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This file is the raw data from Episode 076, deep dive hosted on June 18, 2026 with Ben Callahan and ToniAnn Drenckhahn.

There are 64 answers. The question this week was:

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Hello, system thinkers!

There’s a conversation happening in the design system space right now. It’s about how our craft is changing, about how we build things that last, and about our role in shaping the way our teams build. ToniAnn and I have been discussing this alongside our peers in Redwoods Design System Community and this week, we want to invite you into the conversation.

For this conversation, we’re thinking of craft as the skill needed to deliver high-quality digital products. As DS practitioners, there are two approaches most teams take to the job of enabling craft. You can teach to try and change how people behave through running crits, sharing principles, and pairing with product teams. Or you can encode, building craft into the components, templates, and prototypes so that following the system increases product craft.

The surge of AI workflows makes this more urgent and more complicated. The bar for generating something that looks polished has dropped. Maybe this makes craft feel more accessible, or maybe it’s just raising the stakes for the judgment that can't be automated. Pedro in the Redwoods Slack put it well: knowing when not to add something, and why a pattern exists, is exactly what doesn't scale automatically.

This week, we want to dig into a design system team’s role in enabling craft. Welcome to Episode 076 of The Question!

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How should a design system team enable craft in their organization? (Select one)
• Teach (education and rituals)
• Encode (system and components)
• Both roughly equally
• It’s not our job
• N/A or Other (please explain)

Which specific mechanisms has your team used to enable craft? (Select all that apply)
• Critiques with explicit quality criteria
• UX or principles-based training
• Reference apps or "north star" design examples
• Opinionated components that limit off-brand choices
• Polished templates or starter kits
• Quality gates or sign-off processes
• Pairing DS folks with product teams
• We haven't used any of these systematically
• N/A or Other (please explain)

Where does the craft gap in your org come from? (Select all that apply)
• Hiring (we're not hiring for craft)
• AI tools reducing the incentive to develop craft skills
• DS team expected to enable craft without authority to enforce
• No shared definition of what craft means
• Speed pressure, leaving no time for refinement
• Craft has never been a priority
• N/A or Other (please explain)

