When I started writing a post about architects, gardeners, and design systems, it was going to be a quick follow-up to my post about web standards, dictionaries, and design systems. I had spotted an interesting metaphor in one of Frank’s posts, and I thought it was worth jotting it down.
But after making that connection, I kept writing. I wanted to point out the fetishism we have for creation over curation; building over maintenance.
Then the post took a bit of a dark turn. I wrote about how the most commonly cited reasons for creating a design system—efficiency and consistency—are the same processes that have led to automation and dehumanisation in the past.
That’s where I left things. Others have picked up the baton.
Dave wrote a post called The Web is Industrialized and I helped industrialize it. What I said resonated with him:
This kills me, but it’s true. We’ve industrialized design and are relegated to squeezing efficiencies out of it through our design systems. All CSS changes must now have a business value and user story ticket attached to it. We operate more like Taylor and his stopwatch and Gantt and his charts, maximizing effort and impact rather than focusing on the human aspects of product development.
But he also points out the many benefits of systemetising:
At the same time, I have seen first hand how design systems can yield improvements in accessibility, performance, and shared knowledge across a willing team. I’ve seen them illuminate problems in design and code. I’ve seen them speed up design and development allowing teams to build, share, and validate prototypes or A/B tests before undergoing costly guesswork in production. There’s value in these tools, these processes.
Emphasis mine. I think that’s a key phrase: “a willing team.”
A design system that optimizes for consistency relies on compliance: specifically, the people using the system have to comply with the system’s rules, in order to deliver on that promised consistency. And this is why that, as a way of doing something, a design system can be pretty dehumanizing.
But a design system need not be a constraining straitjacket—a means of enforcing consistency by keeping creators from colouring outside the lines. Used well, a design system can be a tool to give creators more freedom:
Does the system you work with allow you to control the process of your work, to make situational decisions? Or is it simply a set of rules you have to follow?
I definitely share Jeremy’s concern, but also think it’s important to stress that this isn’t an intrinsic issue with design systems, but rather the organizational culture that exists or gets built up around the design system. There’s a big difference between having smart, reusable patterns at your disposal and creating a dictatorial culture designed to enforce conformity and swat down anyone coloring outside the lines.
Brad makes a very apt comparison with Agile:
Not Agile the idea, but the actual Agile reality so many have to suffer through.
Agile can be a liberating empowering process, when done well. But all too often it’s a quagmire of requirements, burn rates, and story points. We need to make sure that design systems don’t suffer the same fate.
Jeremy’s thoughts on industrialization definitely struck a nerve. Sure, design systems have the ability to dehumanize and that’s something to actively watch out for. But I’d also say to pay close attention to the processes and organizational culture we take part in and contribute to.
Matthew Ström weighed in with a beautifully-written piece called Breaking looms. He provides historical context to the question of automation by relaying the story of the Luddite uprising. Automation may indeed be inevitable, according to his post, but he also provides advice on how to approach design systems today:
We can create ethical systems based in detailed user research. We can insist on environmental impact statements, diversity and inclusion initiatives, and human rights reports. We can write design principles, document dark patterns, and educate our colleagues about accessibility.
Care applies to the built environment, and especially to digital technology, as social media becomes the weather and the tools we create determine the expectations of work to be done and the economic value of the people who use those tools. A well-made design system created for the right reasons is reparative. One created for the wrong reasons becomes a weapon for displacement. Tools are always beholden to values. This is well-trodden territory.
Well-trodden territory indeed. Back in 2015, Travis Gertz wrote about Design Machines:
Designing better systems and treating our content with respect are two wonderful ideals to strive for, but they can’t happen without institutional change. If we want to design with more expression and variation, we need to change how we work together, build design teams, and forge our tools.
Design systems are certainly a new way of thinking about product development, and introduce a different set of tools to the design process, but design systems are not going to lessen the need for designers. They will instead increase the number of products that can be created, and hence increase the demand for designers.
And in 2019, Kaelig wrote:
In order to be fulfilled at work, Marx wrote that workers need “to see themselves in the objects they have created”.
When "improving productivity", design systems tooling must be mindful of not turning their users' craft into commodities, alienating them, like cogs in a machine.
All of this is reminding me of Kranzberg’s first law:
Technology is neither good nor bad; nor is it neutral.
I worry that sometimes the messaging around design systems paints them as an inherently positive thing. But design systems won’t fix your problems:
Just stay away from folks who try to convince you that having a design system alone will solve something.
It’s just the beginning.
At the same time, a design system need not be the gateway drug to some kind of post-singularity future where our jobs have been automated away.
As always, it depends.
Remember what Frank said:
A well-made design system created for the right reasons is reparative. One created for the wrong reasons becomes a weapon for displacement.
The reasons for creating a design system matter. Those reasons will probably reflect the values of the company creating the system. At the level of reasons and values, we’ve gone beyond the bounds of the hyperobject of design systems. We’re dealing in the area of design ops—the whys of systemising design.
This is why I’m so wary of selling the benefits of design systems in terms of consistency and efficiency. Those are obviously tempting money-saving benefits, but followed to their conclusion, they lead down the dark path of enforced compliance and eventually, automation.
But if the reason you create a design system is to empower people to be more creative, then say that loud and proud! I know that creativity, autonomy and empowerment is a tougher package to sell than consistency and efficiency, but I think it’s a battle worth fighting.
Design systems are neither good nor bad (nor are they neutral).
Addendum: I’d just like to say how invigorating it’s been to read the responses from Dave, Ethan, Brad, Matthew, and Frank ...all of them writing on their own websites. Rumours of the demise of blogging may have been greatly exaggerated.
This was originally published on my own site.