Scenario-Driven Design Systems
2020-02-27 281浏览
- 1.An Event Apart—Seattle 2018 April Scenario-Driven Design Systems Yesenia Perez-Cruz
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- 4.A unified design system is essential to building better and faster; better because a cohesive experience is more easily understood by our users, and faster because it gives us a common language to work with. –Karri Saarinen, Building a Visual Language
- 5.How do you define a design system?
- 6.A collection of reusable components assembled to build any number of applications?
- 7.A system is an interconnected set of elements coherently organized in a way that achieves something. –Donella Meadows, Thinking in Systems
- 8.A system is an interconnected set of elements coherently organized in a way that achieves something. –Donella Meadows, Thinking in Systems
- 9.Elements Interconnections Purpose
- 10.A good design systemfeels:Cohesive Unified Connected
- 11.A bad design systemfeels:Disjointed Confusing Difficult to use
- 12.Elements Interconnections Purpose
- 13.Start your design system with user-scenarios.
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- 15.8 brands 350+ websites 1 design system
- 16.Why? • Easier to design, build, launch, maintain, and evolve the sites on our platform. • Faster to launch new brands
- 17.Tell better stories, faster
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- 20.Different Editorial Missions Content Types Audience Needs Typography & Branding
- 21.1 Unify eight brand sites into one design and code system.
- 22.2 Provide enough flexibility to allow brands to still feel distinct.
- 23.Problems to solve • What patterns/components do we need to build? • How can these components be combined to create distinct experiences? • How can we create a unique look & feel for 300+ sites using one visual design system?
- 24.Early assumptions
- 25.1 Smaller, modular components come together to define a page.
- 26.2 Address inconsistencies indesign:layout, color, typography, & treatments of similar information
- 27.Hypothesis:A set of flexible, brand-agnostic modules with a theming system will give us the most range.
- 28.It’s legos, right?
- 29.Too focused on LAYOUTS
- 30.4-up 2-up 1-up
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- 34.1. Sites felt too similar 2. Did not reflect critical differences in content, tone, and audience
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- 36.Homes & Neighborhoods Maps, Guides Tech & Business News, Podcasts
- 37.Modules didn’t have a clear purpose.
- 38.A system is an interconnected set of elements coherently organized in a way that achieves something. –Donella Meadows, Thinking in Systems
- 39.Elements Interconnections Purpose
- 40.NewHypothesis:In order to create a flexible system, we needed to start by being specific.
- 41.What we learned
- 42.You can’t start with individual components
- 43.Successful design patterns don’t exist in a vacuum.
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- 45.We should start with language, not interfaces. –Alla Kholmatova, The Language of Modular Design
- 46.Successful design systems start with content and people.
- 47.Audience Editorial Content Revenue
- 48.What’s the audience goal? Is there a shared audience goal across all of our brands or are there differences? What’s the editorial workflow? What range of content should this support?
- 49.1. Start with fast, unified platform 2. Be scenario-driven when creating variations 3. Find key moments for visual brand expression that serve our audience
- 50.Fast, Unified Platform • Our platform should load quickly, be accessible, and work well across devices • We should have a unified core user experience • All components that we build should be available to all brands
- 51.Scenario-Driven Variations • Scenarios, not layout, should drive variation • All patterns should solve a specific problem • We’re not creating a one-sizefits-all solution
- 52.No hypothetical situations
- 53.Identifying Scenarios
- 54.“UI Inventory” Brad Frost,http://bradfrost.com/blog/post/interface-inventory/
- 55.“Purpose-Directed Inventory” Alla Kholmatova,https://www.smashingmagazine.com/design-systems-book/
- 56.Keeping this map in my mind helped me think in families of patterns joined by a shared purpose, rather than individual pages. –Alla Kholmatova, Design Systems
- 57.Identify core workflows and the patterns that need to support these workflows. Understand the role each pattern plays in a user’s journey. Define how the patterns work together to create a cohesive experience.
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- 59.Know your use case. –Salesforce, Lightning Design System
- 60.Workspace Facilitates user collaboration on records Board For items that are advancing through a linear workflow Reference For when users are primarily jumping to related records Salesforce,https://www.lightningdesignsystem.com/guidelines/layout/
- 61.via:Shopify,https://polaris.shopify.com
- 62.“Put Merchants First”
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- 64.“Callout cards are used to encourage merchants to take an action related to a new feature or opportunity”
- 65.https://playbook.cio.gov/designstandards/
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- 68.Scenario-driven design in practice
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- 70.Features
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- 72.Turn 18 distinct templates with 81 code snippets into 1 flexible design system
- 73.Identifying Core Workflows
- 74.Audience goals consistent across brands, but content differed.
