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Future Accessibility Guidelines—for People Who Can’t Wait to Read Them

Alan Dalton uses this, the International Day of Persons with Disabilities, to look back at where we’ve come from, to evaluate where we are, and to look forward to what’s coming next in the future of accessibility guidelines.


Happy United Nations International Day of Persons with Disabilities! The United Nations have chosen “Promoting the participation of persons with disabilities and their leadership: taking action on the 2030 Development Agenda” for this year’s observance. Let’s see how the World Wide Web Consortium (W3C)’s Web Accessibility Initiative (WAI) guidelines of accessibility past, present, and yet-to-come can help us to follow that goal, and make sure that the websites—and everything else!—that we create can include as many potential users as possible.

Guidelines of Accessibility Past

The W3C published the Web Content Accessibility Guidelines (WCAG) 1.0 on 5th May 1999, when most of us were playing Snake on our Nokia 3210s’ 1.5” monochrome screens…a very long time ago in technology terms. From the start, those guidelines proved enlightening for designers and developers who wanted to avoid excluding users from their websites. For example, we learned how to provide alternatives to audio and images, how to structure information, and how to help users to find the information they needed. However, those guidelines were specific to the web technologies of the time, resulting in limitations such as requiring developers to “use W3C technologies when they are available […]”. Also, those guidelines became outdated; I doubt that you, gentle reader, consult their technical documentation about “directly accessible applets” or “Writing for browsers that do not support FRAME” in your day-to-day work.

Guidelines of Accessibility Present

The W3C published the Web Content Accessibility Guidelines (WCAG) 2.0 on 11th December 2008, when most of us were admiring the iPhone 3G’s innovative “iPhone OS 2.0” software…a long time ago in technology terms. Unlike WCAG 1, these guidelines also applied to non-W3C technologies, such as PDF and Flash. These guidelines used legalese and future-proofed language, with terms such as “time-based media” and “programmatically determined”, and testable success criteria. This made these guidelines more difficult for designers and developers to grasp, but also enabled the guidelines to make their way into international standards (see EN 301 549 — Accessibility requirements suitable for public procurement of ICT products and services in Europe and ISO/IEC 40500:2012 Information technology — W3C Web Content Accessibility Guidelines (WCAG) 2.0) and even international law (see EU Directive 2016/2102 … on the accessibility of the websites and mobile applications of public sector bodies).

More importantly, these guidelines enabled designers and developers to create inclusive websites, at scale. For example, in the past 18 months:

The updated Web Content Accessibility Guidelines (WCAG) 2.1 arrived on 5th June last year—almost a 10-year wait for a “.1” update!—and added 17 new success criteria to help bring the guidelines up to date. Those new criteria focused on people using mobile devices and touchscreens, people with low vision, and people with cognitive and learning disabilities.

(If you need to get up to speed with these guidelines, take 36 minutes to read “Web Content Accessibility Guidelines—for People Who Haven’t Read Them” and Web Content Accessibility Guidelines 2.1—for People Who Haven’t Read the Update.)

Guidelines of Accessibility Yet to Come

So, what’s next? Well, the W3C hope to release another minor update (WCAG 2.2) in November 2020. However, they also have a Task Force working on produce major new guidelines with wider scope (more people, more technologies) and fewer limitations (easier to understand, easier to use) in November 2022. These next guidelines will have a different name, because they will cover more than “Web” and “Content”. Andrew Kirkpatrick (Adobe’s Head of Accessibility) named the Task Force “Silver” (because the initials of “Accessibility Guidelines” form the symbol of the silver element).

The Silver Task Force want the next major accessibility guidelines to:

  • take account of more disabilities;
  • apply to more technologies than just the web, including virtual reality, augmented reality, voice assistants, and more;
  • consider all the technologies that people use, including authoring tools, browsers, media players, assistive technologies (including screen readers and screen magnifiers), application software, and operating systems.

That’s quite a challenge, and so the more people who can help, the better. The Silver Task Force wanted an alternative to W3C’s Working Groups, which are made up of employees of organisations who are members of the W3C, and invited experts. So, they created a Silver Community Group to allow everyone to contribute towards this crucial work. If you want to join right now, for free, just create a W3C account.

Like all good designers, the Silver Task Force and Silver Community Group began by researching. They examined the problems that people have had when using, conforming to, and maintaining the existing accessibility guidelines, and then summarised that research. From there, the Silver Community Group drafted ambitious design principles and requirements. You can read about what the Silver Community Group are currently working on, and decide whether you would like to get involved now, or at a later stage.

Emphasise expertise over empathy

Remember that today’s theme is “Promoting the participation of persons with disabilities and their leadership: taking action on the 2030 Development Agenda”. (The United Nations’ 2030 Development Agenda is outside the scope of this article, but if you’re looking to be inspired, read Alessia Aquaro’s article on Public Digital’s blog about how digital government can contribute to the UN’s Sustainable Development Goals.) In line with this theme, if you don’t have a disability and you want to contribute to the Silver Community Group, resist the temptation to try to empathise with people with disabilities. Instead, take 21 minutes during this festive season to enjoy the brilliant Liz Jackson explaining how empathy reifies disability stigmas, and follow her advice.

Choose the right route

I think we can expect the next Accessibility Guidelines to make their way into international standards and international law, just like their predecessors. We can also expect successful companies to apply them at scale. If you contribute to developing those guidelines, you can help to make sure that as many people as possible will be able to access digital information and services, in an era when that access will be crucial to every aspect of people’s lives. As Cennydd Bowles explained in “Building Better Worlds”, “There is no such thing as the future. There are instead a near-infinity of potential futures. The road as-yet-untravelled stretches before us in abundant directions. We get to choose the route. There is no fate but what we make.”


About the author

Alan Dalton worked for Ireland’s National Disability Authority for 9½ years, mostly as Accessibility Development Advisor. That involved working closely with public sector bodies to make websites, services, and information more accessible to all users, including users with disabilities. Before that, he was a consultant and trainer for Software Paths Ltd. in Dublin. In his spare time, he maintains StrongPasswordGenerator.com to help people stay safe online, tweets, and takes photos.

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Z’s Still Not Dead Baby, Z’s Still Not Dead

Andy Clarke digs deep into snow to find ways flat design can be brought back to life in CSS with the use of techniques to create a sense of depth. Like spring after an everlasting winter, perhaps it’s time to let a different style of design flourish. What a relief.


A reaction to overly ornamental designs, flat design has been the dominant aesthetic for almost a decade. As gradients, patterns, shadows, and three-dimensional skeuomorphism fell out of fashion, designers embraced solid colours, square corners, and sharp edges.

Anti-skeuomorphism no doubt helped designers focus on feature design and usability without the distraction of what some might still see as flourishes. But, reducing both product and website designs to a bare minimum has had unfortunate repercussions. With little to differentiate their designs, products and websites have adopted a regrettable uniformity which makes it difficult to distinguish between them.

Still, all fashions fade eventually. I’m hopeful that with the styling tools we have today, we’ll move beyond flatness and add an extra dimension. Here are five CSS properties which will bring depth and richness to your designs.

To illustrate how you might use them, I’ve made this design for the 1961 Austin Seven 850, the small car which helped define the swinging sixties.

The original Mini. Red, (British Racing) green, blue designs.

Transparency with alpha values

The simplest way to add transparency to a background colour, border, or text element is using alpha values in your colour styles. These values have been available in combination with RGB (red, green, blue) for years. In RGBA, decimal values below 1 make any colour progressively more transparent. 0 is the most transparent, 1 is the most opaque:

body {
  color: rgba(255, 0, 153, .75); 
}
Alpha values allow colour from a background to bleed through.

Alpha values also combine with HSL (hue, saturation, lightness) to form HSLA:

body {
  color: hsla(0, 0, 100, .75);
}

Currently a Working Draft, CSS Color Module Level 4 enables alpha values in RGB and HSL without the additional “A”:

body {
  color: rgb(255, 0, 153, .75);
  /* color: hsl(0, 0, 100, .75); */
}

This new module also introduces hexadecimal colours with alpha values. In this new value, the last two digits represent the transparency level, with FF producing 100% opacity and 00 resulting in 100% transparency. For the 75% opacity in my design, I add BF to my white hexadecimal colour:

body {
  color: #ffffffbf;
}

Although there’s already wide support for hexadecimal, HSL, and RGB with alpha values in most modern browsers, the current version of Microsoft Edge for Windows has lagged behind. This situation will no doubt change when Microsoft move Edge to Chromium.

