282 114 288MB
English Pages 350 [360] Year 2023
n o tt u B
n o tt u B
1 h h 2 h 3 s
le
b
a
ri
a v
UI Design
Systems Mastery Mastering Design Techniques to Stay on Top of the Market
Marina Budarina
Table of contents Version 3.0. Last Update: Jul 8, 2023.
Introduction
08
Part 1 - Introduction to Design Systems
18
History
19
What is a Design System
27
Definition
28
Parts of the system
30
Examples
40
Do you need a design system?
43
Benefits
44
Challenges
45
Signs that you need a Design System
46
What to consider?
47
Terms confusions
50
“Component” vs “Pattern” library
51
“UI kit” vs “Design system”
51
Part 2 - Preparation & setting of the base Important notes Audit
Table of contents
56 57 58
02
What is a design audit?
59
From where to start?
59
The ways you can do the audit
60
How to organize and categorize?
60
Audit checklist
65
Understanding problems and needs Setting goals and framing the system Design system team
67 69 72
How big should the team be?
73
Team roles
73
Team types
75
From where to start
76
Design system principles and rules
79
How to define principles?
80
Suggestions
81
Part 3 - Foundations
85
Tokens
86
What are design tokens?
87
When should you and shouldn’t use tokens?
90
Tokens’ benefits
91
Token types
93
Naming conventions
95
Table of contents
03
Naming conventions Theming: what and how
97
Do’s and don’ts
99
Tokens implementation Colors
101 103
Glossary of terms
104
Keeping branding in mind
105
Color psychology
106
Creating a base color palette
109
Creating tints and shades
113
Naming conventions
119
Creating color styles
121
Limiting Tint & Shade Quantity
123
Accessibility
126
Tokens
131
Light and dark themes using tokens
135
Typography
142
Choosing a typeface
143
Best typefaces
148
Size units
150
Building a type scale
156
Line height
159
Naming conventions
161
Building a typography system
162
Table of contents
04
Creating Figma text styles
166
Building a PRO typography system
169
Documentation
176
Spacing
180
Glossary of terms
181
Defining a spacing system
183
Naming conventions
186
Spacing Tokens
188
Spacing usage
189
Figma tips
191
Grids and layouts
194
Glossary of terms
195
Breakpoints
197
Grid types
199
Layout types
201
Creating grids
204
Complex layout grids
213
Grid Tokens
218
Part 04 - Components, patterns, templates What to consider before creating any component
222
Not so atomic approach. There is a hierarchy.
223
Naming conventions
227
Table of contents
05
Scalability
228
Connecting Tokens
229
Documentation
230
Components
232
Core and compound components
233
Component categories
234
From where to start
236
Creating components. Button. Method 1
237
Creating components. Button. Method 2
242
Testing components
247
Patterns & templates
254
What is a UI design pattern?
255
Common UI design patterns & how to apply them
255
How to create UI design patterns
259
Where to find existing UI design pattern libraries
260
Dark design patterns
261
Templates
262
How to create templates
263
Pages
264
Part 05 - Documentation
268
Documentation
269
Table of contents
06
Part 06 - Implementation & scaling
286
Adopt, Adapt or Create
287
Tips for freelancers
301
Part 07 - Variables
New Part
308
What are Variables?
310
Types of Variables
312
Types of Tokens
313
Organizing variables with collections, groups & modes
314
Tips for creating variables
316
Color variables
327
Number variables
335
Boolean variables
342
String variables
347
Simplifying components using variables: mixed modes.
349
How variables can be used
354
Outro - Final words
358
Copyright © 2023 Marina Budarina. All rights reserved.
No portion of this e-book may be reproduced in any form without permission from the publisher (Marina Budarina).
Introduction Hey there,
I am Marina Budarina - a digital product designer and creator of this e-book. First and foremost, thank you for trusting me and purchasing my content to be a part of this learning journey.
That’s me!
And here is my
Great to see you!
Instagram
@marina_uiux
Before we dig into the theory and practice, I want to tell you a little about my journey, the obstacles I have met, and my vision - to encourage you and give light on why I wrote this e-book.
My vision
First, I am from a small city in Kazakhstan.