If you could instantly give your DS or product org one thing to increase craft, what would it be?
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Question 1: How should a design system team enable craft in their organization? (Select one)Question 2: Which specific mechanisms has your team used to enable craft? (Select all that apply)Question 3: Where does the craft gap in your org come from? (Select all that apply)Question 4: If you could instantly give your DS or product org one thing to increase craft, what would it be?
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They shouldn't, it's not our jobReference apps or "north star" design examples,UX or principles-based trainingDS team expected to enable craft without authority to enforceI think the word craft can be very subjective and so rather than having the DS defining craft I would align the teams on what craft for the company actually is and means. This is more the work of design leadership and the DS team then has to make sure the system enables and encodes that.
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Both, roughly equallyCritiques with explicit quality criteria,Opinionated components that limit low quality choices,Pairing DS folks with product teams,Polished templates or starter kits,Quality gates or sign-off processesNo shared definition of what craft means,Speed pressure, leaving no time for refinementOnboarding.
Having tested this in the past, onboarding of the design system not only enabled designers to:
- more rapidly adopt the system
- develop comfort within the team
- allow them to be more productive sooner
It also set the floor for what the team expects out of design. That’s what design systems do best: assembling the philosophical, strategic, and technical best practices to raises the tide of all boats.
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Both, roughly equallyOpinionated components that limit low quality choices,Reference apps or "north star" design examplesNo shared definition of what craft means,Speed pressure, leaving no time for refinement,We're not hiring for craftA stronger collaboration with our development teams to work as a unit in building the craft together
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Encode (system & components)Critiques with explicit quality criteria,Pairing DS folks with product teams,Reference apps or "north star" design examplesAI tools reducing the incentive to develop craft skills,DS team expected to enable craft without authority to enforce,Speed pressure, leaving no time for refinement20% time from vertical teams to remove old code / clean up flows built with older components & lower craft standards.
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Both, roughly equallyUX or principles-based trainingN/aRestraint!!
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Encode (system & components)Opinionated components that limit low quality choices,Pairing DS folks with product teams,Quality gates or sign-off processesAI tools reducing the incentive to develop craft skills,DS team expected to enable craft without authority to enforce,Speed pressure, leaving no time for refinement,We're not hiring for craftShared passion for quality, not just output.
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Both, roughly equallyOpinionated components that limit low quality choices,Pairing DS folks with product teams,Polished templates or starter kits,Quality gates or sign-off processes,UX or principles-based trainingAI tools reducing the incentive to develop craft skills,Speed pressure, leaving no time for refinementAn understanding of visual hierarchy and recognizing patterns.
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Both, roughly equallyOpinionated components that limit low quality choices,Pairing DS folks with product teams,Quality gates or sign-off processes,UX or principles-based trainingNo shared definition of what craft meansBudget for conferences and modern training courses.
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Both, roughly equallyCritiques with explicit quality criteria,Opinionated components that limit low quality choicesAI tools reducing the incentive to develop craft skills,DS team expected to enable craft without authority to enforce,Speed pressure, leaving no time for refinementA thorough, functional understanding of the value and importance of well-written error messages (inline and summary), focusing on how much trust is gained when we successfully guide a user through a frustrating or scary error.
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Both, roughly equallyCritiques with explicit quality criteria,Opinionated components that limit low quality choices,Reference apps or "north star" design examplesNo shared definition of what craft means,Speed pressure, leaving no time for refinementShared vision or principles of what craft means to us as an organization. It's impossible to keep the craft bar high when definitions vary from person to person. We recently introduced some new principles to support an effort to increase the bar for craft; however, without any specific training or examples it's hard to push that further to other teams within our organization.
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Encode (system & components)Critiques with explicit quality criteria,Opinionated components that limit low quality choices,Quality gates or sign-off processesAI tools reducing the incentive to develop craft skills,No shared definition of what craft meansa crisp process with components in performant code connected to an MCP
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Both, roughly equallyCritiques with explicit quality criteria,Opinionated components that limit low quality choices,Pairing DS folks with product teams,Polished templates or starter kits,UX or principles-based training,We're experimenting with AI-enabled tools to "nudge" users in the right direction.Craft has never been a priority,No shared definition of what craft means,Speed pressure, leaving no time for refinementExecutive mandate to prioritize craft/quality.
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Both, roughly equallyPolished templates or starter kits,Reference apps or "north star" design examplesSpeed pressure, leaving no time for refinementA centralized place/product to start with that includes the entire stack — branding, fonts, server setup, DNS, CMS, design system, patterns, guidance
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Both, roughly equallyCritiques with explicit quality criteria,Opinionated components that limit low quality choices,Pairing DS folks with product teams,Polished templates or starter kitsSpeed pressure, leaving no time for refinementMore team members to embed with product teams, or a thriving “ambassador” program who can coach others on building on system high craft UI
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Both, roughly equallyCritiques with explicit quality criteria,Pairing DS folks with product teams,Polished templates or starter kits,Quality gates or sign-off processes,Reference apps or "north star" design examples,UX or principles-based trainingAI tools reducing the incentive to develop craft skills,No shared definition of what craft means,Speed pressure, leaving no time for refinementExamples of business leaders who appreciate craft and how it inspired their teams to create iconic products.

I just feel like most business leaders are always in a "number go up" mode at any cost, so craft always rises to the level of "good enough". I've seen this throughout my career. So, you have to show examples of where craft has made the company gain an aura. Apple is a great example: even when they fail, people appreciate that they sweat the details. Teenage Engineering same.

Related to design systems: Dyson, Stripe.
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Both, roughly equallyOpinionated components that limit low quality choices,Pairing DS folks with product teams,Pairing with brand experience designers to bake into the system and define guidelines while pushing product designers to them as subject matter experts.AI tools reducing the incentive to develop craft skills,DS team expected to enable craft without authority to enforce,No shared definition of what craft means,Speed pressure, leaving no time for refinement,Skill gap to implement and refine The technical skills to implement and judge good outcomes
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Both, roughly equallyCritiques with explicit quality criteria,Opinionated components that limit low quality choices,Pairing DS folks with product teams,Polished templates or starter kits,Quality gates or sign-off processes,Reference apps or "north star" design examples,UX or principles-based trainingSpeed pressure, leaving no time for refinementTime
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Encode (system & components)Opinionated components that limit low quality choices,Pairing DS folks with product teams,Polished templates or starter kitsCraft has never been a priority,No shared definition of what craft means,Speed pressure, leaving no time for refinementCurrently at my org “craft” does not have a shared definition across product development. Design has a loose definition, product has a loose definition, and engineering has a loose definition. There’s overlap, but alignment is lacking. But even before craft, I think defining what quality means to our org is crucial since “craft” is one of the concepts that drives overall quality. This is a discussion we’re actively having at the leadership level. Here’s the current strategic framework I’m working to get alignment on across PDE:

