Aug 04, 2020

Design systems' area of influence: Offering (2/3)

Imagine when a developer wants to compose a page, it will take a lot of time to rebuild everything from scratch. Not to mention the time needed to test the page to avoid bugs. Having a code library where the developer can reuse the same components over and over will increase efficiency in product development greatly. This can be one of the important strategies for a company.

The offering is the tangible output of design systems. You might be familiar with them; component library, icon library, interface guidelines, principles, plugins, tokens, code library, and much more. How good the offering can be measured based on how much time saved if system users use the offering. The quantity of the offering can also contribute on how many touch point the design systems are supporting in product development.

Offering in design systems tied deeply with the identity. Imagine creating a design direction for the icon, should the icon looks playful or elegant? This is where brand identity comes in. The clear company brand positioning and value proposition can help when building the offering.

However, a lot of teams think it’s the ultimate goal to have a lot of offerings. But, imagine, what if we need a new icon, new color, new component, or pattern? What should that process or collaboration look like? I did a mistake in neglecting this part, which cost my team a lot. We flustered because people come with a new proposal with limited time. When a new component needed, who is gonna develop that?

This is where the service design for design systems is important. Which I will talk briefly in the next post.





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About self-doubt

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Making sense of your design project by writing

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When was the last time you reflect?

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Methods are tools

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How can I get a bigger project?

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Entering product design – Chapter 7: Craft and analysis

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Entering product design – Chapter 6: Narrow collaborator

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Entering product design – Chapter 5: Soloist product designers

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Entering product design – Chapter 4: Product designer key skill areas

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Entering product design – Chapter 3: Misunderstanding of business

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Entering product design – Chapter 2: Principles over steps

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Entering product design – Chapter 1: Silver bullet

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Entering product design – Overview

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SAR: A framework for concise storytelling

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Start your design with outcome

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New medium post: Collaboration ground for design systems

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Action points

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Pulse check: Listen to your team

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You should actively apply for a new job

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Design systems' area of influence: Service (3/3)

Aug 04

Design systems' area of influence: Offering (2/3)

Aug 03

Design systems' area of influence: Identity (1/3)

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My mom ran me to the hospital

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Reader question: Do we need to build MVP for every product?

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Reader question: Do I need formal design education?

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Sandbox for your personal growth

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Specificity in feedback

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Overwhelming inspiration

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The framing trap

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Everyone vs. Specific

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The blind horse designer

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Set the context in your meeting

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Let's just try and see what happens

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Managing expectation

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Low UX maturity company

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Workshops can be more efficient than meetings

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3 questions designers should be asking

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Evolving Product Experience Principles at Bukalapak

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A framework to give better design feedback: Analyze, Discuss, Suggest

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Quick life update

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Things I learned from working at Shopify

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About design critique

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Common icon design problems you should avoid

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Preface: Welcome to