Second, I am a software engineer - that is my initial degree.
Third, I am a self-taught designer.
I began my self-taught journey by gathering information from different sources, applying them in the form of practical solutions, and eventually spending hours and hours figuring things out on my Introduction own. It was
not easy, but I got through it.
08
Third, I am a self-taught designer.
I began my self-taught journey by gathering information from different sources, applying them in the form of practical solutions, and eventually spending hours and hours figuring things out on my own. It was not easy, but I got through it.
To make it less complicated and easier to navigate this field for many beginners and professionals alike, I conceptualized and brought this e-book to life. It aims to gather all the ideas and concepts that have profoundly helped me and that you can use in your design journey.
All your experience matters, and all of it will help you.
I have done many different things in the past, some just as a hobby, some I took very seriously. But all of it made me who I am. And if you think you are a zero at something - you may be wrong.
Experience Culture
Inter ests
Skills
You
≠
Zero
ies Hobb
Initially, I needed to gain experience in the design itself. Still, I did photography, knew Photoshop, had an eye on aesthetics, was creative, had communication skills, understood programming, learned psychology, etc.
Introduction
You do know something, and you do have skills. Let them be your
09
Initially, I needed to gain experience in the design itself. Still, I did photography, knew Photoshop, had an eye on aesthetics, was creative, had communication skills, understood programming, learned psychology, etc.
You do know something, and you do have skills. Let them be your strengths.
If you do something - be committed. Otherwise - quit.
If you are 100% sure that something will not be helpful or you do not want to do that, just quit. Because even if it is applicable, you have already decided, in your head, that it is not - you framed yourself.
For example: only go to a lecture or a masterclass if you are going to pay attention, if you are going to commit, and if you haven’t come just for the sake of being there.
During my university program, I was one of the best students. But you know what? I skipped classes that I did not find helpful or those that were giving low value to me. I did that not because I was lazy: I worked a lot, earned money, and learned things on my own. But in a better, more efficient way. I valued my time and effort and did not want to waste it.
As a result, I could do more, and I did it well. Teachers loved me, and I was happy.
Introduction
10
My design journey At the beginning of 4th year, in parallel with my university program, I got into design.
How it started: my friend asked me for “help” - to create designs for Instagram posts. After that, I began to explore design more, just for fun. I designed some websites and even posted some of my works on Instagram - initially, it was just a hobby.
Next, the same person asked me to design a taxi app. I have not been paid. However, that was a significant step, after which I gained some confidence and started to get some projects from Instagram.
After a while, I got into one of my first big projects - a start-up (SunnyPeople). We were creating a product for brands and influencers to run their business on Web3.
How did I land this job?
What helped me? Design skills - maybe, communication - mindset - perhaps. But it was all together, all my previous experiences, that made me who I am. That is what let me in.
But to use actual data and not rely just on my assumptions, I have asked the manager, and here is what he said:
“1. Ability to understand the product and customer and put yourself in the customer’s shoes.
Introduction
2. Proposing structure and steps rather than jumping straight into
11
But to use actual data and not rely just on my assumptions, I have asked the manager, and here is what he said:
“1. Ability to understand the product and customer and put yourself in the customer’s shoes.
2. Proposing structure and steps rather than jumping straight into UI and drawing.
3. Resourcefulness: You never design based on your knowledge, but you are resourceful and always see what other apps and products do and consider that.
4. Not afraid to push back and provide your opinion based on your intuition and experience. Junior people typically accept everything managers say and never offer their opinion. Managers (or any human!) can be wrong many times. You used to tell me. You disagreed and preferred another method/approach (of course, in a respectful way).
5. Coachable: You are very coachable, take feedback, adapt, improve, etc.
6. Kind: Last but not least, you were a nice and kind person who was pleasant to work with. We had fun, we joked, and you were a good team member. That is very important for me, too, and teams in general as well.”
So it was not so much about actual skills but all my knowledge, values, and experience that allowed me to think and act in a specific way.
So here my Introduction
idea or vision takes place:
12
values, and experience that allowed me to think and act in a specific way.
So here my idea or vision takes place:
No matter what you do, the more diverse your knowledge and experience are, the better.
That allows you to see problems from different perspectives, provide better results and grow faster.
