The designer's job

Where taste enters a system that generates its own interfaces — the four touchpoints, what each one is for, and who owns what.

When interfaces are generated, the designer's job moves. It stops being "draw every screen" and becomes "decide what every screen must be like, and prove it". That is not less design work. It is the same judgement, applied once instead of a thousand times.

There are four touchpoints, each on a different clock.

1. Direction — set once, revisited occasionally#

The Design Direction package is a company's taste, versioned like code. A designer sets:

Today this is a JSON file that lives with the product's code. It is meant to be edited through visual controls, which is what Studio is for.

How often: at the start, then when the brand or the product's stance changes.

2. Rules — written when something goes wrong, then held forever#

This is the main lever, and the one that changes the job most.

When a designer sees something wrong in a generated screen, the useful response is not to fix that screen. It is to write the rule that makes the whole class of screens impossible:

{ "id": "no-typed-confirm-on-reversible",
  "description": "A typed confirmation is only for actions that can't be undone",
  "severity": "error",
  "rule": { "check": "not", "checks": [{ "check": "requires", "component": "Confirm",
    "where": { "severity": "consequential" }, "props": ["typeToConfirm"] }] } }

Rules use the same check vocabulary the patterns use, so a rule written on Tuesday fails a bad screen on Wednesday, in every generated surface, for everyone.

A designer who writes ten good rules has done more for the product than one who reviews a hundred screens.

How often: whenever a review turns up something that will recur.

3. Review and ranking — regularly, on a sample#

The system proposes several versions of the same interface. A designer ranks them, blind, and annotates what is wrong with each — down to a single element.

That ranking is the taste signal. It does three things:

How often: a sample every release, and after any change to the model or the direction.

4. Exemplars — whenever something is exactly right#

A designer marks a finished surface as "this is what good looks like for this kind of task". The model draws on exemplars for similar requests, and the verifier can hold new surfaces to their shape.

How often: rarely, and deliberately. Ten exemplars a designer stands behind beat a hundred nobody checked.

Who owns what#

Decision Owner
Voice, tone, density, patterns, the pack Designer
Rules that constrain every generated surface Designer, with engineering for the checks
What the product can do, and how risky each thing is (capabilities) Product manager, with engineering
Which journeys matter, and what "done" means for each Product manager
Component semantics and the token contract The spec (shared, versioned)
How a component looks on each platform The design system pack
What appears on a given screen, right now The model, within all of the above

The accessibility floor is not anyone's to trade away: it holds above direction, above rules, above preference.

What this does not replace#

Getting started as a designer#

  1. Read the components once. You are choosing meanings, not widgets.
  2. Write your Design Direction: voice first, it changes every screen.
  3. Rank a gold set of ten. Note what annoys you.
  4. Turn the three most repeated annoyances into rules.
  5. Re-rank. The gap between your order and the verifier's is your remaining work.

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