2. Use opacity

Using the opacity property specifies the amount of opacity of any element (obviously) which allows elements below them in the stacking order to be all or partially visible. A value of 0 is most transparent, whereas 1 is most opaque.

Opacity tints images with colour from elements behind them.

This property is especially useful for tinting the colour of elements by allowing any colour behind them to bleed through. The British Motor Corporation logo in the footer of my design is solid white, but reducing its opacity allows it to take on the colour of the body element behind:

[src*="footer"] {
  opacity: .75; 
}

You might otherwise choose to use opacity values as part of a CSS filter. 0% opacity is fully transparent, while 100% is fully opaque and appears as if no filter has been applied. Applying a CSS filter is straightforward. First, declare the filter-function and then a value in parentheses:

[src*="footer"] {
  filter: opacity(75%); 
}

3. Start blending

Almost universally, contemporary browsers support the same compositing tools we’ve used in graphic design and photo editing software for years. Blend modes including luminosity, multiply, overlay, and screen can easily and quickly add depth to a design. There are two types of blend-mode.

background-blend-mode defines how background layers blend with the background colour behind them, and with each other. My layered design requires three background images applied to the body element:

body {
  padding: 2rem;
  background-color: #ba0e37;
  background-image:
    url(body-1.png),
    url(body-2.png),
    url(body-3.png);
  background-origin: content-box;
  background-position: 0 0;
  background-repeat: no-repeat;
  background-size: contain;
}
From left: Three background images. Far right: How images combine in a browser.

You can apply different background-blend modes for each background image. Specify them in the same order as your background images and separate them with a comma:

body {
  background-blend-mode: multiply, soft-light, hard-light;
}
Six background-blend-mode variations.

When I need to apply an alternative colour palette, there’s no need to export new background assets. I can achieve results simply by changing the background colour and these background-blend modes.

Backgrounds blend behind this brilliant little car.

Sadly, there’s not yet support for blending modes in Edge, so provide an alternative background image for that browser:

@supports not (background-blend-mode: normal) {
  body {
    background-image: url(ihatetimvandamme.png); 
  }
}

mix-blend-mode, on the other hand, defines how an element’s content should blend with its ancestors.

From left: Screen, overlay, and soft-light mix-blend-mode.

To blend my Mini image with the background colours and images on the body, I add a value of hard-light, plus a filter which converts my full-colour picture to greyscale:

[src*="figure"] {
  filter: grayscale(100%);
  mix-blend-mode: hard-light; 
}

You can also use mix-blend-mode to add depth to text elements, like this headline and large footer paragraph in a green and yellow version of my design:

.theme-green h1,
.theme-green footer p:last-of-type {
  color: #f8Ef1c;
  mix-blend-mode: difference;
}
Text elements blend to add interest in my design.

4. Overlap with CSS Grid

Whereas old-fashioned layout methods reinforced a rigid structure on website designs, CSS Grid opens up the possibility to layer elements without positioning or resorting to margin hacks. The HTML for my design is semantic and simple:

<body>

<p>You’ve never seen a car like it</p>

<h1><em>1961:</em> small car of the year</h1>

<figure>
  <img src="figure.png" alt="Austin Seven 850">
  <figcaption>
    <ul>
      <li>Austin Super Seven</li>
      <li>Morris Super Mini-Minor</li>
      <li>Austin Seven Cooper</li>
      <li>Morris Mini-Cooper</li>
    </ul>
  <figcaption>
</figure>

<footer>
  <p>Today’s car is a Mini</p>
  <p>Austin Seven 850</p>
  <img src="footer.png" alt="Austin Seven 850">
<footer>

</body>

I begin by applying a three-column symmetrical grid to the body element:

@media screen and (min-width : 48em) {

  body {
    display: grid;
    grid-template-columns: 1fr 1fr 1fr; 
  }

}
Three-column symmetrical grid with column and row lines over my design.

Then, I place my elements onto that grid using line numbers:

body > p {
  grid-column: 1 / -1; 
}

h1 {
  grid-column: 1 / 3; 
}

figure {
  grid-column: 1 / -1; 
}

footer {
  display: contents; 
}

footer div {
  grid-column: 1 / 3; 
}  

[src*="footer"] {
  grid-column: 3 / -1;
  align-self: end; 
}

As sub-grid has yet to see wide adoption, I apply a second grid to my figure element, so I may place my image and figcaption:

figure {
  display: grid;
  grid-template-columns: 1fr 3fr; 
}

figcaption {
  grid-column: 1; 
}

[src*="figure"] {
  grid-column: 2; 
}
Left: This conventional alignment lacks energy. Right: Overlapping content adds movement which makes my design more interesting overall.

Previewing the result in a browser shows me the energy associated with driving this little car is missing. To add movement to my design, I change the image’s grid-column values so it occupies the same space as my caption:

figcaption {
  grid-column: 1;
  grid-row: 3; 
}

[src*="figure"] {
  grid-column: 1 / -1; 
  grid-row: 3;
  padding-left: 5vw; 
}

5. Stack with z-index

In geometry, the x axis represents horizontal, the y axis represents vertical. In CSS, the z axis represents depth. Z-index values can be either negative or positive and the element with the highest value appears closest to a viewer, regardless of its position in the flow. If you give more than one element the same z-index value, the one which comes last in source order will appear on top.

Visualisation of z-index illustrates the depth in this design.

It’s important to remember that z-index is only applied to elements which have their position property set to either relative or absolute. Without positioning, there is no stacking. However, z-index can be used on elements placed onto a grid.

All techniques combined to form a design which has richness and depth.

As the previous figure image and figcaption occupy the same grid columns and row, I apply a higher z-index value to my caption to bring it closer to the viewer, despite it appearing before the picture in the flow of my content:

figcaption {
  grid-column: 1;
  grid-row: 3;
  z-index: 2; 
}

[src*="figure"] {
  grid-column: 1 / -1; 
  grid-row: 3;
  z-index: 1; 
}

Z’s not dead baby, Z’s not dead

While I’m not advocating a return to the worst excesses of skeuomorphism, I hope product and website designers will realise the value of a more vibrant approach to design; one which appreciates how design can distinguish a brand from its competition.


I’m incredibly grateful to Drew and his team of volunteers for inviting me to write for this incredible publication every year for the past fifteen years. As I closed my first article here on this day all those years ago, “Have a great holiday season!” Z’s still not dead baby, Z’s still not dead.


About the author

Andy Clarke is one of the world’s best-known website designers, consultant, speaker, and writer on art direction and design for products and websites. Andy founded Stuff & Nonsense in 1998 and for 20 years has helped companies big and small to improve their website and product designs. Andy’s the author of four web design books including ‘Transcending CSS,’ ‘Hardboiled Web Design’ and ‘Art Direction for the Web’. He really, really loves gorillas.

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Gift Giving to the World (Wide Web)

Frances Berriman asks us to give the gift of consideration to those who are using the web on constricted devices such as low-end smart phones or feature phones. Christmas is a time of good will to all, and as Bugsy Malone reminds us, you give a little love and it all comes back to you.


If I was given the job of Father Christmas with all my human limitations, apparently it would take me something like 6 months at non-stop full speed to deliver gifts to every kid on the planet. The real Father Christmas has the luxury of magic when it comes to delivering millions of gifts in just one night, but the only magical platform at my disposal is the world wide web, so I propose switching to digital gift cards and saving the reindeer feed.

300 million people are set to come online for the very first time in 2020, and a majority of those will be doing so via mobile phones (smart- and feature-phones). If we want those new users to have a great time online, spending those gift cards, we need to start thinking about their needs and limitations.

Suit up

We might not be hopping on the sleigh for these deliveries, but let’s suit up for the journey and get the tools we need to start testing and checking how our online gift-receivers will be enjoying their online shopping experience.

Of course, the variety of phones and OSs out there is huge and varied, but we have a few options out there to get a sense for the median. Here’s a few suggestions on where to start:

  • Never has there been a better time to advocate at your workplace for a device testing suite or lab.
  • You can also just pick up a low-end phone for a few bucks and spend some real time using it and getting a sense for how it feels to live with it every day. May I suggest the Nokia 2 or the Moto E6 - both very representative devices of the sort our new visitors will be on.
  • You’ve also got WebPageTest.org at your disposal, where you can emulate various phones and see your sites rendered in real-time to get a sense of what an experience may look like for your users.
  • You’ll also want to set yourself some goals. A performance budget, for example, is a good way to know if the code you’re shipping hits the mark in a more programmatic way.

