Burn baby burnout by Amy Hupe, content designer.
Here’s the transcript of a great talk by Amy on the realities of working on design systems.
Five moments in the lifecycle of a design system. They grow up so fast!
- Formation of the Design System Team
- First Page Shipped
- Consumable Outside the Main Product
- First Non-System Team Consumer
- First Breaking Change
Dave makes the observation that design systems are less like open source software and more like enterprise software—software you didn’t choose to use:
Often, in my experience, for an internal Design System to have widespread adoption it requires a literal executive mandate from the top floor of the building.
Also: apparently design systems have achieved personhood now and we’re capitalising them as proper names. First name Design, last name System.
“Please, call me Design. Mr. System was my father.”
Here’s the transcript of a great talk by Amy on the realities of working on design systems.
- No shared (and contextual) sense of purpose
- Overbuilding, or scaling too early
- Inability to make decisions and move forward quickly
- Lack of clear ownership and dedicated resources
- Lack of cultural alignment
The common thread among these issues is that none are related to technical or tooling decisions —or even to the components themselves.
I completely agree with Dan that when it comes to design systems, completeness is an over-rated—and even counter-productive—goal:
Some organizations seem to hold up the ideal that, once a design system exists, everything in an interface can and should be built with it. Not only is that an unrealistic goal for most enterprises, but it can often be a toxic mindset that anything less than 100% coverage is misuse of a design system at best or utter failure at worst.
I remember Lara telling me a great quote from the Clarity conference a few years back: “A design system needs to be correct before it’s complete.” In other words, it’s better to have one realistic component that’s actually in production than to have a pattern library full of beautiful but unimplemented components. I feel like Robin is getting at much the same point here, but he frames it in terms of correctness and usefulness:
If we want to be correct, okay, let’s have components of everything and an enormous Figma library of stuff we need to maintain. But if we want to be useful to designers who want to get an understanding of the system, let’s be brief.
Speed for the sake of speed means nothing. If our design systems don’t ultimately lead to better quality experiences, we’re doing it wrong.
When we rush to release one-size-fits-all components, without doing the work to understand different contexts before curating and consolidating solutions, we sacrifice quality at the hands of speed.
The irony? In the long run, this will slow us down. We end up having to undo the work we’ve done to fix the problems we’ve created.
Ultimately, when we prioritise speed over quality, we end up with neither.
A presentation at An Event Apart San Francisco 2019
Defining the damn thing.