Standards > Brand/product POV > Alignment > Enshrinement > Operationalization > Enforcement

“Craft” lives in each one of these steps on the path to quality and needs an aligned definition we all agree on and put into practice, from the IC to exec level.
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Both, roughly equallyI am a one-person team. I've enabled craft through continual education and experimentation. I do love the deep dives, but here's something I've learned: Craft now represents drag in our process. The objectives of design system persist. The time savings enabled by AI are real. But the time and money required to position one's self to contribute have expanded explosively. That's not a complaint (well, not a grumbly complaint), it's just the way of things.No shared definition of what craft meansStrong support for the design.md approach as a standard. Not that I think design.md is especially novel or brilliant, but agreeing on a standard that is not Figma is important.
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I think both, but more biased toward teaching. Encoding has its benefits. But its like bumper rails in bowling, you have no incentive to learn or get better if they're always there to lean on. You also need people with skills so there is a freedom of mindset to improve/suggest improvements and not just persist. Opinionated components that limit low quality choices,Quality gates or sign-off processesAI tools reducing the incentive to develop craft skills,No shared definition of what craft meansMore recognition or appreciation from consumers for things done well. I know the axiom "good design is invisible" but it tends to mean we only hear from people when there's a problem.
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Both, roughly equallyCritiques with explicit quality criteria,Opinionated components that limit low quality choices,Pairing DS folks with product teams,Polished templates or starter kits,Reference apps or "north star" design examplesNo shared definition of what craft meansOpportunities to directly contribute to the DS, so that everyone develops a connection to the quality bar.
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Both, roughly equallyCritiques with explicit quality criteria,Opinionated components that limit low quality choicesDS team expected to enable craft without authority to enforce,No shared definition of what craft means,Speed pressure, leaving no time for refinementI’m on a small design team, and we are all stretched a little thin, both with number of tasks but also the amount of skills we are expected to be good at. I’m the design system person, and I’m strong on system and technical work, but not as strong in visual design. I don’t see us hiring more people, and I’m not even saying we need to, it’s just challenging being expected to wear lots of hats.
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Both, roughly equallyWe haven't used any of these systematicallyNo shared definition of what craft meansMake the DS consumable/usable better by AI in more predictable ways.
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Encode (system & components)Opinionated components that limit low quality choicesSpeed pressure, leaving no time for refinementWe have a vision of how our design system should be used but give teams the flexibility to make informed decisions on how it’s extended without breaking the contract. The system utilizes a json-spec for all component renderings.
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Encode (system & components)Opinionated components that limit low quality choices,Pairing DS folks with product teams,Quality gates or sign-off processes,Reference apps or "north star" design examplesNo shared definition of what craft means,Speed pressure, leaving no time for refinement,We're not hiring for craftI would fill the gaps in our DS offerings, including building out a bunch of missing components and patterns. High quality components and patterns are essential enablers to give teams more time to focus on the other parts of delivering high quality digital products that fall outside of strictly composing UI pieces.
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Encode (system & components)Opinionated components that limit low quality choices,Pairing DS folks with product teams,Polished templates or starter kitsSpeed pressure, leaving no time for refinementMore intensive designer training, in coordination with design ops.
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Both, roughly equallyOpinionated components that limit low quality choices,Pairing DS folks with product teams,Quality gates or sign-off processes,Reference apps or "north star" design examplesDS team expected to enable craft without authority to enforce,No shared definition of what craft means,Speed pressure, leaving no time for refinementTime for refinement and alignment - the speed pressure is real and teams still focus on just their needs
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Encode (system & components)Critiques with explicit quality criteria,Opinionated components that limit low quality choices,Reference apps or "north star" design examplesNo shared definition of what craft meansA common understanding of what makes for high-quality UI design.
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Teach (education & rituals)Pairing DS folks with product teams,Polished templates or starter kits,Quality gates or sign-off processes,Reference apps or "north star" design examples,UX or principles-based trainingCraft has never been a priority,No shared definition of what craft means,Speed pressure, leaving no time for refinement,Too much "design power" is controlled by no design teams due to operating in a highly regulated industry.1. Design and craft awareness within regulatory teams.

