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How to construct a design system

Designing a style palette

Before we can start designing shiny components, we need to lay the foundations for those components. We need to break the product down into its most bare-bones form.

Even the simplest heading component is a collection of multiple reusable styles…

We need to break things down until we reach the irreducible minimum; the most essential styles. A good place to start is the full list of CSS style properties. Most of these properties only accept fixed values and therefore can be reused on every website on the internet. The properties which accept custom values are ultimately what will differentiate our product from other products. These custom values are what will define our global style palette. Our global style palette is what we will use to design and build every single aspect of all of our products.

When we’re finished, not a single style should exist in our product that has not been predefined in our global style palette.

Colour

Let’s start with the most obvious style property — the only style property it seems modern design tools understand can be named, stored and reused: colour.

For our primary brand colour, let’s choose blue. For our secondary brand colour, let’s go with its complementary counterpart: orange.

Brand colours

Utilising colour to communicate success and failure is a common design pattern, so let’s add green and red to our colour palette for that purpose. Colours like black and yellow might work well too.

Success and failure colours

Lastly, we need some grey colours. Most UIs will need at least the following grey colours:

  • A very light grey for backgrounds
  • A slightly darker grey for borders, lines, strokes or dividers.
  • A medium grey for subheadings and supporting body copy.
  • A dark grey for main headings, body copy and backgrounds.

Of course, you may need more greys. You might need three different shades for body copy. You might prefer two different stroke shades. That’s up to you. The point here is that you predefine whatever styles you need upfront so they are reusable throughout your entire product at a later stage.

As a final touch, we may also want to add tint or shade variations for each of our colours. These can be useful when it comes to designing components for adding light backgrounds or dark strokes.

Our final colour palette

Shadows

Shadows are another commonly used style property in most UIs. From what I’ve seen, a lot of designers just come up with shadows off-the-cuff while designing components. The same goes for most style properties actually. Designing in isolation like this often leads to inconsistent UIs.

Let’s take a step back and consider what we’re trying to achieve with our shadows. We’re obviously trying to add some perspective to the UI but it’s likely that many components can benefit from the same effect. So let’s abstract the styles away from the individual components and into our global style palette.

These four shadows should be enough to style every component in our system:

  • A subtle shadow to raise interactive components and add affordance.
  • A more pronounced shadow for a hover effect on components.
  • A strong shadow to give perspective to dropdowns/popovers and other similar components.
  • A distant shadow for modal components.
Our range of shadows from subtle to distant.

Type scale

In order to create an appropriate visual hierarchy on each screen, we will need to define a number of different font sizes.

Just like with notes in a piece of music, our type should adhere to a scale. This helps to sustain a smooth vertical rhythm. This can sound a bit daunting at first, but luckily, some very smart people have already figured it all out for us over the years. Tim Brown has built a great website to display various type scales. Adam Morse has open-sourced his implementation of the diatonic type scale. I generally find the “Major Third” scale works well for most web products.

The next step is to decide roughly which font sizes we will need, then plot them on our “Major Third” type scale.

  • Default (1em) for standard text that will appear in many places throughout our marketing site, UI etc. 16px is the default browser font size so let’s run with that.
  • A slightly larger size for large body copy in a blog for example.
  • A couple of larger sizes for headings and sub-headings.
  • A very large size for section titles.
  • A ridiculously large size maybe for prices on a pricing page for example.
  • We will also need some smaller sizes for smaller body copy, input hints and other secondary text.
Type scale

Border radii

Now it’s just a matter of applying the same process to every single style property that accepts custom values. For rounding corners, we will need the following corner radius values:

  • Small border radius for tiny components like checkboxes, tags and labels.
  • Medium border radius for buttons and inputs and similar components.
  • Large border radius for cards, modals and other large components.
2px, 4px and 8px border radii

Note: We will also need a 50% border radius for building circular components like avatars etc.

Spacing scale

The most commonly used style property in almost any design is whitespace. Whether we’re spacing apart links in a header, spacing apart items in a grid, adding some distance between an avatar and a link or padding out a dropdown component — no whitespace in our product should be arbitrary or unintentional.

Like with type, by adhering to a spacing scale, we can ensure that each of our components and layouts will be uniform. My favourite go-to spacing scale is Material design’s 8dp grid. Elliot Dahl has written a great article about the 8pt grid system and its benefits.

Sticking to 8dp increments, we can plot out a number of spacing values that we can use to design every single component and layout in our suite of products.

We can also use these spacing values to define a set of widths, heights and line-heights that we can reuse for sizing buttons, form inputs, avatars and other similar components. Since these components often appear alongside each other throughout web products, it helps if they follow the same sizing scale to avoid any unwanted discrepancies.

