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Austenite
Designers and developers sometimes approach design systems or pattern libraries warily. While most appreciate the need for consistency, they worry that a design system will be too prescriptive and constraining, that there will be no room for new science. âA design system is like public transportation: itâs a good idea, for other people,â one designer told us in describing these mixed feelings.
All of this leads to big speed increases. Big Medium helped a major retailer get their design systems group up and running, and the results have been, well, crazy. âWe have a 10x increase in speed compared to how we worked before,â the groupâs manager reports. âThat is, we can do higher quality work 10x faster with a fourth the number of people.â
This also means that a wonderfully boring design system does more than provide collections of buttons, color swatches, and code samples. Components are commodities. The magic happens in the guidelines that come with them. A great design system suggests which design patterns to use (along with the why and how) for specific circumstances. This elevates a collection of UI components into full-blown design patterns. Designers have readymade solutions for the companyâs everyday problems.

Martensitestructure
Instead of designing a card pattern for the 15th time, itâs already done. Product teams can instead put their time and energy into creating new experiences, new algorithms, new business logic.
Worth re-emphasizing: this speed and consistency does not have to mean cookie-cutter products. Instead, getting the boring stuff out of the way in the design system means product teams have running room to invent the new. In fact, the products are the laboratory for the systemâs future patterns.
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Thatâs the virtuous cycle between design system and product. If youâre the manager of the design system, you get to be the George Lucas of this story. Only youâll need a lot more humility.
Martensitevs austenite
The article on the Thermodynamics of Martensite by J. W. Christian has been reproduced with permission from the publishers. The article on Adolf Martens has kindly been provided by Dr P. D. Portella of the Federal Institute of Materials Research and Testing, Germany.

That spirit of service means that keepers of design systems have to keep ego at bay. A design system is not a place to push new frontiers but to gather settled solutions.
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This time around, weâre putting top priority on data entry, form validation, and messaging. Those arenât exactly glamorous design experiences, but theyâre where the company does its heavy lifting and where customers spend the most time. This is where boring gets exciting: how do you scale good, consistent, everyday design?
Successful design systems are in constant service to many audiencesâdesigners, developers, product managers, and of course the end user.
Brad Frost, Dan Mall, and I have just begun helping a big company express and communicate a design system to govern their many web products. The company has two decades of digital products and a slew of production teams. Over time, the UX, UI, and technical underpinnings of the companyâs interfaces have drifted out of sync. The goal is to give production teams a consistent design language and pattern library to solve common visual, UX, and technical challenges.
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With projects like this, thereâs often a strong temptation to throw out the old and start fresh with fancy new design components. âIf weâre going to establish standards,â whispers the devil on your shoulder, âthen letâs get rid of all the old stuff. Letâs blow it out with a new look, fancy interactions, and a shiny tech framework.â (Or my favorite: âLetâs make our own Material Design.â)
A movie of martensitic transformation in Fe-0.18C-0.2Si-0.9Mn-2.9Ni-1.5Cr-0.4Mo wt% steel, using confocal laser microscopy. The time and temperature are indicated on the left hand corner. The contrast arises from the displacements caused by the phase change from austenite to martensite. The movie has kindly been supplied for educational purposes by Professor Toshihiko Koseki of Tokyo University.
In Danâs metaphor, your companyâs design system is your design canon. Others go out and build apps and new design patterns on top of it (the âexpanded universeâ). Some of those design patterns will be so useful and so in tune with good design at your company that they too will become canon.
âEvery moment spent saying, âshould this be a popup or lightbox?â is waste,â one design manager told us during our research for this latest project.
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Is your organization wrestling with inconsistent interfaces and duplicative design work? Big Medium helps big companies scale great design through design systems. Get in touch for a workshop, executive session, or design engagement.
Every so often, the minders of the Star Wars canon accept elements of the âexpanded universeâ into the official story. They, too, become canon.
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At the end of the process, weâll have a cookbook of design recipes for the companyâs most nutritious business solutions. There will be lots more spinach here than design candy. Thatâs a good thing.

This is likewise how sturdy code frameworks emerge in the development world. Ruby on Rails was extracted from the first version of Basecamp, only after its core concepts had been proven in production. Design patterns and UX guidelines emerge from production projects, too.
Dan likes to use Star Wars (of course) as a metaphor for this process. The Star Wars universe is thick with unofficial talesâthe novels, comic books, and fan fiction that build upon the filmsâ original backstory. That official story is the Star Wars canon, which is carefully managed and groomed by Lucasfilm. The rest is known as âthe expanded universe,â and all of its characters, species, galaxies, alliances, and so on are considered off scriptâuntil theyâre not.
For projects like this one, we work with our client partners to identify the design problems their teams confront over and over again. And then we identify and extract the best solutions to those problems.
Design systems are containers for institutional knowledge. They provide tested and proven solutions to design problems. When these solutions are held together by a consistent visual language and UX guidelines, they represent what good design looks like for the organization or platform.
Crafting a design system is about clearing the way for others to invent and imagine. And that means boring has never been so exciting.
Design systems should always extract their patterns from working code. In our design system work, we do this in two ways:
Done right, though, design systems actually encourage and reward innovation by product teams. Designers and developers can build upon, improve, and occasionally replace the design systemâs recommendations.
It should be a virtuous cycle. New ideas should be tried and tested in products. When good ideas prove out, they should be plucked out and included in the design system, so that future products can benefit. The latest solutions awesomely become the new boring.
Design-system builders should resist the lure of the new. Donât confuse design-system work with a rebrand or a tech-stack overhaul. The systemâs design patterns should be familiar, even boring.
When the design system is boring, it frees designers and developers to do the new stuff, to solve new problems. The design system carries the burden of the boring, so that designers and developers donât have to.
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The work starts with lots of user research, just like any other product. Weâre talking to the companyâs developers, designers, and product managers to identify repetitive tasks and unearth reinvented wheels. Weâre doing a deep inventory of the companyâs web apps to find the best-practice solutions to these problems. Weâre doing a similar inventory of the companyâs inconsistent visual styles to begin to reinforce a common visual language.
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