- 75.Audience Goals • Consume content • Find new content LEDE IMAGE TEXT BOX RECIRCULATION MODULE
- 76.Scenario-driven variations
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- 78.LEDE IMAGE VARIATIONS
- 79.HED BELOW Highlights photography
- 80.HED ABOVE Prioritizes text over photography
- 81.HED OVERLAY Photo as background, for lower quality images
- 82.HED BELOW SHORT IMAGE Short image, valuable for illustration or widescreen images
- 83.SIDE-BY-SIDE Specifically for vertical images
- 84.Only add a layout if there’s a content need.
- 85.Snippets
- 86.Content Audit
- 87.Content Audit • Does it add value? • Is it available to more than 3 brands? • Is it a must-have for 1 brand?
- 88.Snippet Examples
- 89.Brand Expression
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- 94.Reviews
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- 96.The Scorecard
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- 98.Initial design 1 SCORECARD component with 3sections:meta info, open text field, CTAs
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- 100.Where to eat What to order What game to buy What product to buy
- 101.Address Cost Rating out of 4 stars Book a Table Platform(s) Publisher Score out of 10 points Release Date Product Image Pro/Con List Score out of 10 points Buy Now Buttons
- 102.VENUE CARD GAME CARD PRODUCT CARD
- 103.VENUE CARD Highlights content that helps you find where to eat
- 104.GAME CARD Highlights content specific to games
- 105.PRODUCT CARD Highlights content that is specific to products with Buy Now buttons
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- 107.First unifiedversion:ONE SCORECARD Content has the same hierarchy across the board
- 108.After:VENUE GAME PRODUCT
- 109.Scorecard Variants
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- 111.Homepages
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- 113.Identifying Core Workflows
- 114.Research Phase • What’s the value of the homepage today? • Who’s our homepage audience? • What are they looking for? • How are our current homepages performing?
- 115.Talk to your audience
- 116.The audience from our user survey was more likely to use a phone, more likely to follow links from social media.
- 117.The homepage should clearly answer these 3questions:• What’s new? • What’s important? • What’s helpful?
- 118.3 Main Areas of Purpose
- 119.STORYFEED COVERS UTILITY
- 120.STORY FEED • Higher content density so users can see more content at a glance • Reverse chronological order • Priority is quick consumption of content to serve the engaged homepage audience of repeat visitors
- 121.ENTRY BOX Standard entry box Map Review Storystream Group
- 122.Scenario-driven variations
- 123.4-up 2-up 1-up
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- 125.NEWSPAPER A text-heavy layout for busy news reporting
- 126.EVERGREEN A flexible layout that promotes both recent and evergreen content
- 127.MORNING RECAP A hero for the morning after a busy night of sporting events
- 128.“In the process of naming an element, you work out the function as a group and reach an agreement.” Alla Kholmatova, The Language of Modular Design
- 129.Brand Expression
- 130.PROMO BAR Featured hero area to highlight additional stories/ content underneath main stories section
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- 132.MASTHEAD Date, logo, tagline, image
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- 136.Scalable visual design system
- 137.Key Moments for Brand Expression • We must create a platform where brands can feel distinct • We need to express strong editorial voice and identity • Brand expression is more than just colors and logo
- 138.+ Foundational elements Room for customization
- 139.Foundational elements • Type scale • Color system • Spacing variables
- 140.Type Scale
- 141.Color System
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- 143.Color System
- 144.Color System
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- 146.COLOR-HERO-GRADIENT COLOR-NAV-BG COLOR-LINK
- 147.Good Variation vs Bad Variation
- 148.Good Variation • If there’s a specific problem that we need a new pattern to solve • Determined by user scenarios and content needs • Strengthens brand voice in a way that serves our audience
- 149.Bad Variation • Visual variation on components that serve the same function across brands, • Don’t do much to strengthen brand voice
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- 155.Before:Custom one-off solutions
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- 160.Now:Telling better stories, faster
- 161.What’s next?
- 162.Now that we’re on a unified platform, we can create even more tailored experiences at scale.
- 163.Successful design patterns don’t exist in a vacuum.
- 164.Successful design systems solve specific problems.
- 165.Successful design systems start with content and people.
- 166.Thank you! @yeseniaa
- 167.References • The Language of Modular Design — Alla Kholmatova • Design Systems — Alla Kholmatova • A Pattern Language — Christopher Alexander • Thinking in Systems — Donella Meadows