Developing Design Systems: Patterns, Prototypes, and People (Dennis Kardys)

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Developing Design Systems Dennis Kardys @dkardys #FiLive PATTERNS, PROTOTYPES, AND PEOPLE

Transcript of Developing Design Systems: Patterns, Prototypes, and People (Dennis Kardys)

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DevelopingDesign Systems

Dennis Kardys @dkardys #FiLive

PATTERNS, PROTOTYPES, AND PEOPLE

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CC license: @matt_j https://flic.kr/p/fksgQJ

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the patterns in an environment shape patterns

of behavior

[a horrible story about birds]

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“designing systems of components…

-Stephen Hay

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“stitching atoms, molecules, and organisms together to form templates and pages. -Brad Frost

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“bootstrap style systems for every client…

-Dave Rupert

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a modular set of guidelines and components to improve consistency, efficiency,

sustainability

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Design Systems taking first steps

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1. interface inventory

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2. organize your code.

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CSS, Sass, SCSS, Compass, Less, BEM, SMACSS, OOCSS, ACSS, CCSS, etc…

Front End Frameworks and Preprocessors

(Do Not Repeat Yourself—so, whatever works for you!)

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3. create useful documentation.

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image courtesy Dean Hochman: https://flic.kr/p/nXSUzA

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design shangri-la our innermost desires projected

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or glamorized reference docs?

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should not be static should not be incomplete can’t be a developer’s problem

xxx

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what does it mean to build a living design system?

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Understanding Systems A set of interacting or interdependent components

forming an integrated whole.

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delineated by boundaries, surrounded and influenced by its environment, described by its

structure and purpose, expressed in its functioning.

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http://blog.noupsi.de/post/44607342301/open-judge

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image courtesy Richard Hefner: https://flic.kr/p/quWY6H

you can’t design interconnectivity when

you are inside a silo

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What are your system boundaries?

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page to page viewport to viewport across platforms across channels

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patterns are language.many expressions out of simple rules and structures.

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each patterns we design foster patterns of behavior

element + environment + experience

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to the design/development/authoring teams:

we need to generate behaviors, not specify

behaviors.

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Creating Rules

photo CC license: @wanderlass https://flic.kr/p/97VZ2t

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1. avoid colliding with its immediate neighbors 2. be generally attracted to others of its kind 3. move in the same direction as the rest of the

group.

Flocking Logic

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Each simply coordinates its movements with those of its neighbors.

The 1 Simple Rule

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“the chorus line hypothesis”

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Look left. Look right.

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the ultimate team skill is the ability to choreograph actions at a

variety of scale.

CC image: @melfoody - https://flic.kr/p/ea5DSh

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systems require rules.

with the right laws in place, order (rather than disorder) will increase over time.

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imagine no rules. freedom vs. flexibility

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“we want drag and drop.”

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systems require rules.

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prescriptive specifying what you should do

proscriptive identifying only what you should not.

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system rules what the system permits and restricts

you from doing.

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editorial/design rules guidelines for how you should use

different elements.

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principles the rules the capture the system’s intent

and purpose.

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Weave it all together. how will you design without seams?

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Ideation

Modeling

Mapping

Refining

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Ideation

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ideation coming up with ideas

iteration refining ideas

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Design Charrettes

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1. Work with a blended group. 2. Generate the maximum number of ideas. 3. Alternate between solo and group ideation. 4. Surface conflict and build consenus. 5. Inspire

DESIGN CHARRETTES

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Centerpointthe core patterns and behaviors that define

your system.

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Inspiration Documents

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1. A tool to provoke conversation. 2. Use it to answer YOUR questions. 3. Describe rationale not “design options”.

VISUAL INSPIRATION

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Sketching

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1. Show multiple sketches. 2. Make each sketch unique in concept. 3. Discuss viability of concept and direction. 4. Never let your stakeholder hold on to them. 5. Avoid iteration.

SKETCHING (for presentations)

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modeling(shaping the elements)

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Element Collages / Style Tiles

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Element Collages / Style Tiles

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Element Collages / Style Tiles

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Paper Prototypes

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Structured Content

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Content Patterns (templates)

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layout (pages)

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Navigational Patterns & Flows

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mapping(find the points of intersection)

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structured content objects feed the data

model

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data model helps define patterns and components

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styleguide

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code content

design

image CC Nate Weigl https://flic.kr/p/7R8RqM

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refining and iterating

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• purpose • intended behavior • examples of states • system or editorial rules • use cases • data source • performance requirements

Documenting Patterns

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stress testing

too much content. too little content. poorly formatted image.

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the story of Coyote and the Frybread.

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http://www.flickr.com/photos/thaths/6200904390/

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http://blog.noupsi.de/post/44607342301/open-judge

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image courtesy Richard Hefner: https://flic.kr/p/quWY6H

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How can you extend your influence beyond

your sphere?

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Thanks! Dennis Kardys

@dkardys #filive