design guidelines

A bad design system

  • makes the extraction of components complicated and time consuming
  • is so big that you can solve each problem/challenge in multiple ways, creating inconsistency in the feature design process despite having a consistently looking design system
  • is so badly fleshed out for the most used components that despite using it, creates repetitiveness in the feature design process, which reduces productivity and fosters inconsistency
  • is an isolated project of the design team
  • is so ugly that instead of leveraging the quality of a top designer, it consistently forces designers to stick to terrible design choices defined by the design system creator
  • is so technically over-engineered that changing a small thing in once instance destroys many other components
  • is so technically under-engineered that changing the design system takes tons of time and inevitably leads to inconsistencies caused by manual repetition



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Daniel Seiler

Product strategist & designer with a 10 year background in design and entrepreneurship. 👉 Co-founder@AUCTA, creator@NucleusIcons 👉