DESIGN SYSTEMS

Design systems explained with a kitchen pantry

A design system can sound abstract until you compare it to a well-stocked pantry. Here is what each part does, when you need one and what it takes to build.

29 Sep 2026
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Organised kitchen pantry shelves with labelled jarsmelon

Imagine cooking dinner in a kitchen where every ingredient is in a different cupboard, half the jars are unlabelled and each family member buys their own salt. You would get dinner on the table eventually, but slowly, and it would taste different every night. That is what building a digital product without a design system feels like. A design system is the organised pantry behind the cooking.

What a design system actually is

A design system is a shared library of decisions, reusable parts and rules that designers and developers use to build every screen of a product. It usually lives in two places at once: a design file in a tool such as Figma, and a matching code library that developers import. When both stay in sync, a button looks and behaves the same everywhere.

It is not the same as a style guide or a brand book. A brand book tells you what your logo and colours are. A design system tells your team exactly how to build a checkout form, an error message or a data table, in both design and code, so nobody has to reinvent them.

The business case is simple. Without a system, every new screen means designing and coding buttons, forms and spacing again, and small inconsistencies multiply into a product that feels stitched together. With one, designers assemble screens from proven parts, developers reuse tested code, and new team members get up to speed far faster.

The pantry, shelf by shelf

The kitchen comparison works because a design system has layers, from basic ingredients up to complete dishes. Each layer is built from the one below it, which is why a change at the bottom, such as a new brand colour, can flow through the whole product without anyone repainting screens one by one.

IN THE PANTRYIN THE SYSTEMEXAMPLES
Raw ingredientsDesign tokensColours, spacing, fonts
Prepped staplesComponentsButtons, inputs, cards
RecipesPatternsSign-up flow, checkout
Labels on jarsDocumentationUsage rules, do and don’t
Who restocksGovernanceOwners, review process
  • Tokens are the named basics, such as primary green or spacing medium, stored once and reused everywhere.
  • Components combine tokens into ready-made pieces, each with defined states like hover, disabled and error.
  • Patterns show how components combine to solve common jobs, like searching, filtering or paying.
  • Documentation and governance explain when to use what, and who decides when something new is added.

A useful detail is how tokens are named. Raw names like green 500 describe what a colour is; semantic names like action primary or text error describe what it is for. Components should use the semantic names. Then, when you add a dark mode or refresh the brand, you change what each token points to, and every component updates at once.

A design system doesn’t make every screen identical. It makes every good decision reusable.

When you need one, and when you don’t

A single marketing website with ten pages doesn’t need a full design system; a tidy set of styles is plenty. The investment pays off when you have several products or platforms, more than one designer, a web app plus mobile apps, or both Arabic and English interfaces. Right-to-left layouts in particular benefit, because spacing and icon direction can be handled once in tokens and components rather than screen by screen.

You may already need one if you notice the warning signs: five slightly different shades of your brand green, three styles of button doing the same job, developers asking designers for spacing values on every ticket, or new screens that take weeks because each one starts from a blank canvas. Those are pantries crying out for labels.

Designer organising UI components in Figmapink
Shared components in Figma, mirrored in code, let teams build new screens from parts they already trust.

What it takes to build and keep one

Most teams don’t need to start big. In our experience, a solid starter system with tokens, twenty to thirty core components and basic documentation takes around four to eight weeks of design and development. It is typically built in Figma with variables, and in code with a component library documented in a tool like Storybook.

You also don’t have to stock the pantry from scratch. Many teams start from an established open-source library, such as Material Design or a headless component kit, and adapt it with their own tokens and brand. That saves weeks on accessibility and behaviour, leaving your budget for the components that are genuinely specific to your product.

The harder part is keeping it alive. Someone has to own it, review new components, retire old ones and keep design and code in step. Without that, teams start bringing their own ingredients again, and within a year the pantry is back to mismatched jars.

A light governance routine is usually enough: a named owner, a regular slot to review requests for new components, a changelog so teams know what has changed, and version numbers on the code library. Treat the system as a product with its own users, your designers and developers, and listen to what they need from it.

KEY TAKEAWAYStart with tokens and a small set of core components that cover your most common screens. Give the system a clear owner, and grow it only when real product needs appear.

The bottom line

A design system is an organised, labelled pantry for your product: tokens as ingredients, components as staples, patterns as recipes and documentation as the labels that keep everyone honest. Build it when your product, team or languages start to multiply, keep it small at first, and look after it. Every new screen after that gets quicker, cheaper and more consistent.

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