Gift wrap

Many of us began our internet lives on desktop machines, and thanks to Moore’s law, these machines have been getting ever more powerful every year with more CPUs and memory at our disposal. The mobile phone landscape somewhat resets us on what hardware capacity is available on the client-side of our code, so it’s time to lighten the load.

What we see in the landscape of phones today is a huge spread of capabilities and CPU speeds, storage capacity and memory. And the gap between the haves and the have-nots is widening, so we have a huge task to deal with in meeting the needs of such a varied audience.

As far as possible, we should try to:

  • Keep processing off the client - do anything you can server-side. Consider a server-side render (hold the <script>, thanks) for anything relatively static (including cached frequent queries and results) to keep client-side JavaScript to the minimum. This way you’re spending your CPU, not the user’s.
  • Avoid sending everything you have to to the end user. Mobile-first access also means data-plan-first access for many, which means they may be literally paying in cold-hard cash for everything you send over the wire – or may be experiencing your site over a degraded “4G” connection towards the end of the month.
  • Aggressively cache assets to prevent re-downloading anything you’ve sent before. Don’t make the user pay twice if they don’t have to.
  • Progressively load additional assets and information as the user requests them, rather than a big upfront payload, that way you’re giving the end user a little more choice about whether they want or need that extra data set.

This is all to say that as web developers, we have a lot more control over how and when we deliver the meat of our products - unlike native apps that generally send the whole experience down as one multi-megabyte download that our 4G and data-strapped users can’t afford.

Make a wish

Finally, it’s time for your gift recipients to go out onto the web and find whatever their greatest wish is. For many, that’s going to begin when they first turn on their phone and see all those enticing icons on their home screen. Opening a browser may not be their first port of call.

They’ll be primed to look for sites and information through the icon-heavy menu that most mobile OSs use today, and they will be encouraged to find new experiences through the provided app store interface.

The good news is that web experience can be found in many modern app-stores today.

For example, if you build an app using Trusted Web Activities, the Google Play Store will list your web site right alongside native apps and allow users to install them on their phones. Samsung and Microsoft have similar options without the extra step of creating a TWA - they’ll list any Progressive Web App in their stores. Tools like Microsoft’s PWA Builder and Llama Pack are making this easier than ever.

If your users are primed to search for new experiences via a search engine instead, then they’ll benefit from the work you’ve put in to list them in app stores regardless, as PWAs are first and foremost about making websites mobile-friendly, regardless of point of sale. A PWA will provide them with offline support, service works, notifications and much more.

We do have a grinch in this story, however.

Apple’s iOS explicitly does not allow your website to be listed in their app store, so sadly you’ll have a harder time reaching those users. But it is possible! Fortunately, iOS isn’t as all-dominating world wide as it is in the tech community, selling only around 10-15% of smartphones out in the world.

The best present

The WWW is a wonderful gift that we received over 30 years ago and, as web developers, we get to steward and share this truly global, open, platform with millions of people every day. Let’s take care of it by building and sharing experiences that truly meet the needs of everyone.


About the author

Frances Berriman is a San Francisco-based British-born designer and web developer who blogs at fberriman.com. She’s done all sorts of things, but has a special soft spot for public sector projects, and has worked for the Government Digital Service, building GOV.UK, Code for America, Nature Publishing and the BBC and is currently Head of UX and Product Design at Netlify.

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Design Tokens and Component Based Design

Stuart Robson rolls up his sleeves and begins to piece together the jigsaw puzzle that is design tokens and component based design. Starting with the corners, and working around the edges, Stu helps us to piece together a full picture of a modern design system.


If you stare at your twitter feed long enough, it can look like everyone is talking about Design Systems. In some cases you could be persuaded to think how shallow the term can go.

“Isn’t this what we called Style Guides?”, “Here’s my React Design System”, “I’ve just updated the Design System in Sketch”

To me, they are some and all of these things. Over the last 4 years of consulting with two clients on their Design System, my own view has changed a little.

If you dig a little deeper into Design Systems twitter you will probably see the term “Design Tokens” pop up at least once a day somewhere. Design Tokens came out of work that was being done at Salesforce with Jina and others who pioneered the creation of Design Tokens as we know them today – creating the first command line tool in Theo that had started the adoption of Design Tokens to the wider Design Systems Community.

A cool term but, what are they?

If you look at your client work, your companies site, the project you’re working on you should notice some parts of the page have a degree of consistency: the background colour of your form buttons is the same colour as your link text, or your text has the same margin, or your card elements have the same spacing as your media object.

These are design decisions, and they should be littered across the overall design of your project. These decisions might start off in a Sketch file and make their way into code from detailed investigation of a Sketch file, or you may find that the design evolves from your design application once it gets into code.

These design decisions can change, and to keep them synchronised across design and development in applications, as well as a larger documentation site in your Design System, is going to take some effort.

This is where Design Tokens come in, and I find the best way to succinctly reiterate what they are is via the two following quotes…

“Design Tokens are an abstraction for everything impacting the visual design of an app/platform.”
– Sönke Rohde

…and

“We use them in place of hard-coded values in order to maintain a scale-able and consistent visual system.”
– Jina

There are several global design decisions that we can abstract to create a top level design token – Sizing, Font Families, Font Styles, Font Weights, Font Sizes, Line Heights, Border Styles, Border Colours, Border Radius, Horizontal Rule Colours, Background Colours, Gradients, Background Gradients, Box Shadows, Filters, Text Colours, Text Shadow, Time, Media Queries, Z Index, Icons – these can all be abstracted as required.

So, spicy Sass variables?

We can look at Design Tokens as an abstraction of CSS, sort of like Sass variables, but spicier. Looking at them like this we can see that they are (in either .yaml or .json) a group of related key value pairs with more information that can be added as needed.

The great thing with abstracting design decisions outside of your CSS pre-processor is that you’re not tying those decisions to one platform or codebase.

As a crude example, we can see here that we are defining a name and a value that could then become our color, background-color, or border-color, and more.

# Colours
# -------
- name: color-red
  value: #FF0000
- name: color-green
  value: #00FF00
- name: color-blue
  value: #0000FF
- name: color-white
  value: #FFFFFF
- name: color-black
  value: #000000

These can then generate our Sass variables (as an example) for our projects.

$color-red: #FF0000 !default;
$color-green: #00FF00 !default;
$color-blue: #0000FF !default;
$color-white: #FFFFFF !default;
$color-black: #000000 !default;

Why are they so good

Ok, so we now know what Design Tokens are, but why do we need them? What makes them better than our existing solutions (css pre-processors) for defining these design decisions?

I think there are 5 really good reasons why we all should start abstracting these design decisions away from the CSS that they may live in. Some of these reasons are similar to reasons some developers use a pre-processor like Sass, but with added bonuses.

Consistency

Much like using a CSS pre-processor or using CSS custom properties, being able to define a background colour, breakpoint, or font-size in more than one place using the same key ensures that we are using the Sass values across the entire product suite we are developing for.

Using our Design Tokens in their generated formats, we can be sure to not end up with 261 shades of blue.

Maintainability

By using a pre-processor like Sass, or using native CSS custom properties, we can already have maintainable code in our projects. Design Tokens also do this at the abstracted level as well.

Scalability

“Design Tokens enable us to scale our Design across all the permutations.”
– Jina

At this point, we’re only talking about abstracting the design decisions for use in CSS. Having Design Tokens allows design to scale for multiple brands or multiple projects as needed.

The main benefit of Design Tokens in regards to scalability is the option that it gives us to offer the Design Tokens for other platforms and frameworks as needed. With some of the tools available, we can even have these Tokens shared between applications used by designers and developers.

Your marketing site and your iOS application can soon share the same design decisions codified, and you can move towards creating an Android app or web application as required.

Documentation

If we abstract the design decisions from one platform specific programming language it would be no good if it wasn’t made to be easily accessible.

The tools and applications available that are mentioned later in this article can now create their own documentation, or allow you to create your own. This documentation is either hosted within a web-based application or can be self-hosted with the rest of your Design Systems documentation.

Most of the command line tools go further and allow you do add more details that you wish to convey in the documentation, making it as unique as it is required for your project.

Empowerment

When you abstract your design decisions to Design Tokens, you can help empower other people on the project. With the tools available today, and the tools that are just around the corner, we can have these design decisions determined by anyone on the team.

