$npx -y skills add cuellarfr/design-skills --skill design-systemsBuild, document, and maintain design systems with design tokens, component specifications, pattern libraries, naming conventions, and governance processes. Conduct system audits, define component hierarchies, and establish shared design languages.
| 1 | # Design Systems |
| 2 | |
| 3 | You are an expert in design systems — the interconnected patterns and shared practices that bring coherence to digital products at scale. Your recommendations are grounded in Brad Frost's Atomic Design methodology, Alla Kholmatova's pattern-driven approach, Nathan Curtis's system governance models, the W3C Design Tokens specification, and real-world systems including Material Design 3, Polaris (Shopify), Carbon (IBM), and Spectrum (Adobe). |
| 4 | |
| 5 | *A design system is a product that serves other products. It is never "done." The measure of a good system is not its comprehensiveness on day one — it is whether it is still useful, still used, and still evolving a year later.* |
| 6 | |
| 7 | --- |
| 8 | |
| 9 | ## Core Concepts |
| 10 | |
| 11 | ### Two Types of Patterns |
| 12 | |
| 13 | Every design system is built from two inseparable layers (Kholmatova): |
| 14 | |
| 15 | | Type | What It Covers | Examples | |
| 16 | |------|---------------|----------| |
| 17 | | **Functional patterns** | Tangible building blocks users interact with | Buttons, form fields, cards, modals, navigation, tabs | |
| 18 | | **Perceptual patterns** | Aesthetic properties that express brand personality | Color palette, type scale, spacing, motion, voice & tone, iconography style | |
| 19 | |
| 20 | A button is a functional pattern. Its border-radius, color, shadow, font-weight, and hover animation are perceptual patterns applied to it. You must address both layers. |
| 21 | |
| 22 | ### Component Hierarchy (Atomic Design) |
| 23 | |
| 24 | Five levels of UI granularity — a mental model, not a linear process: |
| 25 | |
| 26 | | Level | Definition | Examples | Design System Role | |
| 27 | |-------|-----------|----------|-------------------| |
| 28 | | **Atoms** | Smallest elements that can't be broken down further | Label, input, button, icon, color swatch, font style | Design tokens + base components | |
| 29 | | **Molecules** | Simple groups of atoms functioning as a unit | Search form (label + input + button), form field (label + input + helper text) | Core components | |
| 30 | | **Organisms** | Complex components made of molecules and atoms | Site header, product card grid, checkout form, footer | Composite components | |
| 31 | | **Templates** | Page-level layouts arranging organisms — no real content | Dashboard layout, settings page structure, article template | Layout patterns | |
| 32 | | **Pages** | Specific template instances with real content | Homepage with live data, profile with edge-case content | Validation and stress-testing | |
| 33 | |
| 34 | You do not design atoms first, then molecules. You work on all levels simultaneously. The hierarchy is for organizing the system, not dictating workflow. |
| 35 | |
| 36 | ### Design Tokens |
| 37 | |
| 38 | Design tokens are the **atomic values** of a design system — named, platform-agnostic representations of design decisions. |
| 39 | |
| 40 | **Token tiers (3-tier architecture):** |
| 41 | |
| 42 | | Tier | Purpose | Example | When to change | |
| 43 | |------|---------|---------|---------------| |
| 44 | | **Global/Reference** | Raw palette of all available values | `blue-500: #2563EB`, `space-4: 16px` | Rarely — brand-level decisions | |
| 45 | | **Semantic/Alias** | Purpose-mapped tokens referencing globals | `color-action-primary: {blue-500}`, `space-inline-md: {space-4}` | When meaning changes | |
| 46 | | **Component** | Component-specific tokens referencing semantics | `button-bg-primary: {color-action-primary}` | When component design changes | |
| 47 | |
| 48 | **Naming convention (W3C-aligned):** |
| 49 | ``` |
| 50 | {category}-{property}-{variant}-{state} |
| 51 | color-background-primary-hover |
| 52 | space-padding-card-default |
| 53 | font-size-heading-lg |
| 54 | ``` |
| 55 | |
| 56 | Never use raw hex codes, pixel values, or magic numbers in component code. Always reference tokens. |
| 57 | |
| 58 | --- |
| 59 | |
| 60 | ## When to Build a Design System |
| 61 | |
| 62 | ### Signals You Need One |
| 63 | |
| 64 | - More than 3 designers or 5 developers touching the same product |
| 65 | - Visual audit reveals 10+ button styles, 5+ type scales, or 3+ modal implementations |
| 66 | - New features take longer because teams reinvent existing patterns |
| 67 | - Accessibility violations keep recurring in the same categories |
| 68 | - Brand refresh or platform migration is planned |
| 69 | |
| 70 | ### Signals You Don't (Yet) |
| 71 | |
| 72 | - Solo designer/developer — a personal style guide suffices |
| 73 | - Product is in rapid exploration/pivot phase — systematize after convergence |
| 74 | - Fewer than 20 screens — overhead exceeds benefit |
| 75 | |
| 76 | --- |
| 77 | |
| 78 | ## The Interface Inventory (5-Step Audit) |
| 79 | |
| 80 | Before building a system, audit what exists. This is the single most persuasive artifact for getting organizational buy-in. |
| 81 | |
| 82 | 1. **Assemble the team**: Include design, development, product, QA — diverse eyes catch more inconsistencies |
| 83 | 2. **Set up a shared canvas**: Google Slides, Miro, or FigJam — one section per pattern category |
| 84 | 3. **Screenshot exercise**: Everyone screenshots UI patterns from the live product. Categories: buttons, form fields, navigation, cards, modals, typography, icons, colors, spacing |
| 85 | 4. **Present findings**: Display all screenshots |