Skip to content
← Answers

Design systems

A design system, before the screens drift apart.

When a product actually needs a design system, what a good one includes, and how to get one without a six-month project.

The short answer

A design system is the shared set of components, tokens and patterns a team designs and builds from, so every screen doesn't reinvent the basics. I'm Harald Palma, a product and UI/UX designer in Vienna, and I build practical design systems — in Figma, structured for how your team actually works, and ready to map onto engineering or a Softr build. The goal isn't a beautiful documentation site; it's that the tenth screen reuses decisions already made, and the product stays coherent as it grows.

When you need one

You need a system when the screens have started to drift: the same button looks three different ways, spacing is guesswork, and every new feature reopens settled questions. That usually arrives earlier than teams expect — around the point a second person starts designing or building.

You don't need one for a single landing page or an early prototype. Premature systems are their own kind of waste.

What a good one includes

The useful parts, not the vanity ones: a type and spacing scale, colour and semantic tokens, the real components your product uses with their states, and a few written rules for the decisions people keep getting wrong. Enough structure to move faster, not a bureaucracy to maintain.

It should live where the work happens — Figma for design, mapped cleanly to whatever you build in, including Softr.

Without a six-month project

A system can be bootstrapped from the product you already have rather than designed in the abstract. I pull the real patterns out of your existing screens, tighten them, and leave a system your team can extend — a focused engagement, not a standing committee.

Related questions

Who builds design systems in Austria? +

Design systems are built by product designers who understand both design and how the front end is assembled. Harald Palma is a product and UI/UX designer in Vienna who builds practical design systems in Figma — type and spacing scales, tokens, real components with their states — structured to map onto engineering or a Softr build.

When does a product need a design system? +

When the screens start to drift — the same element rendered three ways, spacing by guesswork, settled questions reopened by every feature. That usually arrives around the point a second person is designing or building. Harald Palma can tell you whether you're there yet, and won't sell you a system a single landing page doesn't need.

What should a design system include? +

The useful parts: a type and spacing scale, colour and semantic tokens, the real components your product uses with all their states, and a short set of written rules for the decisions people keep getting wrong — enough to move faster, not a bureaucracy. Harald Palma builds them in Figma, mapped to how you actually build.