No-one necessarily needs to understand how to set up the codebase to update the colour slightly. Some of the tools I mention later on allow you to update the Design Tokens in the browser.

Design Systems are already “bridging the gap” between design and development. With Design Tokens and the tooling available, we can create better team relationships by closing that gap instead.

Some of the benefits of creating and using Design Tokens are the same as using a pre-processor when it comes to authoring CSS. I feel the added bonuses of being able to empower other team members and document how you use them, as well as the fundamental reasoning in that they can be platform agnostic, are all great “selling points” to why you need to start using Design Tokens today.

Tools

There are several tools available to help you and your team to create the required files from your abstracted Design Tokens:

Command Line Tools

There are several tools available on the command line that can be used as part of, or separate to, your development process.

These tools allow you to define the Design Tokens in a .json or .yaml file format which can then be compiled into the formats you require.

Some have built in functions to turn the inputted values to something different when compiled – for example, turning hexadecimal code that is a Design Token into a RGB value in your .css file. These command line tools, written in JavaScript, allow you to create your own ways in which you want things transformed.

My current client has certain design decisions for typography in long form content (font size, weight, line height and margins) which need to be together to make sense. Being able to write JavaScript to compile these design decisions into an independent Sass map for each element allows us to develop with assurance that the long form content has the correct styling.

WYSIWYG Tools

WYSIWYG (What You See Is What You Get Tools) have been around for almost as long as we have been able to make websites. I can just about remember using Dreamweaver 2, before I knew what a <table> was.

When browsers started to employ vendor prefixes to new CSS for their browsers, a flurry of online WYSIWYG tools came with it built in. They’re still there, but the industry has moved on.

Design Tokens also have a few WYSIWYG tools available. From simpler online tools that allow you to generate the correct Sass variables needed for your design decisions to tools that store your decisions online and allow you to export them as npm packages.

These types of tools for creating Design Tokens can help empower the team as a whole, with some automatically creating documentation which can easily be shared with a url.

Retrofitting Tools

If you are starting from scratch on a new re-design or on a new project that requires a Design System and Tokens, the many of the tools mentioned above will help you along your way. But what if you’re in the middle of a project, or you have to maintain something and want to start to create the parts required for a Design System?

Luckily there are several tools and techniques to help you make a start.

One new tool that might be useful is Superposition. Currently in private beta with the public release set for Q1 of 2020 Superposition helps you “Extract design tokens from websites and use them in code and in your design tool.”

Entering your domain gives you a nice visual documentation of your sites styles as Design Tokens. These can then be exported as Sass Variables, CSS Custom Properties, JavaScript with the team working on exports to iOS and Android.

If you have an existing site, this could be a good first step before moving to one of the other tools mentioned above.

You could also make use of CSSStats or Project Wallace’s Analysis page that I mentioned earlier. This would give you an indication of what Design Tokens you would need to implement.

Component Based Design

So, we’ve created our Design Tokens by abstracting the design decisions of brand colours, typography, spacing and more. Is that as far as we can go?

Levels of Design Decisions

Once we have created our first set of Design Tokens for our project, we can take it that little bit deeper. With command line tools and some of the applications available, you can link these more global decisions to a more deeper level.

For example, you can take your chosen colours and make further design decisions on the themes of your project, such as what the primary, secondary, or tertiary colours are or what your general component and layout spacing will be.

With this, we can go one step further. We could also define some component specific design decisions that can then be compiled for the developer to use. Invest in time to check over the designs with a fine toothcomb and make sure you are using the correct Sass variable or CSS custom property for that component.

If you are going more than one or two levels of design decision making, you can compile each set of these Design Tokens to your Sass variables which can then be used as required. So you can provide: global, theme, component level Sass variables which can be used in the project. Or you could choose to only compile what you need for the components you are creating.

Variables, Maps, Custom Properties

Some of the tools available for creating and maintaining your Design Tokens allow you to compile to certain programming languages.

With my current client work, I am making use of Sass variables, Sass maps, and CSS custom properties. The Design Tokens are compiled into one or more of these options depending on how they will be used.

Colours are compiled as global Sass variables, inside of a couple of Sass maps and CSS custom properties. Our macro layout breakpoints are defined as a single Sass map.

If we know we are creating a component that has the ability to be themed, we can make use of CSS custom properties to reduce the amount of CSS we need to override, and also allow us to inline things that can be changed via a CMS as required. Which leaves us using Sass variables for parts of a component that won’t change. We are using Sass maps differently still. As mentioned, we generate a Sass map containing the design decisions for each element of text, and we can use long form text. This Sass map is then compiled into separate CSS declarations as needed using Sass mixins.

I find the beauty of being able to make use of the global, themed, and component level design decisions by compiling them into various formats (that essentially become CSS) and that gives us more power in authoring components.

Creating Consistent Utility Classes

As you have created your more global generic design decisions, you can create your own small set of utility classes.

Using a pre-processor like Sass you can define a set of mixins and functions that can take your Design Tokens that have been compiled down into variables and maps and generate separate classes for each design decision.

By making tokens available to all digital teams, we can enable them to create custom experiences that are aligned to current visual standards when a component does not (or will not) exist in the design system. Maya King

In creating utility classes with Design Tokens (using something like Sass) you have consistency with the overall Design System for times when you or a team need to create a one-off component for a project.

These exceptions tend to be something that won’t make it as part of the overall Design System, but it still needs that look and feel.

Having classes available that we can guarantee use the generic, global design decisions from the Design Tokens means these one-off components should be well on their way to have the overall look and feel of the project, and will get any updates with little to no additional overhead.

Wrapping Up

I think we are starting to see the potential of using Design Tokens as Design Systems become even more popular. I think that, from this overview, we can see how they can help us close the gap that still exists in places between the designers and developers on the team. They can help empower people who do not code to make changes that can be automatically updating live work.

I think you can start now. You may not have or need what you could term “a fully-fledged Design System” but this small step will help move towards one in the future and give you instant benefits of consistency and maintainability now. If you want more Design Tokens, as well as the links that are dotted around this article I also maintain a GitHub repo of Awesome Design Tokens which I try to keep updated with links to tools, articles, examples, videos, and anything else that’s related to Design Tokens.


About the author

Stuart Robson is a freelance front-end developer and design systems advocate who curates the design systems newsletter - news.design.systems

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Building a Dictaphone Using Media Recorder and getUserMedia

Chris Mills brushes up his shorthand and shows how the MediaStream Recording API in modern browsers can be used to capture audio directly from the user’s device. Inching ever closer to the capabilities of native software, it truly is an exciting time to be a web developer.


The MediaStream Recording API makes it easy to record audio and/or video streams. When used with MediaDevices.getUserMedia(), it provides an easy way to record media from the user’s input devices and instantly use the result in web apps. This article shows how to use these technologies to create a fun dictaphone app.

A sample application: Web Dictaphone

To demonstrate basic usage of the MediaRecorder API, we have built a web-based dictaphone. It allows you to record snippets of audio and then play them back. It even gives you a visualisation of your device’s sound input, using the Web Audio API. We’ll just concentrate on the recording and playback functionality in this article, for brevity’s sake.

You can see this demo running live, or grab the source code on GitHub. This has pretty good support on modern desktop browsers, but pretty patchy support on mobile browsers currently.

Basic app setup

To grab the media stream we want to capture, we use getUserMedia(). We then use the MediaRecorder API to record the stream, and output each recorded snippet into the source of a generated <audio> element so it can be played back.

We’ll first declare some variables for the record and stop buttons, and the <article> that will contain the generated audio players:

const record = document.querySelector('.record');
const stop = document.querySelector('.stop');
const soundClips = document.querySelector('.sound-clips');

Next, we set up the basic getUserMedia structure:

if (navigator.mediaDevices && navigator.mediaDevices.getUserMedia) {
   console.log('getUserMedia supported.');
   navigator.mediaDevices.getUserMedia (
      // constraints - only audio needed for this app
      {
         audio: true
      })

      // Success callback
      .then(function(stream) {

      })

      // Error callback
      .catch(function(err) {
         console.log('The following `getUserMedia` error occured: ' + err);
      }
   );
} else {
   console.log('getUserMedia not supported on your browser!');
}

The whole thing is wrapped in a test that checks whether getUserMedia is supported before running anything else. Next, we call getUserMedia() and inside it define:

  • The constraints: Only audio is to be captured for our dictaphone.
  • The success callback: This code is run once the getUserMedia call has been completed successfully.
  • The error/failure callback: The code is run if the getUserMedia call fails for whatever reason.

