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design-systems skill

/skills/design-systems

This skill helps you design and scale cohesive design systems by defining scope, adoption, and evolution strategies for consistent products.

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---
name: design-systems
description: Help users build and scale design systems. Use when someone is creating a component library, establishing design tokens, scaling brand consistency, or deciding when to invest in a design system.
---

# Design Systems

Help the user build and scale design systems using frameworks from 4 product leaders who have built design systems at companies like Figma and Airbnb.

## How to Help

When the user asks for help with design systems:

1. **Assess the need** - Determine if they need consistency, speed, or both, and whether they're at the right stage for a design system
2. **Define the scope** - Clarify whether they need a component library, design tokens, documentation, or all three
3. **Design for adoption** - Help them make the system easy enough that non-designers can use it correctly
4. **Plan for evolution** - Guide them on how to maintain and evolve the system over time

## Core Principles

### Separate concept from production
Bob Baxley: "Once we locked down on the block frames, we could send it to an agency and they could do the full high-res comps in a day, because they knew exactly what they were doing." Use low-fidelity 'block brain diagrams' to lock down conceptual logic, then apply the design system for rapid high-fidelity output.

### Design systems drive enterprise expansion
Claire Butler: "Design systems are one of the main reasons you upgrade from pro to org or enterprise. That became just the key thing we leaned in on." Design systems practitioners are key internal champions for organizational scaling.

### Assets should teach their own usage
Jessica Hische: "My goal always when designing a logo is to design a logo that's so easy to use that you don't have to be an extremely skilled designer to design well with it." Design assets that 'teach' the user how to apply them through their inherent structure, prioritizing ease of use over complexity.

### Flat design is evolving
Brian Chesky: "I think flat design is over or ending. We're going to move back into a world with color, texture, dimensionality, more haptic feedback." Interface design is shifting from flat aesthetics to more dimensional, tactile, and AI-enhanced experiences.

## Questions to Help Users

- "What's the biggest inconsistency problem you're facing today?"
- "Who will be using this design system - designers only, or engineers too?"
- "How will you measure adoption and success of the design system?"
- "Do you have the resources to maintain and evolve the system over time?"
- "What's the smallest viable version you could ship first?"

## Common Mistakes to Flag

- **Building too early** - Creating a design system before you have enough patterns to systematize
- **Over-engineering** - Building complex systems that require expert designers to use correctly
- **No ownership** - Creating a design system without dedicated resources to maintain it
- **Ignoring adoption** - Building a beautiful system that no one actually uses
- **Static systems** - Treating the design system as 'done' rather than continuously evolving

## Deep Dive

For all 4 insights from 4 guests, see `references/guest-insights.md`

## Related Skills

- Running Design Reviews

Overview

This skill helps teams build and scale practical design systems that increase consistency, speed, and product scalability. It guides you through assessing readiness, defining scope (tokens, components, docs), and planning for long-term maintenance and adoption. Useable by designers, engineers, and product managers aiming to formalize UI patterns without over-engineering.

How this skill works

I assess whether you need a lightweight component library, design tokens, or a full system by clarifying your consistency and speed problems. I help define the smallest viable system to ship, outline ownership and governance, and create adoption-focused artifacts so non-designers can use the system correctly. I also surface common mistakes and a plan to evolve the system rather than treating it as finished.

When to use it

  • You have repeated UI inconsistencies slowing product delivery
  • Multiple teams need a shared language for components and tokens
  • You’re deciding whether to invest in a component library or design tokens first
  • You need to increase engineering speed or reduce visual regressions
  • You want a plan to scale design across product and enterprise tiers

Best practices

  • Start by assessing needs: consistency vs. speed and whether patterns are stable enough
  • Ship a minimal viable system: essential tokens + core components, then iterate
  • Design for adoption: make assets self-explanatory and easy for non-designers to use
  • Assign clear ownership and maintenance resources before launch
  • Measure adoption with concrete metrics (components used, PR velocity, bug counts) and iterate continuously

Example use cases

  • Create a smallest-viable design system for a growing product team to accelerate feature delivery
  • Translate brand and tokens into a component library that engineering can consume
  • Audit current UI inconsistencies, prioritize patterns, and define a phased rollout plan
  • Define governance and ownership to keep the system evolving and avoid stagnation
  • Design documentation and examples so PMs and engineers can use components correctly without designer hand-holding

FAQ

When is it too early to build a design system?

If you don’t have repeatable patterns across screens or only a few isolated components, focus on product discovery and pattern collection first; wait until patterns stabilize.

How do we ensure teams actually use the system?

Make assets teach their use, provide clear examples and code, assign champions, measure adoption, and integrate the system into design/review workflows.