2. More time generate interaction guides and support, designs often look good but lack interaction planning that allows it to be badly implemented at development stage.
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Both, roughly equallyCritiques with explicit quality criteria,Opinionated components that limit low quality choices,Polished templates or starter kits,Quality gates or sign-off processes,Reference apps or "north star" design examplesAI tools reducing the incentive to develop craft skills,DS team expected to enable craft without authority to enforce,Speed pressure, leaving no time for refinementFocus
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Both, roughly equallyCritiques with explicit quality criteria,Opinionated components that limit low quality choices,Pairing DS folks with product teams,Quality gates or sign-off processes,Principal product designers at my org have been heavily opinionated that craft is on their plate as a responsibility and NOT on design systems. No shared definition of what craft means,Speed pressure, leaving no time for refinementThat's a hard question, not sure that it is one thing that rises above the rest. I think it's maybe a cultural element?

Good craft is a culture - yeah that sounds good to me :D
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Both, roughly equallyCritiques with explicit quality criteria,Opinionated components that limit low quality choices,Polished templates or starter kits,Reference apps or "north star" design examples,UX or principles-based trainingNo shared definition of what craft means,Speed pressure, leaving no time for refinementMore time for thinking, collaboration, and refinement
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Both, roughly equallyCritiques with explicit quality criteria,Opinionated components that limit low quality choices,Reference apps or "north star" design examplesAI tools reducing the incentive to develop craft skills,No shared definition of what craft meansI'd say give everyone equal opportunity to contribute to the system, but that could quickly result in chaos
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Both, roughly equallyPairing DS folks with product teams,Quality gates or sign-off processes,Reference apps or "north star" design examplesAI tools reducing the incentive to develop craft skills,DS team expected to enable craft without authority to enforce,No shared definition of what craft means,Speed pressure, leaving no time for refinement,We're not hiring for craftA shared understanding of what craft means, and the expectation for the whole product team to enforce it (in different ways depending on the role). Craft is not just a DS team. It’s something that is practiced by engineers and designers, and made scalable by the DS team.

This messaging would ideally come from managers and leaders to enforce.
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Both, roughly equallyCritiques with explicit quality criteria,Polished templates or starter kits,Reference apps or "north star" design examplesDS team expected to enable craft without authority to enforce,No shared definition of what craft means,Speed pressure, leaving no time for refinementMore structured critique that's cross functional with engineering to ensure that designers are considering the constraints and opportunities available in the browser as well as taking advantage of alternative design tooling to Figma.
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Both, roughly equallyCritiques with explicit quality criteria,Pairing DS folks with product teams,Reference apps or "north star" design examples,UX or principles-based trainingAI tools reducing the incentive to develop craft skills,DS team expected to enable craft without authority to enforce,No shared definition of what craft means,Speed pressure, leaving no time for refinementOne challenge I've seen around "craft" is that teams operate in silos; they might craft their features individually, but they don't think about the holistic experience beyond their feature. This then puts a lot of onus on the DS team to have to iron out those differences. This goes beyond a technical/tactical design system problem to solve with components and tokens and is more of a cultural problem within the wider org.

So I guess, I'd say some way to better enforce (not sure if that is the right word) horizontal craft across the entire product.
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Both, roughly equallyCritiques with explicit quality criteria,Opinionated components that limit low quality choices,Pairing DS folks with product teamsSpeed pressure, leaving no time for refinementA shared definition of quality that teams actively practice. We already have quality levels at Mercury, but the next step would be making those standards a habitual part of how we design, review, and ship products. Clear examples of what "excellence" looks like, regular reviews against that shared criteria, and system defaults that reinforce those expectations.
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Encode (system & components)Critiques with explicit quality criteria,Design CouncilWe're not hiring for craftDesign leadership
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Both, roughly equallyCritiques with explicit quality criteria,Pairing DS folks with product teams,Polished templates or starter kits,Reference apps or "north star" design examplesDS team expected to enable craft without authority to enforce,No shared definition of what craft meansFunctional Craft. Components and flows thats built well, performant, and works as intended
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Both, roughly equallyOpinionated components that limit low quality choices,Reference apps or "north star" design examplesNo shared definition of what craft meansRemoving tech and design debt; additional funding to get our product across the finish line without the stress of "wasting hours" while we initially launch and sales are slow. Giving our team room to breathe and document how craft is applied at all levels of our system and how it should continue as we grow and adapt to change.
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Both, roughly equallyCritiques with explicit quality criteria,Opinionated components that limit low quality choices,Polished templates or starter kits,Quality gates or sign-off processes,Reference apps or "north star" design examplesCraft has never been a priority,Speed pressure, leaving no time for refinementA higher bar for the user experience.
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Both, roughly equallyOpinionated components that limit low quality choices,Pairing DS folks with product teams,Polished templates or starter kits,Quality gates or sign-off processes,UX or principles-based trainingAI tools reducing the incentive to develop craft skills,DS team expected to enable craft without authority to enforce,Speed pressure, leaving no time for refinementauthority/autonomy for the designers
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Encode (system & components)Critiques with explicit quality criteria,Opinionated components that limit low quality choices,Polished templates or starter kits,Quality gates or sign-off processesDS team expected to enable craft without authority to enforce,No shared definition of what craft means,Speed pressure, leaving no time for refinementA magic wand to improve tool knowledge (Figma and components). Issues we run into most are misunderstanding on how to manipulate the components in the correct way in Figma (no detachments, no overrides where there isn't a property, no instance swapping where there isn't a slot) in addition to how to use Figma in a way that creates quality hand off documents (auto layout, organization, accessibility).
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Both, roughly equallyOpinionated components that limit low quality choices,Pairing DS folks with product teams,UX or principles-based trainingCraft has never been a priority,DS team expected to enable craft without authority to enforce,No shared definition of what craft means,Speed pressure, leaving no time for refinement,We're not hiring for craftThe ability to understand and accept "not ready yet". A lot of times we are bound by the constraints of a timeline we didn't set by a person who doesn't care about craft. What happens then is craft is bundled into that rush and we end up with whatever we get.