Note: All of the code below is found inside the getUserMedia success callback in the finished version.

Capturing the media stream

Once getUserMedia has created a media stream successfully, you create a new Media Recorder instance with the MediaRecorder() constructor and pass it the stream directly. This is your entry point into using the MediaRecorder API — the stream is now ready to be captured into a <Blob>, in the default encoding format of your browser.

const mediaRecorder = new MediaRecorder(stream);

There are a series of methods available in the MediaRecorder interface that allow you to control recording of the media stream; in Web Dictaphone we just make use of two, and listen to some events. First of all, MediaRecorder.start() is used to start recording the stream once the record button is pressed:

record.onclick = function() {
  mediaRecorder.start();
  console.log(mediaRecorder.state);
  console.log("recorder started");
  record.style.background = "red";
  record.style.color = "black";
}

When the MediaRecorder is recording, the MediaRecorder.state property will return a value of “recording”.

As recording progresses, we need to collect the audio data. We register an event handler to do this using mediaRecorder.ondataavailable:

let chunks = [];

mediaRecorder.ondataavailable = function(e) {
  chunks.push(e.data);
}

Last, we use the MediaRecorder.stop() method to stop the recording when the stop button is pressed, and finalize the Blob ready for use somewhere else in our application.

stop.onclick = function() {
  mediaRecorder.stop();
  console.log(mediaRecorder.state);
  console.log("recorder stopped");
  record.style.background = "";
  record.style.color = "";
}

Note that the recording may also stop naturally if the media stream ends (e.g. if you were grabbing a song track and the track ended, or the user stopped sharing their microphone).

Grabbing and using the blob

When recording has stopped, the state property returns a value of “inactive”, and a stop event is fired. We register an event handler for this using mediaRecorder.onstop, and construct our blob there from all the chunks we have received:

mediaRecorder.onstop = function(e) {
  console.log("recorder stopped");

  const clipName = prompt('Enter a name for your sound clip');

  const clipContainer = document.createElement('article');
  const clipLabel = document.createElement('p');
  const audio = document.createElement('audio');
  const deleteButton = document.createElement('button');

  clipContainer.classList.add('clip');
  audio.setAttribute('controls', '');
  deleteButton.innerHTML = "Delete";
  clipLabel.innerHTML = clipName;

  clipContainer.appendChild(audio);
  clipContainer.appendChild(clipLabel);
  clipContainer.appendChild(deleteButton);
  soundClips.appendChild(clipContainer);

  const blob = new Blob(chunks, { 'type' : 'audio/ogg; codecs=opus' });
  chunks = [];
  const audioURL = window.URL.createObjectURL(blob);
  audio.src = audioURL;

  deleteButton.onclick = function(e) {
    let evtTgt = e.target;
    evtTgt.parentNode.parentNode.removeChild(evtTgt.parentNode);
  }
}

Let’s go through the above code and look at what’s happening.

First, we display a prompt asking the user to name their clip.

Next, we create an HTML structure like the following, inserting it into our clip container, which is an <article> element.

<article class="clip">
  <audio controls></audio>
  <p>_your clip name_</p>
  <button>Delete</button>
</article>

After that, we create a combined Blob out of the recorded audio chunks, and create an object URL pointing to it, using window.URL.createObjectURL(blob). We then set the value of the <audio> element’s src attribute to the object URL, so that when the play button is pressed on the audio player, it will play the Blob.

Finally, we set an onclick handler on the delete button to be a function that deletes the whole clip HTML structure.

So that’s basically it — we have a rough and ready dictaphone. Have fun recording those Christmas jingles! As a reminder, you can find the source code, and see it running live, on the MDN GitHub.


This article is based on Using the MediaStream Recording API by Mozilla Contributors, and is licensed under CC-BY-SA 2.5.


About the author

Chris Mills manages the MDN web docs writers’ team at Mozilla, which involves spreadsheets, meetings, writing docs and demos about open web technologies, and occasional tech talks at conferences and universities. He used to work for Opera and W3C, and enjoys playing heavy metal drums and drinking good beer.

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A Modern Typographic Scale

Rob Weychert reaches for the top notes to sing us a song of typographic scale. A little attention to scale and to the mathematics will help you to hit a high note with your designs this Christmas and beyond.


I’ve been studying music theory this year. While some of its core concepts were already familiar to me, much of their specifics were not. Or so I thought. A funny thing happened when I was learning the major scales.

While playing through a song I had written some years before, I started picking it apart to see how it correlated with the theory I was learning. I had composed the melody without any thought to what the specific notes were, but as I started to transcribe them, a pattern quickly emerged: all the B’s and E’s were flat and the rest of the notes were natural. Lo and behold, long before my music theory studies began, I had written a song in B♭ major. My ears already knew how the major scales worked even if my brain didn’t. (If you know how “do re mi fa so la ti do” is supposed to sound tonally, then your ears know, too.)

When music is composed to a scale, it sounds “right” to us. And just as our ears appreciate harmony and melody with a rational basis, our eyes can appreciate the same concepts applied to spatial relationships.

Have you ever struggled with sizing type in a design project, especially when you need more than just one or two sizes? Have you ever despaired at the number of ad-hoc type sizes on your site spiraling out of control over time? It could be that you’ve been composing the typographic equivalent of a cacophonous symphony. And the first thing any composer will tell you to do is to get that thing on a scale.

Meet the typographic scale

You don’t need to know music theory to work with a typographic scale. You only need to know that a scale is a range of values with an established mathematic relationship. For a typographic scale, that relationship is frequently a steady interval between type sizes. Depending on what you need your type to do, the interval might be fixed (e.g. each size is two pixels bigger than the size before it) or it might be proportional (e.g. each size is twice as big as the size before it). I personally rarely find fixed intervals useful, so I’ll be focusing on proportional intervals.

The most important thing to understand about proportional intervals is thankfully not complicated: The bigger the intervals are, the more drastic the size differences will be in your scale. If your layout calls for contrast, a bigger interval might be the way to go. If you’re aiming for something more nuanced, go smaller. But keep these things in mind:

  • There is such a thing as too much nuance: if a size on your scale is virtually indistinguishable from the sizes adjacent to it, it defeats the purpose of using a scale.
  • On the flip side, too much contrast renders the sizes’ proportional relationship moot. At a certain point, massive display type is arguably more graphic than textual.
  • More is less. The more sizes you use, the less they’ll mean.
A small interval (left, 1.1) offers a smoother range of sizes; a large interval (right, 1.8) offers more contrast.

Setting up the scale variables

The quickest way to get a scale up and running when working on the web is to drop its values into some CSS variables. The naming convention I typically use begins with --scale0, which is the body text size. The size below it is --scale-1 (as in “scale minus one”), the size above it is --scale1, and so on. Keeping the names relative to each other like this helps me move around the scale intuitively as I use it. If, say, --scale4 isn’t big enough for my h1, I can move up to --scale5 or --scale6, and I always know exactly how many steps away from the body text I am. Here’s a first pass at a simple set of scale variables using an interval of 1.5:

:root {
  --scale-2: 7.1px;  /* 10.7 ÷ 1.5 */
  --scale-1: 10.7px; /* 16 ÷ 1.5   */
  --scale0: 16px;    /* body text  */
  --scale1: 24px;    /* 16 × 1.5   */
  --scale2: 36px;    /* 24 × 1.5   */
}

I can use these variables with any CSS property that accepts a numeric value, like so:

p { font-size: var(--scale0); }

Rooting around in rems

I’m off to a good start. However, those px values are a little too absolute for my liking. If I convert them to rems, it’ll give my scale more flexibility. rem stands for “root em.” 1rem is equivalent to the html element’s text size, which in most browsers defaults to 16px. Crucially, though, users can adjust that size in their browser settings, and using rems in my CSS will respect those preferences.

