The difference between correct-ness and useful-ness in a design system
Great post on design systems. Sometimes you need to make a concession and create something that doesn’t exist and isn’t standardized just so people can get stuff done.
Because this is the true challenge of design systems work: the difference between correct-ness and useful-ness. We could document everything—every disabled button hover state and every possible combination of components—within Figma. We could name them precisely as we do in the front-end. That’s correct-ness. I see a ton of design systems within Figma that are desperately trying to be correct. But if we want our design system to be useful to our team then we need to cut things out. We really don’t need everything in Figma, only what will speed us up as designers.
The fact is:
Stuff changes too much to ever expect 100% correctness within Figma.
What your users want will likely tend towards being useful vs. being correct. It’s classic product design. You want to make what’s correct—what’s logically self consistent. People who use it don’t care, they just want to get stuff done and use a tool to help them.