Kai Jenkins

Senior Software Engineer @ Delta Air Lines

Atlanta, GA
More Than Components title card

Design Systems Are More Than Just Components

If "design system" makes you picture a tidy Figma library and a stack of UI components, you're not wrong. You're just seeing the most visible slice. The real system is the thing that makes your brand feel intentional and your product feel trustworthy. It is the way your goals show up in the interface, over and over, without a debate.

TL;DR: A design system is the brand made operational. It aligns goals, protects quality, and earns user trust. Components are the artifacts, not the system.

Components are the appetizer

Components are great because they are shippable. You can see them, use them, and feel the speedup immediately. But components are the last mile, not the highway. Without the decisions behind them, you just built a parts bin.

Components don't explain:

  • Why a button looks that way in the first place.
  • When you should not use it.
  • What promise it is keeping for the user.
  • How it changes when the brand or product strategy shifts.

If the only guidance is "here's a Button component," we end up with a thousand buttons anyway, and none of them say the same thing.

The actual system is shared decisions

A design system is the sum of the decisions your org refuses to make over and over. It's a commitment to consistency and to changing that consistency when the product evolves. That is what keeps brand, product, and engineering aligned.

Think of it as three layers:

  1. Principles: The beliefs that shape the product and the brand.
  2. Tokens: The reusable decisions (color, spacing, type, motion).
  3. Components: The delivery system for those decisions.

If you skip principles, tokens become arbitrary. If you skip tokens, components become a one-off collage. If you skip components, the system never reaches the product. The order matters.

It's also a social contract

This is the part no one wants to put in a Figma file: governance. Who owns it? How do changes happen? What happens when a feature team needs to bend the rules?

Good systems make it easy to do the right thing and possible to do the exception with intention. If the only way to move fast is to break the system, the system is not doing its job.

My default take:

  • A small core team keeps the system coherent.
  • Feature teams can propose changes without drama.
  • Reviews focus on system impact, not just screen polish.
  • Release notes keep everyone honest.

Design systems are product infrastructure

If you only measure adoption by "how many components are used," you'll miss the real wins. Systems reduce cognitive load and decision churn. But more than that, they make your product feel like it knows who it is.

That consistency is the path to loyalty. People do not stay loyal to pixels. They stay loyal to the feeling that the product is predictable, fair, and purposeful. A design system is how you earn that feeling at scale.

If you want proof, pick a few metrics:

  • Time-to-ship for a new feature page.
  • Number of UI bugs tied to inconsistent patterns.
  • Adoption rate for new component versions.

Tokens are the glue (and the cheat code)

Tokens are often overlooked because they're less exciting than components, but they are the fastest way to make brand decisions real in both design and code. Tokens turn "this is who we are" into something the UI can actually respect.

If your brand color shifts, tokens let you update one place. If your spacing needs to scale for a new platform, tokens let you do it safely.

When teams say "we have a design system," I ask:

  • Do you have tokens?
  • Are they shared between design and code?
  • Are they versioned and documented?

If the answer is "not really," you have a component library.

Content and motion are part of the system too

If your system only covers layout and color, you still get a fragmented experience. Content style, voice, and motion are systems of their own. They are how the product speaks and moves, which is a huge part of brand.

  • Voice + tone guidelines that designers and writers both use.
  • Motion rules that help engineers avoid one-off animation experiments.
  • Empty states and error messages that feel like the same product.

If you want the product to feel consistent, you need the content and motion to be consistent too.

The "more than components" checklist

If you want a system that actually sticks, make sure you have these at minimum:

  • Clear principles tied to brand and product goals.
  • Design tokens shared across design and code.
  • Component docs that show when to use and when not to use.
  • Contribution process and governance.
  • Release notes or a changelog.
  • Accessibility baked into components, not a separate checklist.
  • Content and motion guidelines.

Common traps (I've seen these up close)

  • The inventory trap: collecting components without decisions.
  • The "perfect" trap: waiting for the system to be complete before launch.
  • The silo trap: design builds it, engineering avoids it.
  • The screenshot trap: docs show the ideal, code shows the real.
  • The brand trap: the system drifts while marketing says "we are premium."

If you're just starting, do this first

You do not need a full system to get value. Start with the pieces that remove the most friction and amplify the brand:

  1. Pick 1-2 high-traffic screens and inventory their patterns.
  2. Write down 3-5 principles you want every screen to reflect.
  3. Create a tiny set of tokens (type scale, spacing, and color).
  4. Build one component that appears everywhere and make it great.
  5. Write usage guidelines in plain language.

Ship it, learn from it, and expand.

Closing thought

A design system isn't a deliverable. It's a promise: "We will make it easier to build, easier to maintain, and easier for people to trust us." Components prove the promise, but the promise is kept by everything around them.

If your system feels boring and stable, you are probably doing it right. If it feels chaotic, your users feel it too.