Ideally, our teams should be empowered to push back on the product org more when it comes to timeline to ensure the output we're producing is of a level that invokes pride from those who both create and use it. Equally important is increased product org understanding that sometimes great things take longer (within reason) to get right the first time.
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Both, roughly equallyOpinionated components that limit low quality choices,Polished templates or starter kits,Reference apps or "north star" design examples,We've built a sandbox platform to allow consumers of the system to try out components, use templates, find examples, reuse patterns/recipes, and share their own. This platform also provides an environment for testing whether bugs are in the components or from improper implementation.AI tools reducing the incentive to develop craft skills,DS team expected to enable craft without authority to enforce,Speed pressure, leaving no time for refinement,We have a skill deficit in terms of designers not understanding how components work in reality and developers not having adequate front-end dev skills to perform the expected front-end development work.System fluency for the product org. I view the design system as another skill or language designers and devs need to learn to be the most productive. Knowing what components, patterns, and concepts exist and how to compose them in layouts is critical to making the most of the system. If that is working more smoothly for consuming teams, they can focus more energy on solving end-user problems, and less time trying to figure out how to use the system.
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Encode (system & components)Critiques with explicit quality criteria,Opinionated components that limit low quality choicesAI tools reducing the incentive to develop craft skills,Craft has never been a priority,No shared definition of what craft meansA process to fundamentally increase collaboration across designers.
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Both, roughly equallyOpinionated components that limit low quality choices,Banging our heads against a brick wall seems to be about as effective as anything else we do sometimes.AI tools reducing the incentive to develop craft skills,DS team expected to enable craft without authority to enforce,Speed pressure, leaving no time for refinementMore authority to ensure that the hard work we put into craft isn't wasted by the time it reaches product teams.
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Both, roughly equallyCritiques with explicit quality criteria,Opinionated components that limit low quality choices,Polished templates or starter kits,Quality gates or sign-off processes,Reference apps or "north star" design examplesNo shared definition of what craft means,Speed pressure, leaving no time for refinementI don't have an answer for this but I'm curious to hear other answers.
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I think the role of the DS is shifting with the introduction of AI tooling. Our role is becoming the source of truth for how AI interprets our brand and our "product primitives." My perspective has shifted after hearing Yesenia Perez-Cruz talk about this framework and how it fits AI models more clearly and allows for the tools to operate as intended.Pairing DS folks with product teams,Polished templates or starter kits,Reference apps or "north star" design examples,UX or principles-based trainingAI tools reducing the incentive to develop craft skills,No shared definition of what craft means,Speed pressure, leaving no time for refinementCollaborate with the product teams to huddle around deeply defining and documenting the "product primitives" of our brand and applications. What is most important to us? What are the parts that we MUST get right every time? Where are the opportunities to innovate? (As I mentioned, I've been digging into Yesenia Perez-Cruz's framework on product primitives and I'm hoping we can move this direction within our org).
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Both, roughly equallyOpinionated components that limit low quality choices,Pairing DS folks with product teams,Polished templates or starter kits,Reference apps or "north star" design examples,UX or principles-based trainingAI tools reducing the incentive to develop craft skills,No shared definition of what craft means,Speed pressure, leaving no time for refinementMore time! Speed matters but when product teams use AI to move quickly as a default to solution without going through design processes, craft is limited to non-original AI patterns and solutions. Likewise, when going through a design process with no time allocated for exploration/ideation, craft usually won’t be as refined.
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As I understand it craft is subjective so a design system should enable it but not direct it. I think there are teams that convolute this by having opinions about the style of the system where the maintenance should be the main focus.We haven't used any of these systematicallyCraft has never been a priority,No shared definition of what craft meansIt's not a priority.
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Both, roughly equallyOpinionated components that limit low quality choices,Reference apps or "north star" design examplesNo shared definition of what craft meansConcrete examples
