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5 min readKishin

Notes on Minimalist Design Systems

Design

Design systems tend to grow the way junk drawers grow: one reasonable addition at a time, until nobody can find anything. Every team adds the component they need for their specific screen, and three years later there are four different card variants that all do roughly the same thing.

The systems that stay usable share one trait: someone is actively saying no. Not to be difficult, but because every new primitive is a promise to maintain it, document it, and keep it consistent with everything else, forever.

A smaller set of well-considered primitives (spacing scale, type scale, a handful of color roles, a few core components) covers far more ground than people expect. Most 'unique' UI needs turn out to be a composition of existing pieces, not a reason for a new one.

Constraint is the actual feature. A design system isn't valuable because it has answers for everything; it's valuable because it makes certain decisions once so nobody has to re-litigate them on every screen.