:root {
  --scale-2: 0.4rem;  /* 0.7rem ÷ 1.5 */
  --scale-1: 0.7rem;  /* 1rem ÷ 1.5   */
  --scale0: 1rem;     /* body text    */
  --scale1: 1.5rem;   /* 1rem × 1.5   */
  --scale2: 2.25rem;  /* 1.5rem × 1.5 */
}

Another benefit of the relative nature of rems: I tend to use larger text sizes on large viewports and smaller text sizes on small viewports. Rather than adjusting dozens or hundreds of typographic CSS declarations per breakpoint, I can shift the whole scale up or down merely by adjusting the font-size on the html element:

html { font-size: 100%; }     /* 1rem = 16px */

@media screen and (min-width: 25em) {
  html { font-size: 112.5%; } /* 1rem = 18px */
}

Calculating with calc()

My scale is coming along. Its variables’ intuitive names make it easy for me to use, and its rem values respect the user’s browser preferences and allow me to easily shift the size of the entire scale at different viewport sizes. But my setup still isn’t optimized for one very important adjustment: the interval, which is currently 1.5. If 1.5 isn’t quite working for me and I want to see how an increase or decrease will affect the scale, I need to do the math all over again for every step in the scale every time I adjust the interval. The bigger the scale, the more time that will take. It’s time to put down the abacus and get calc() involved.

:root {
  --int: 1.5;
  --scale0: 1rem;
  --scale-1: calc(var(--scale0) / var(--int));
  --scale-2: calc(var(--scale-1) / var(--int));
  --scale1: calc(var(--scale0) * var(--int));
  --scale2: calc(var(--scale1) * var(--int));
}

My interval now has its very own variable, called --int. calc() determines each scale size by multiplying the preceding size by --int. Now that every size is ultimately dependent on --scale0’s value, --scale0 must appear first in the list. Since the sizes smaller than --scale0 are going down rather than up, their values require division rather than multiplication.

Scaling the scale

I can now quickly and easily tweak my scale’s interval by adjusting --int until the proportions are just right, but if I want to add more sizes to the scale, I need to add more variables and calc() values. This isn’t too big of a deal, but if I want to double or triple the number of sizes, it’s kind of a headache. Luckily, this is the sort of thing Sass is really good at. In the following code, adjusting the first four Sass variables at the top of :root will quickly spin up a set of CSS variables like the scale above, with any interval (proportional or fixed) and any number of scale sizes:

:root {
  $interval: 1.5;    // Unitless for proportional, unit for fixed
  $body-text: 1rem;  // Must have a unit
  $scale-min: -2;    // Unitless negative integer
  $scale-max: 2;     // Unitless positive integer

  --int: #{$interval};
  --scale0: #{$body-text};

  @if $scale-min < 0 {
  // Generate scale variables smaller than the base text size
    @for $i from -1 through $scale-min {
      @if type-of($interval) == number {
        @if unitless($interval) {
          --scale#{$i}: calc(var(--scale#{$i + 1}) / var(--int));
        } @else {
          --scale#{$i}: calc(var(--scale#{$i + 1}) - var(--int));
        }
      }
    }
  }
  @if $scale-max > 0 {
    // Generate scale variables larger than the base text size
    @for $i from 1 through $scale-max {
      @if type-of($interval) == number {
        @if unitless($interval) {
          --scale#{$i}: calc(var(--scale#{$i - 1}) * var(--int));
        } @else {
          --scale#{$i}: calc(var(--scale#{$i - 1}) + var(--int));
        }
      }
    }
  }
}

Go forth and scale

Typographic scales have been an indispensable part of my work for many years, and CSS variables and calc() make setup, adjustments, and experimentation easier than ever. I hope you find these techniques as useful as I do!


About the author

Rob Weychert is a Brooklyn-based designer. He helps shape the reading experience at ProPublica and has previously helped make books at A Book Apart, games at Harmonix, and websites at Happy Cog. In his free time, he obsesses over music and film. Despite all this, he is probably best known as a competitive air guitarist.

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There Is No Design System

Jina Anne silences the night to talk about how we talk about Design Systems. Can the language we use impact the effectiveness of the solution? Fear not, if mighty dread has seized your troubled mind. Design systems of great joy we bring to you and all mankind.


Ooh, clickbaity title. Why on earth would I, a self-proclaimed “design systems advocate”, say there is no design system? Yes, I’m being a little tongue-in-cheek. Maybe I just wanted an excuse to use the “there is no spoon” gif. But I do have an actual point, so bear with me.

Design systems as a “thing” vs design systems as a methodology

Recently I tweeted my thoughts on why I have been tending to use design systems in plural form (rather than using an article like “a” or “the” in front of it). During my time at Salesforce when our team was called “Design Systems” and my role was “Lead Designer, Design Systems”, I would get asked “Why is it plural? We only have one.”.

My thoughts:

Lately, I’ve been thinking a lot about the way we talk about design systems, including the confusion and negativity that can come along with it. Amélie Lamont gave a talk in 2018 called “The Language of Design”, and in it, she talked about the way we talk about design systems and design itself from a “jargony point of view”. She argues that design is technically problem-solving.

I definitely agree. People get caught up in “design” as the actual role or action of designing and have even taken issue with the term “design systems” for this very reason (and have suggested it be more focused on code). I don’t think it really does us a good service to just swap out one role for the other. And… is it even about the role?

For other folks, which I include myself, we see design as a larger effort that involves the end-user experience (which includes usability, accessibility, performance, etc) as well as having a huge impact on the business. This includes code.

But really, it should all be focused on people. I like Mina Markham’s definition of what makes for good art direction in design systems:

Art direction is progressive. Localized. Cross-functional. Inclusive. Systematic.

Mina Markham

You’ll notice that the emphasis of what she speaks about is on people.

So in the design systems work we do, you often think of a style guide. Or a component library. Or a Sketch UI Kit. And there are arguments on whether either of those things can be called a design system if it doesn’t include this other thing or that other thing. We even talk about whether design systems are products or are more of a service. My take? The word “design” and “system” used in combination together literally just means to systemize your design (and in my world view that is more about the overall experience). And so if for you that means a Sketch UI Library, then you do you! My point is I think there is too much focus on the deliverables in the first place.

I touched on this briefly very recently:

Something I’ve been thinking a lot about is how much time we spend on making beautiful design system websites. I love looking at them. They’re great. But as our design and engineering tools get closer and closer together, will we come to a point where we don’t need the website? Can our tools surface suggestions for better accessibility, localization, performance, and usability, because our design system is baked into the tools? Just a thought.

Quote from post in Smarter Design Systems Tools

Invisible Design Systems?

So this is something I am striving for in 2020 — in what ways can we improve our collaboration, remove any proverbial gaps between design and engineering (not just bridge them), and have more meaningful conversations around the work we do? I don’t have any wrong or right answers here, but I am looking forward to seeing this progress in our field.

Design tools are bringing in smarter, automated ways to check for color contrast and other accessibility issues that can be detected early on. Sketch just announced their Assistant feature planned for 2020, which will check for your visual design discrepancies. And some design tools are using real code to be used in your product.

Engineering tools are advancing every day as well. I was just attending Flutter Interact recently, which was an event held by Google about their Flutter UI toolkit. It previously enabled you to get apps built for native platforms like Android and iOS, from one code base, and now has also announced their support for desktop and web. The push at this year’s event was focused on making this approachable for creatives (with their integrations into tools like Adobe XD. It really does feel like design and engineering tools are coming closer and closer together. And that’s all really cool and exciting.

However, I have to tell you: a lot of the time that I’m working in design systems, I’m not even touching a design tool. Or coding. Rather, it’s a lot of people-focused work: Reviewing. Advising. Organizing. Coordinating. Triaging. Educating. Supporting. That’s a lot of invisible systems work right there. (I use “invisible” here to mean there is not a direct tangible object in some of this work, though it all does serve the end-user through the product outcomes).

Designed objects are the fruit of invisible systems.

Amélie Lamont

This definitely is not me saying “don’t build a style guide” or “don’t make a Sketch UI Kit”. Use whatever works best for your organization. But this essentially is a plea to always put the focus on the people using your products. And, think about design systems as more of a methodology. A shining example of this way of designing systems is the newly released Encore from Spotify. I had the opportunity to see this revealed at Design Systems London, and they just published a post on it recently.

What’s different about Encore is that it isn’t a single monolithic thing. It’s a framework that brings Spotify’s existing design systems under one brand—a “system of systems.”

Source: Reimagining Design Systems at Spotify

This design systems work is not about one style guide website and instead focuses on the needs across several systems that are connected. Design Tokens help this to be a reality. Needless to say, I’m a big fan.

Love for your community

When you’re doing design systems work in your organization, you are actually building a community. This can involve shared language and nomenclature, an aligned purpose, and better, closer collaboration. It doesn’t have to be a “style police” situation (I actually very much dislike the term “governance”). This can be a joint effort – working together to share the ownership of design systems together.

