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Design system

The design system is part of product intent. It gives generated surfaces a coherent visual character without turning CSS into the only record of design decisions.

Design intent can include:

  • color roles and contrast choices;
  • typography families, scale, weight, and rhythm;
  • spacing and density;
  • radius, borders, and elevation;
  • component character;
  • motion duration and easing;
  • actor-specific voice or density where appropriate;
  • rationale explaining important decisions.

Tokens should use semantic roles—surface, text, accent, danger—rather than bind the product to one component implementation.

The Designer is the authoring surface; the brand section of the Evolutionary Model is the stored authority; preview and generators are consumers.

Designer → model brand intent → preview
└→ generated application

If preview and code maintain separate token catalogs, drift is inevitable. A value should be resolved once and projected consistently.

A preset or mood is a starting decision. It should seed concrete tokens and then stop acting as a hidden override layer. Later edits operate on the resolved design intent.

A bespoke design package can extend the supported system for a known product language. Its ownership and precedence must be explicit; it is not a license to create an untracked fork inside managed files.

Generation should preserve:

  • sufficient contrast;
  • keyboard reachability and visible focus;
  • semantic HTML and accessible labels;
  • reduced-motion preferences;
  • touch target size;
  • readable density and type at narrow widths.

Accessibility is not a theme option. It constrains both the design system and component emitters.

Review the system across representative patterns, not a single hero screen. Include forms, tables, dense worklists, empty states, validation errors, dialogs, and mobile navigation. A token set that looks attractive on a dashboard can still fail in operational screens.

Continue with Preview fidelity or Technology stack and add-ons.