This is why knowledge about design systems will be helpful not only to designers but to developers, managers, owners, etc.
So let’s keep going with the experience.
Most of the time, when you work freelance and in start-ups - you are the only designer in a team. That was the case. So I’ve started to work from 0, doing research, analysis, IA, wireframes, and eventually UI.
And here we get closer to the design system…
There are problems that you may not face in small projects or when you are a junior designing only several screens, but trust me, when a product is big and grows, the wrong approach and flawed system can create a lot of trouble.
Simple example: when there are a lot of the same screens, and if your team at some point decides to change one color, change a component, or add some tiny element - it will take you hours of tedious work to change it on all 100+ screens. Or if you did not agree at the beginning on how the pop-up should work or what Introduction happens on
bigger screens - it will require extra time,
13
communication, and energy, which you may not have at this point.
Simple example: when there are a lot of the same screens, and if your team at some point decides to change one color, change a component, or add some tiny element - it will take you hours of tedious work to change it on all 100+ screens. Or if you did not agree at the beginning on how the pop-up should work or what happens on bigger screens - it will require extra time, communication, and energy, which you may not have at this point.
If there is some complicated labeling system in the design, you may explain it once, but in a month, everyone will forget, you will have to repeat it, or even worse - you will forget. And if you will leave the project - this information will stay only in your head…
Do you see?
Instead of being a designer that creates a good product, you become a pixel mover.
There was a lot of work, and my time was limited. So from my side, I did everything to simplify the process.
I have created color and typography styles. I was turning elements into components as I was designing UI. I did that back then only to enhance and speed up my workflow and keep things consistent while just reusing parts I have created smartly.
And I knew if I needed to change something - I would not have to go through each screen repeatedly. I will change it in one place and done. Easy and quick.
So as I was Introduction
simplifying my design processes, documentation came14
into place. And here is a big thanks to one of the best managers I
while just reusing parts I have created smartly.
And I knew if I needed to change something - I would not have to go through each screen repeatedly. I will change it in one place and done. Easy and quick.
So as I was simplifying my design processes, documentation came into place. And here is a big thanks to one of the best managers I have worked with, who became for me a very good friend: Ramzi Assaf. He was very involved in the process and forced me to document some rules on confluence (we used Jira (Atlassian) for our product management). So I started to put some notes in Figma as well for each case.
This way, I didn’t have to spend much time explaining my reasoning and components usage rule over and over again. I also did not keep redundant information in my head, reducing mental overload.
Bit by bit, We were creating a design system. But, of course, it was not complete or perfect. And as you see, I did not know much about design systems back then, and it was an outcome, a need, that made the whole process easier, organized, and helped the entire team. A design system was a need, and as a result, that made the whole process easier and organized and helped the entire team.
Introduction
15
What to expect? In this e-book, I will tell you about: what a design system is, why you need or do not need it, what purposes they serve, from which components it consists, how to build your design system most efficiently, and how to use it.
You will understand how to collaborate with the team, communicate with clients about the design system's needs, and explain its value.
And as a result, you will be able to build design systems from scratch or make a reusable design system for your future projects.
You will be able to improve your skills and knowledge, increase your efficiency, work faster, create better products and provide better results, get a promotion or a better job, impress your clients with professionalism, and go to another level of your career.
You will learn how designs and prototypes are meant to be translated into code, speed up the development process, and reduce misunderstandings during the handoff.
If you are a non-designer, you will get a solid foundation and will be able to break into UI/UX, product design, or even managing processes.
Introduction
16
Key takeaways No matter where you're coming from and what are your current conditions, nowadays you can learn from any country, become a good specialist and change your life. But it will require some diligence, hard work, and discipline. All your experience matters, and all of it will help you. The more you know - the better. Diverse knowledge is a key to a broad outlook on life and problems, which will help you to become a great specialist Knowledge about design systems will be helpful not only to designers but to developers, managers, owners, etc If you don't create a good foundation and suitable processes for the design work, you can quickly become a pixel mover; instead of being a designer that focuses on logic, structure, UX, and UI For me, a design system was a NEED that made the whole work process more manageable and organized and helped the entire team.
Introduction
17