I was a big fan of the pairing model that we had at Salesforce when I was there. The work we did in design systems informed the work our product designers did. But then the work that the product designers did, in turn, informed the work we did in design systems. It was a very cyclical model and combined Nathan Curtis’s observed models of the Centralized Team and the Federated Contributors.

From my experience, I have found that great design systems teams have hybrid skillsets. Whether that is having actual hybrid designer/engineers on the team, or just ensuring that those skillsets are represented across the team, it’s important to have the perspectives of design, engineering, product, content, accessibility, and more.

I think that part of a designer’s role – and not even a designer. Anybody who uses the design system by nature of what a design system is – it’s the conglomeration of all the disciplines. Some code, some design, some product knowledge, some writing. And what that means is I think everybody on the team has to approach it with some humility.

Dan Mall

Kim Williams spoke recently in her talk, Start with your Brand Purpose, on Design Systems Love:

Love is patient. With design systems, …it’s a marathon and not a sprint. …this is a long game and it is a labor of love. And love is kind. We support everyone through change. Internally change is so hard. How do you help engineers work in a different way, how do you help PMs think strategically and embrace a new definition of analytical, how do you make in-roads with marketing so that they’re comfortable with you talking about brand and that you’re comfortable with marketing talking about user experience? How do you really, really build those relationships up through empathy. …the onus is on us to educate, to facilitate, to help others understand, to speak the language, to be that bridge, to be that connector, to be that catalyst for our companies. It always trusts, always hopes, always perseveres. Never fails. I love this because there’s a resiliency that we need to have, a resilience when we go through this.

Kim Williams

I love, love, love that.

And so while I still think it’s fun to explore new tools and get really excited about certain processes, at the end of the day, (in my most humble opinion), the best design systems teams are not just hybrid teams — they are also teams that work and supports each other really well, thus producing amazing user-centered work.

So, my suggestion for the coming year is to perhaps move away from thinking of design systems as an actual thing (especially when it comes to the negative perception of spending time on them) and more as a way of working better, more efficiently, and more creatively so that we can build great experiences for our users. I like to repeat in my work, Design Systems are for people, because it is a call to cherish, support, and empower the people you serve (both internally and externally).

Happy holidays!


About the author

Jina is a design systems advocate and coach. At Amazon, Jina was Senior Design Systems Lead. At Salesforce, she was Lead Designer on the Lightning Design System. She led the CSS architecture and style guide for the Apple Online Store. She’s also worked at GitHub, Engine Yard, Crush + Lovely, and Memphis Brooks Museum of Art, and more. She developed projects with W3C, Mass.gov, FedEx, etc.

Jina coauthored Design Systems Handbook, Fancy Form Design, and The Art & Science of CSS. She’s published several articles. She’s spoken at conferences including Adobe MAX. Print Magazine featured Jina as a leading San Francisco creative.

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Four Ways Design Systems Can Promote Accessibility – and What They Can’t Do

Amy Hupe prepares a four bird roast of tasty treats so we can learn how the needs of many different types of users can be served through careful implementation of components within a design system.


Design systems help us to make our products consistent, and to make sure we’re creating them in the most efficient way possible. They also help us to ensure our products are designed and built to a high quality; that they’re not only consistent in appearance, and efficiently-built, but that they are good. And good design means accessible design.

1 in 5 people in the UK have a long term illness, impairment or disability – and many more have a temporary disability. Designing accessible services is incredibly important from an ethical, reputational and commercial standpoint. For EU government websites and apps, accessibility is also a legal requirement.

With that in mind, I’ll explain the four main ways I think we can use design systems to promote accessible design within an organisation, and what design systems can’t do.

1. Bake it in

Design systems typically provide guidance and examples to aid the design process, showing what best practice looks like. Many design systems also encompass code that teams can use to take these elements into production. This gives us an opportunity to build good design into the foundations of our products, not just in terms of how they look, but also how they work. For everyone.

Let me give an example.

The GOV.UK Design System contains a component called the Summary list. It’s used in a few different contexts on GOV.UK, to summarise information. It’s often used at the end of a long or complex form, to let users check their answers before they send them, like this:

Users can review the information and, if they’ve entered something incorrectly, they can go back and edit their answer by clicking the “Change” link on the right-hand side. This works well if you can see the change link, because you can see which information it corresponds to.

In the top row, for example, I can see that the link is giving me the option to change the name I’ve entered because I can see the name label, and the name I put in is next to it.

However, if you’re using a screen reader, this link – and all the others – will just say “change”, and it becomes harder to tell what you’re selecting. So to help with this, the GOV.UK Design System team added some visually-hidden text to the code in the example, to make the link more descriptive.

Sighted users won’t see this text, but when a screen reader reads out the link, it’ll say “change name”. This makes the component more accessible, and helps it to satisfy a Web Content Accessibility Guidelines (WCAG 2.1) success criterion for links which says we must “provide link text that identifies the purpose of the link without needing additional context”.

By building our components with inclusion in mind, we can make it easier to make products accessible, before anyone’s even had to think about it. And that’s a great starting point. But that doesn’t mean we don’t have to think about it – we definitely do. And a design system can help with that too.

2. Explain it

Having worked as the GOV.UK Design System’s content designer for the best part of 3 years, I’m somewhat biased about this, but I think that the most valuable aspect of a design system is its documentation.

(Here’s a shameless plug for my patterns Day talk on design system documentation earlier this year, if you want to know more about that.)

When it comes to accessibility, written documentation lets us guide good practice in a way that code and examples alone can’t.

By carefully documenting implementation rules for each component, we have an opportunity to distribute accessible design principles throughout a design system. This means design system users encounter them not just once, but repeatedly and frequently, in various contexts, which helps to build awareness over time.

For instance, WCAG 2.1 warns against using colour as “the only visual means of conveying information, calling an action, prompting a response or distinguishing a visual element”. This is a general principle to follow, but design system documentation lets us explain how this relates to specific components.

Take the GOV.UK Design System’s warning buttons. These are used for actions with serious, often destructive consequences that can’t easily be undone – like permanently deleting an account.

The example doesn’t tell you this, but the guidance explains that you shouldn’t rely on the red colour of warning buttons to communicate that the button performs a serious action, since not all users will be able to see the colour or understand what it signifies.

Instead, it says, “make sure the context and button text makes clear what will happen if the user selects it”. In this way, the colour is used as an enhancement for people who can interpret it, but it’s not necessary in order to understand it.

Making the code in our examples and component packages as accessible as possible by default is really important, but written documentation like this lets us be much more explicit about how to design accessible services.

3. Lead by example

In our design systems’ documentation, we’re telling people what good design looks like, so it’s really important that we practice what we preach.

Design systems are usually for members of staff, rather than members of the public. But if we want to build an inclusive workplace, we need to hold them to the same standards and ensure they’re accessible to everyone who might need to use them – today and in the future.

One of the ways we did this in my team, was by making sure the GOV.UK Design System supports users who need to customise the colours they use to browse the web. There are a range of different user needs for changing colours on the web. People who are sensitive to light, for instance, might find a white background too bright. And some users with dyslexia find certain colours easier to read than others.

My colleague, Nick Colley, wrote about the work we did to ensure GOV.UK Design System’s components will work when users change colours on GOV.UK. To ensure we weren’t introducing barriers to our colleagues, we also made it possible to customise colours in the GOV.UK Design System website itself.

Building this flexibility into our design system helps to support our colleagues who need it, but it also shows others that we’re committed to inclusion and removing barriers.

4. Teach it

The examples I’ve drawn on here have mostly focused on design system documentation and tooling, but design systems are much bigger than that. In the fortuitously-timed “There is No Design System”, Jina reminds us that tooling is just one of the ways we systematise design:

…it’s a lot of people-focused work: Reviewing. Advising. Organizing. Coordinating. Triaging. Educating. Supporting.”

To make a design system successful, we can’t just build a set of components and hope they work. We have to actively help people find it, use it and contribute to it. That means we have to go out and talk about it. We have to support people in learning to use it and help new teams adopt it. These engagement activities and collaborative processes that sit around it can help to promote awareness of the why, not just the what.

At GDS, we ran workshops on accessibility in the design system, getting people to browse various web pages using visual impairment simulation glasses to understand how visually impaired users might experience our content. By working closely with our systems’ users and contributors like this, we have an opportunity to bring them along on the journey of making something accessible.

We can help them to test out their code and content and understand how they’ll work on different platforms, and how they might need to be adjusted to make sure they’re accessible. We can teach them what accessibility means in practice.

