Scenario-Driven Design Systems

2020-02-27 281浏览

  • 1.An Event Apart—Seattle 2018 April Scenario-Driven Design Systems Yesenia Perez-Cruz
  • 2.
  • 3.
  • 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.
  • 14.
  • 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
  • 18.
  • 19.
  • 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
  • 35.
  • 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.
  • 44.
  • 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.
  • 58.
  • 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”
  • 63.
  • 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
  • 69.
  • 70.Features
  • 71.
  • 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
  • 77.
  • 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
  • 90.
  • 91.
  • 92.
  • 93.
  • 94.Reviews
  • 95.
  • 96.The Scorecard
  • 97.
  • 98.Initial design 1 SCORECARD component with 3sections:meta info, open text field, CTAs
  • 99.
  • 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
  • 106.
  • 107.First unifiedversion:ONE SCORECARD Content has the same hierarchy across the board
  • 108.After:VENUE GAME PRODUCT
  • 109.Scorecard Variants
  • 110.
  • 111.Homepages
  • 112.
  • 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
  • 124.
  • 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
  • 131.
  • 132.MASTHEAD Date, logo, tagline, image
  • 133.
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  • 135.
  • 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
  • 142.
  • 143.Color System
  • 144.Color System
  • 145.
  • 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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  • 154.
  • 155.Before:Custom one-off solutions
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  • 159.
  • 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