Letter spacing

As I mentioned earlier, font size is not the only style property that we need to define text components. Letter spacing is another useful property which we can use to tighten up large headings or allow smaller headings to breathe.

3 or 4 letter spacing values should do the trick.

This article was originally posted at:
https://medium.freecodecamp.com/how-to-construct-a-design-system-864adbf2a117

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Call to action (CTA)

A call to action is a marketing term that refers to a prompt that invokes a response leading to a sale. When referring to a call to action (CTA) in the digital design world we usually mean the interactive element that leads to the next step in the experience - something that needs to be clicked or tapped.

User testing

User testing refers to a technique used in the design process to evaluate a product, feature or prototype with real users. There are several reasons why you might want to undergo usability testing, the most common is that it allows the design team to identify friction in a user experience they are designing, so that it can be addressed before being built or deployed.

WYSIWYG

WYSIWYG (pronounced WIZ-ee-wig) is an acronym for "What You See Is What You Get". It helps identify an an interface that allows user input resulting in an output that is rendered in a similar way. For example; a word processor application interface might resemble a piece of paper,so when printed the user can see how the output will appear.

Content Management System

A content management system (CMS) is an tool that allows a website editor/administrator to manage the content that is displayed. Websites are made of HTML and CSS to create pages. Pages can be hard-coded but would require technical development skills to make changes. A CMS usually allows a person without coding knowledge to amend existing and add new content to a website using a WYSIWYG interface.

Responsive Web Design

Responsive web design refers to a web page that dynamically adapts its layout to fit the size and orientation of the device on which it is viewed. A responsive design allows for a more optimised user experience across desktop and laptop computers as well as smartphones and tablets of varying sizes.

User Stories

User stories allow the functionality of a product or service to be expressed as written descriptions of an experience as seen from the users perspective. The writing of user stories creates a list of design and development tasks to complete in order to create any required functionality.

User Interface

A user interface (UI) is a conduit between human and computer interaction - the space where a user will interact with a computer or machine to complete tasks. The purpose of a UI is to enable a user to effectively control a computer or machine they are interacting with, and for feedback to be received in order to communicate effective completion of tasks.

Personas

A persona in UX Design is the characterisation of a user who represents a segment of your target audience. On a project you might create any number of personas to be representative of a range of user needs and desires. The solutions you design must answer these needs in order to deliver value to your target audience.

Card sorting

A great, reliable, inexpensive method for discovering patterns in how users would expect to find content or functionality. Card sorting is used to test the taxonomy of data with a group of subjects, usually to help inform the creation of the information architecture, user flow, or menu structure on a project.

Brainstorming

A technique used to generate ideas around a specific topic. Often done in groups, but can be done individuals. The process usually involves writing down all ideas around a topic onto paper, a whiteboard or stickies often implying some kind of association.

Minimum Viable Product

An MVP is a product that has the minimum set of features to prove the most essential hypothesis for a product. Businesses building a new product can create a Minimum Viable Product to prove that an idea is viable and warrants further investment. A further benefit being that the next stage of development can be informed by feedback obtained from testing that MVP.

Sitemap

A sitemap is a diagrammatic representation of a hierarchical system. It usually depicts the parent-sibling relationship between pages in a website, showing how sub pages might be arranged underneath their parent groupings. This arrangement forms a map of the site.

User journey

A user journey represents a sequence of events or experiences a user might encounter while using a product or service. A user journey can be mapped or designed to show the steps and choices presented as interactions, and the resulting actions.

Prototype

A prototype is draft representation built to test ideas for layout, behaviour and flow in a system. Prototypes are an indispensable tool for resolving a large number of potential issues in a concept or business before too many resources are deployed to put a design into production.

Wireframes

A Wireframe is a visual schematic that conveys a basic level of communication, structure and behaviour during the design of a system. Wireframes are low-fidelity designs that bypass including a detailed user interface or visual design, conveying just enough to get across the core idea.

Usability

To say something is usable is a qualitative statement about how easy that thing is to use. Usability is an assessment of how learnable a system is and how easy a user finds it to use. The usability of a system or product is a key factor in determining whether the user experience is a good one.

Information Architecture

Information architecture is the design and organisation of content, pages and data into a structure that aids users understanding of a system. A more organised system enables users to more easily find the information they require and complete the intended tasks.

UI Design

User Interface Design is the discipline of designing software interfaces for devices, ideally with a focus on maximising efficiency, responsiveness and aesthetics to foster a good user experience.

UX Design

The practice of User Experience (UX) Design is the coming together of many specific design related disciplines to improve the usability, responsiveness, uptake and aesthetics of a product or service.

User Experience

A general term that covers all aspects of a user's participation while engaging with something that has been designed. Usually when talking about User Experience in the digital design field it refers to the interactions, reactions, emotions and perceptions while using an app, service, website or product.

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