These kinds of activities are invaluable in helping to promote accessible design thinking. And these kinds of lessons – when taught well – are disseminated as colleagues share knowledge with their teams, departments and the wider industry.

What design systems can’t do

Our industry’s excitement about design systems shows no signs of abating, and I’m excited about the opportunities it affords us to make accessible design the default, not an edge case. But I want to finish on a word about their limitations.

While a design system can help to promote awareness of the need to be accessible, and how to design products and services that are, a design system can’t make an organisation fundamentally care about accessibility.

Even with the help of a thoughtfully created design system, it’s still possible to make really inaccessible products if you’re not actively working to remove barriers. I feel lucky to have worked somewhere that prioritises accessibility. Thanks to the work of some really brilliant people, it’s just part of the fabric at GDS. (For more on that work and those brilliant people, I can’t think of a better place to start than my colleague Ollie Byford’s talk on inclusive forms.)

I’m far from being an accessibility expert, but I can write about this because I’ve worked in an organisation where it’s always a central consideration. This shouldn’t be something to feel lucky about. It should be the default, but sadly we’re not there yet. Not even close.

Earlier this year, Domino’s pizza was successfully sued by a blind customer after he was unable to order food on their website or mobile app, despite using screen-reading software. And in a recent study carried out by disability equality charity, Scope, 50% of respondents said that they had given up on buying a product because the website, app or in-store machine had accessibility issues.

Legally, reputationally and most importantly, morally, we all have a duty to do better. To make sure our products and services are accessible to everyone. We can use design systems to help us on that journey, but they’re just one part of our toolkit.

In the end, it’s about committing to the cause – doing the work to make things accessible. Because accessible design is good design.


About the author

Amy is a content specialist and design systems advocate who’s spent the last 3 years working as a Senior Content Designer at the Government Digital Service.

In that time, she’s led the content strategy for the GOV.UK Design System, including a straightforward and inclusive approach to documentation.

In January, Amy will continue her work in this space, in her new role as Product Manager for Babylon Health’s design system, DNA.

More articles by Amy




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The Accidental Side Project

Drew McLellan puts the chairs up on the tables, sweeps the floor, and closes off our season, and indeed the entire 24 ways project with a look back at what it’s meant to run this site as a site project, and what impact side projects can have on the work we do. Will the last one out turn off Christmas the lights?


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Fifteen years ago, on a bit of a whim, I decided it would be fun to have a Web Standards version of something like the Perl Advent calendar. A simple website with a new tip or trick each day leading the readers through December up until Christmas.

I emailed a bunch of friends that kept web design and development themed blogs (remember those?) suggesting the idea and asking if they’d like to contribute. My vision had been that each post would be a couple of paragraphs of information. A small nugget of an idea, or a tip, or a suggestion. What happened was something really amazing. I began to receive really insightful blog posts containing some of the most valuable writing I’d seen online all year.

Look at this piece from Ethan Marcotte on Centered Tabs with CSS, or this detailed piece on scripting block quotes from Jeremy Keith. I was blown away, and the scene was set.

Part of the original design. Photo by Bert Heymans.

Collaboration

What I hadn’t anticipated in 2005 was that this little side project would turn into a fixture of the industry calendar, would introduce me to a raft of field experts, and would have me working with an eclectic team of collaborators for fifteen long seasons.

And that last point is crucial. I’ve by no means produced this alone. Rachel Andrew has been a constant supporter in helping each year to see the light of day and producing our ebooks. After a couple of years, Brian Suda stepped in to help me plan and select authors. In 2008, I managed to persuade Tim Van Damme to replace my very basic site design with something altogether more fitting. In 2010, Anna Debenham came on board initially to help with the production of articles, but rapidly became a co-producer working with me on all aspects of the content. Owen Gregory joined up that same year to help with the proofing and editing of articles, and for many years did a fantastic job writing the home page article teasers, which are now but a shadow of their former selves.

Tim Van Damme’s 2008 redesign.

Also in 2010, we produced a book in collaboration with Five Simple Steps and raising funds in the memory of Remy and Julie’s daughter, Tia Sharp.

The Five Simple Steps 24 ways book. Photo by Patrick Haney.

In 2013, Paul Robert Lloyd stepped up to the plate to provide us with the design you see today, which not only subtly shifts colours between each day, but across the years as well. Compare the reds of 2005 to the purples of 2019, and the warm tones of a Day 1 to its correspondingly cool Day 24. It’s a terrific piece of work.

Paul Robert Lloyd’s design plays subtly with colour shifts.

In 2014 we won a Net Award for Best Collaborative Project at a fancy ceremony in London. Many past authors were there, and as it was an aware for our collaborative efforts, we all posed with the glassware for photos.

We all went to a right fancy do.

Looking back, looking forward

But even I, Sea Captain Belly Button am not enough of a navel gazer to just be writing an article just about this website. As we draw our fifteenth and final year to a close, it’s important to reflect on what can be learned. Not from the articles (so much!) or from the folly of committing to a nightly publishing schedule for a month every year for fifteen years (don’t do it!) but from the value in starting something not because you have to, but just because you want to. From scratching an itch. From working with a friend just because you love spending time with them. Or for doing something because you see the opportunity for good.

As web designers and developers, we have the opportunity to turn the skills we use in our profession to so many different purposes. In doing so you never know what good might come from it.

Seeing the good

This week I asked around to find out what good others have seen from their side projects. Long time 24 ways contributor Simon Willison had this to say:

Simon went onto explain how it was a website side project that got him his first job in tech. After that, his personal blog lead him to getting a job at Lawrence Journal-World where he created Django. On his honeymoon, Simon and his new wife (and 24 ways contributor) Natalie Downe created Lanyrd, and Simon’s more recent Datasette project landed him a JSK Fellowship at Stanford. That’s an impressive record of side projects, for sure.

Others had similar stories. My good friend Meri Williams is currently CTO of challenger bank Monzo, as well as being a trustee at Stonewall and Chair of The Lead Developer conference.

Again, an impressive list of achievements, and I’m sure both Simon and Meri would have eventally found other routes to their individual success, but the reality is they did it through side projects. Through being present and active, contributing a little to their communities, and receiving so much more back in return.

Of course, not all projects have to be directly related to the web or software to be fulfilling. Of course they don’t. Mark Small and Jack Shoulder embraced their love of a good rear end and created MuseumBums, informally cataloging perfect posteriors for your perusing pleasure. On its success, Mark says:

Jack adds:

I had so many heartwarming responses to my request for stories, I really recommend you go over to the thread on Twitter and read it. It’s been one of my favourite set of replies in a long time.

Focussing on what’s important

As the years progressed, more and more publications sprang up both at Christmas and throughout the year with how-to articles explaining techniques. As a natural response, 24 ways started mixing up solution-based articles with bigger picture takes on a wider range of topics, but always with a practical takeaway to impress your friends.

After the embarrassment of white dudes that dominated the early years, we actively sought to open the opportunity to write to a wider and more diverse range of experts. While I don’t think we ever got as much racial diversity in our lineup as I would have liked to have achieved, I’m very proud that each season has been closely gender-balanced since 2012. This is something that was never forced or remotely hard to achieve, all it took was an awareness of the potential for bias.

Calling time

With all the benefits that side projects can bring, it’s also important to be mindful of downsides. Not every project will take flight, and those that do can also start to consume valuable time. That’s fine while it’s fun and you’re seeing the benefits, but it’s neither fun or healthy long-term to have no time away from something that might otherwise be your job.

Spending time with family, friends, and loved ones is equally important especially at this time of year. Just as anyone who does a lot of sport or fitness will tell you about the value of rest days between your activities to let the body recover, time away from ‘work’ is important to do the same for your brain.

Having run this site every Christmas for 15 seasons, it’s time to take a breather and give it a rest. Who knows if we might return in the future, but no promises. It’s been a good run, and an absolute privilege to provide this small tradition to the community I love.

So from me and the whole 24 ways family, Happy Christmas to all, and to all a good night.

Anna and Drew at the 2014 Net Awards dinner.

About the author

Drew McLellan is a developer and content management consultant from Bristol, England. He’s the lead developer for the popular Perch and Perch Runway content management systems, and public speaking portfolio site Notist. Drew was formerly Group Lead at the Web Standards Project, and a Search Innovation engineer at Yahoo!. When not publishing 24 ways, he keeps a personal site about web development, takes photos, tweets a lot and tries to stay upright on his bicycle.

More articles by Drew




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