It is good to define designs top-down, as we need to Keep user experience discussions at the product levelKeep user experience discussions at the product level
User experience is the overall product experience, and it has to be taken into consideration at the product level and not at the feature level. The persona, flow learning curve, expected feedbacks,....Once we have clarity on design, convert those to UX templates.
Similar to Implementing a design SystemImplementing a design System
Design System is a collection of reusable Components, build using Atomicity and Sub-atomic Design Tokens particles that follow the guideline, behave consistently, and together work as t..., consider UX templates as a single source of truth, for repeated user-goals, actions or experiences. This can help designers to identify goals with similar patterns, reuse similar use journeys, thus reducing product learning curve. Also while create initial designs, or base MVP of product, this encourages reuse of existing patterns and templates.
This practice helps designers on building Interface InventoryInterface Inventory
> An interface inventory is a comprehensive collection of the bits and pieces that make up your interface.
#### How to
- Take screenshots of all components, dump them to some products like Miro, F... and on creating a Scorecards to Pilot Design System MigrationScorecards to Pilot Design System Migration
Start building a design system by building a weighted Interface Inventory, based on frequency of reuse of common components. Then start with a pilot project. Use Pareto Principle.