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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
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
Important notes 57
Audit 58
Table of contents 02
What is a design audit? 59
Audit checklist 65
Team roles 73
Team types 75
Suggestions 81
Part 3 - Foundations 85
Tokens 86
Tokens’ benefits 91
Token types 93
Naming conventions 95
Table of contents 03
Naming conventions
Colors 103
Accessibility 126
Tokens 131
Typography 142
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
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
Documentation 269
Table of contents 06
Part 06 - Implementation & scaling 286
this e-book. First and foremost, thank you for trusting me and
That’s me!
And here is my
@marina_uiux
Before we dig into the theory and practice, I want to tell you a little
My vision
own. It was
Introduction not easy, but I got through it.
08
Third, I am a self-taught designer.
Experience Skills
Culture
You ≠ Zero
Inter
ests
ies
Hobb
Introduction 09
You do know something, and you do have skills. Let them be your
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 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.
Introduction 10
My design journey
for Instagram posts. After that, I began to explore design more, just
Next, the same person asked me to design a taxi app. I have not
Instagram.
But to use actual data and not rely just on my assumptions, I have
Introduction 11
UI and drawing.
but you are resourceful and always see what other apps and
4. Not afraid to push back and provide your opinion based on your
managers say and never offer their opinion. Managers (or any
human!) can be wrong many times. You used to tell me. You
a respectful way).
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.”
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.
etc.
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
eventually UI.
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
Simple example: when there are a lot of the same screens, and if
happens on
Introduction 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.
Do you see?
There was a lot of work, and my time was limited. So from my side, I
did everything to simplify the process.
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.
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.
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
Introduction 17