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Both, roughly equallyPairing DS folks with product teams,Reference apps or "north star" design examples,We haven't used any of these systematicallyCraft has never been a priority,DS team expected to enable craft without authority to enforce,No shared definition of what craft means,Speed pressure, leaving no time for refinementEngrained understanding of the principles of gestalt and how that directly affects how a user perceives and engages with an experience and design
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Both, roughly equallyCritiques with explicit quality criteria,UX or principles-based trainingSpeed pressure, leaving no time for refinementTime
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Both, roughly equallyCritiques with explicit quality criteria,Opinionated components that limit low quality choices,Quality gates or sign-off processesDS team expected to enable craft without authority to enforcen/a
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Both, roughly equallyCritiques with explicit quality criteria,Pairing DS folks with product teams,Reference apps or "north star" design examples,UX or principles-based training,We used the opinionated components option, but it ended up really not working. It was too prescriptive. In the future we will be focusing on enabling craft through flexibility and using documentation/guidance/and compliance tiers to limit low quality choices.Speed pressure, leaving no time for refinementMore DS headcount to enable a faster switch from a prescriptive system to an enabling system. Then assignment of DS partners to different projects using the DS to help with the education and reviews.
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Both, roughly equallyOpinionated components that limit low quality choices,Pairing DS folks with product teams,UX or principles-based trainingDS team expected to enable craft without authority to enforce,No shared definition of what craft means,Speed pressure, leaving no time for refinementRequired compliance checks and gates before shipping not just against our component set but also our robust UX guidance
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Both, roughly equallyOpinionated components that limit low quality choices,Pairing DS folks with product teams,Quality gates or sign-off processesAI tools reducing the incentive to develop craft skills,No shared definition of what craft means,Speed pressure, leaving no time for refinement,We're not hiring for craftA Chief Design Officer, or equivalent C-level title. Not because we lack design talent or design leadership below that level, but because craft requires executive air cover (at least at our org). We have designers and design leaders who understand craft deeply, but we don't have a C-level peer who can challenge the assumptions we've battled against for thousands of years: speed is virtue, working code is success, and now... a thing built by Joe Schmoe with AI in a day is equivalent or better than one thoughtfully crafted by designers. Without that high-level voice at the table, craft will always be downstream of delivery at my org.
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Both, roughly equallyPairing DS folks with product teamsDS team expected to enable craft without authority to enforce,No shared definition of what craft means,Speed pressure, leaving no time for refinementGive our product org a better technical understanding of how our DS is built and how it should be properly implemented
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Teach (education & rituals)Opinionated components that limit low quality choices,Quality gates or sign-off processesCraft has never been a priority,DS team expected to enable craft without authority to enforce,No shared definition of what craft means,Speed pressure, leaving no time for refinementMore time to jam on cool stuff and learn!
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Both, roughly equallyOpinionated components that limit low quality choices,Quality gates or sign-off processes,We haven't used any of these systematicallyDS team expected to enable craft without authority to enforce,No shared definition of what craft means,Speed pressure, leaving no time for refinementnorth star design examples files
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Both, roughly equallyQuality gates or sign-off processes,Reference apps or "north star" design examplesNo shared definition of what craft meansBudget for a larger (than 1) dedicated systems team.
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Both, roughly equallyCritiques with explicit quality criteria,Opinionated components that limit low quality choices,Pairing DS folks with product teams,Polished templates or starter kitsCraft has never been a priority,No shared definition of what craft means,Speed pressure, leaving no time for refinementRobust pattern definitions documented with metadata that is human and machine readable
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Encode (system & components)We haven't used any of these systematicallyAI tools reducing the incentive to develop craft skills,Craft has never been a priority,Speed pressure, leaving no time for refinementExternal contributors bringing ideas to design, not skipping us with AI just because they can
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