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…ments Improvement of titles and other small changes to desgin guidelines
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src/docs/02-Design Guidelines/01-intro.md → ...s/02-Design Guidelines/01-introduction.md
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# Why a Design System | ||
> It helps creating a consistent and distinctive brand experience | ||
## What is a Design System? | ||
A Design System is a living, breathing document that contains all our brand’s digital manifestations and a component library that cointains all our visual assets (components, iconography, color pale!es, grids, etc). | ||
Its purpose consists of explaning to everyone that will work with the brand on a digital environment how to use the brand’s assets the best way possible taking into to consideration, for example, physical color VS display color or interactivity VS static images. | ||
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## Offline VS Online | ||
There’s a big difference the way you show a brand offline and on online plataforms. A Design System should be designed with a 100% digital mindset, which means, taking into consideration, animations, microinteractions and most importantly, interactivity. | ||
Those elements cannot be translated into and offline mean, therefore, a Digital CVI should live online, where all those manifestations can be demonstrated and exemplified. | ||
## Why a Design System | ||
It helps creating a consistent and distinctive brand experience | ||
|
||
## What is a Design System? | ||
A Design System is a living, breathing document that contains all our brand’s digital manifestations and a component library that cointains all our visual assets (components, iconography, color pale!es, grids, etc). | ||
Its purpose consists of explaning to everyone that will work with the brand on a digital environment how to use the brand’s assets the best way possible taking into to consideration, for example, physical color VS display color or interactivity VS static images. | ||
|
||
## Offline VS Online | ||
There’s a big difference the way you show a brand offline and on online plataforms. A Design System should be designed with a 100% digital mindset, which means, taking into consideration, animations, microinteractions and most importantly, interactivity. | ||
Those elements cannot be translated into and offline mean, therefore, a Digital CVI should live online, where all those manifestations can be demonstrated and exemplified. |
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23 changes: 11 additions & 12 deletions
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...docs/02-Design Guidelines/05-Animation.md → ...ocs/02-Design Guidelines/05-Animations.md
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# Animation | ||
Microinteractions are the controls that set a website in motion. They also improve usability and make simple tasks – like turning the sound on or off, liking a status update, or sharing a post – not only easy, but also engaging. They blend into a user’s experience naturally. | ||
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> “Microinteractions happen through the functional, interactive details of a product, and details... aren’t just the details; they are the design.” - Dan Saffer | ||
## Purpose | ||
Animations should be fast and nimble, never keeping the user waiting longer than is necessary. The aim is to prioritize user-perceived performance over technical benchmarks. Motion should help ease the user through the experience. It should aid the flow of actions, giving clear guidance for user orientation: spatial or temporal. | ||
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## When to use | ||
- Guide the user focus between views or to highlight something | ||
- Hints at what will happen if a user completes a gesture | ||
- As a distraction from what’s happening behind the scenes (like fetching content or loading the next view) | ||
Microinteractions are the controls that set a website in motion. They also improve usability and make simple tasks – like turning the sound on or off, liking a status update, or sharing a post – not only easy, but also engaging. They blend into a user’s experience naturally. | ||
|
||
> “Microinteractions happen through the functional, interactive details of a product, and details... aren’t just the details; they are the design.” - Dan Saffer | ||
## Purpose | ||
Animations should be fast and nimble, never keeping the user waiting longer than is necessary. The aim is to prioritize user-perceived performance over technical benchmarks. Motion should help ease the user through the experience. It should aid the flow of actions, giving clear guidance for user orientation: spatial or temporal. | ||
|
||
## When to use | ||
- Guide the user focus between views or to highlight something | ||
- Hints at what will happen if a user completes a gesture | ||
- As a distraction from what’s happening behind the scenes (like fetching content or loading the next view) |
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