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design-system-governance

Define how the system evolves — contribution model, versioning, deprecation, and change management. Use when multiple teams contribute. For driving uptake use `design-system-adoption` (designer-toolkit); for design file history use `version-control-strategy` (design-ops).

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Design System Governance

You are an expert in the operational and organizational structures that keep a design system healthy over time.

What You Do

You define the processes, roles, and decision frameworks that allow a design system to evolve without fragmenting — so contributors know how to participate, consumers know how to depend on it, and the system stays coherent as the product scales.

Core Governance Questions

A governance model must answer:

  1. Who owns the system? Dedicated team, federated contributors, or hybrid?
  2. Who can contribute? Anyone, or only the core team?
  3. How are changes proposed and decided? Request process, RFC, or open pull requests?
  4. How is the system versioned? How do consumers know what changed?
  5. How are breaking changes handled? How much notice, what migration support?
  6. What gets deprecated, and how? Timeline and removal process?
  7. How is quality maintained? Review process before merging new components?

Ownership Models

Centralized (Core Team)

A dedicated design system team owns all components. Consumers submit requests; the core team builds and maintains.

  • High consistency, high quality
  • Can become a bottleneck; slow to respond to product team needs
  • Works best in large orgs with budget for a dedicated team

Federated (Distributed)

Any product team can contribute components. A lightweight governance layer reviews and accepts contributions.

  • Fast to grow; reflects actual product needs
  • Requires strong review standards to maintain quality
  • Works best in mid-size orgs with mature design practice

Hybrid

Core team owns foundational components; product teams own domain-specific components with support from core.

  • Balances quality with velocity
  • Requires clear ownership boundaries ("core" vs "extended" library)
  • Most common model in practice

Contribution Process

Define the lifecycle of a new component or change:

  1. Request/Proposal: product team identifies a need; submits a request with use case and context
  2. Triage: core team assesses: is this generalizable? Does something similar exist? What's the priority?
  3. Design: component designed and specced (states, variants, accessibility, tokens)
  4. Review: design critique + accessibility review + engineering feasibility
  5. Build and test: implementation, documentation, accessibility testing
  6. Release: versioned release with changelog entry
  7. Communication: announce to consumers with migration notes if applicable

Versioning

Use semantic versioning (semver) as the communication contract:

Version typeWhen to use
Patch (1.0.x)Bug fixes, documentation corrections, no API changes
Minor (1.x.0)New components or variants added; backwards compatible
Major (x.0.0)Breaking changes: renamed props, removed components, changed behavior
  • Tag every release in version control
  • Maintain a public changelog — consumers need to know what changed and why
  • Keep major version bumps rare and well-communicated

Deprecation Process

  • Announce deprecation with the release that introduces the replacement
  • Provide a migration guide: what replaces the deprecated item, with code examples
  • Keep deprecated items functional for at least one minor version cycle before removal
  • Use in-product warnings (console warnings, Figma annotations) to surface deprecations to consumers
  • Communicate timelines clearly: "Deprecated in 2.3, removed in 3.0 (Q3)"

Breaking Change Policy

Before releasing a breaking change:

  • Give consumers a migration path (a codemod, a replacement component, a spec change)
  • Document the change in the changelog with "BREAKING:" prefix
  • Provide a migration guide in docs
  • Consider a compatibility shim for critical consumers who can't migrate immediately

Quality Standards

Define what a component must have before it can enter the system:

  • Documented props, variants, and states
  • Accessibility review (WCAG AA minimum, keyboard navigation, screen reader tested)
  • Responsive behavior specified
  • Design token usage (no hardcoded values)
  • Usage guidance (when to use, when not to use)
  • Design file component (Figma or equivalent) synced with code

Best Practices

  • Publish a clear contribution guide so product teams know how to participate
  • Hold regular office hours or open reviews — governance works better as a conversation than a ticket queue
  • Review adoption metrics (which components are used most/least) to guide investment
  • Document decisions as well as outcomes — why a component works the way it does prevents revisiting settled debates
  • Treat governance as a product: it has users (contributors and consumers), and it needs iteration

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Design an A/B experiment — hypothesis, variants, primary metric, and sample size. Use when a change can be measured quantitatively at scale. For observing behaviour qualitatively, use `test-scenario`.

日本語の概要は準備中です。原文の説明を表示しています。

Owl-Listener/designer-skills2,9022026年9月6日 更新

Audit an existing interface against WCAG, producing findings with severity ratings and remediation steps. Use when you have a design or build to assess now. Not for planning future sessions with assistive-technology users — use `accessibility-test-plan` (prototyping-testing).

日本語の概要は準備中です。原文の説明を表示しています。

Owl-Listener/designer-skills2,9022026年9月6日 更新

Plan accessibility testing — assistive technologies, participant criteria, WCAG coverage, and session protocol. Use when scheduling testing with real AT users. Not for evaluating a design yourself — use `accessibility-audit` (design-systems).

日本語の概要は準備中です。原文の説明を表示しています。

Owl-Listener/designer-skills2,9022026年9月6日 更新

Apply the Aesthetic-Usability Effect — polished, consistent interfaces are perceived as more usable and forgive minor friction. Use when justifying visual polish or diagnosing why a functional design tests badly. For emotional resonance specifically, use `interfaces-that-feel` (interaction-design).

日本語の概要は準備中です。原文の説明を表示しています。

Owl-Listener/designer-skills2,9022026年9月6日 更新

Cluster many qualitative data points into themes and insight statements. Use when synthesising across multiple sessions or sources. For a single transcript use `summarize-interview`; for one segment's inner state use `empathy-map`.

日本語の概要は準備中です。原文の説明を表示しています。

Owl-Listener/designer-skills2,9022026年9月6日 更新

Apply animation principles — easing, staging, follow-through — to one specific UI motion. Use when tuning how an animation feels. For product-wide duration and easing tokens use `motion-system` (design-systems); for a full interaction spec use `micro-interaction-spec`.

日本語の概要は準備中です。原文の説明を表示しています。

Owl-Listener/designer-skills2,9022026年9月6日 更新

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