#Design System

#UI Component

#Blade DS

Crafting Components for Blade Design System

Crafting Components for Blade Design System

Crafting Components for Blade Design System

Crafting Components for Blade Design System

Crafting Components for Blade Design System

Crafting Components for Blade Design System

Design systems are more than just a collection of UI elements — they are living frameworks that unify product experiences. At their core lie components: the building blocks that ensure consistency, scalability, and efficiency.

As part of building our design system, I worked on UI component's interaction and designing component which were motion heavy i.e Progress Bar and Spinners

Design systems are more than just a collection of UI elements — they are living frameworks that unify product experiences. At their core lie components: the building blocks that ensure consistency, scalability, and efficiency.

As part of building our design system, I worked on UI component's interaction and designing component which were motion heavy i.e Progress Bar and Spinners

Design systems are more than just a collection of UI elements — they are living frameworks that unify product experiences. At their core lie components: the building blocks that ensure consistency, scalability, and efficiency.

As part of building our design system, I worked on UI component's interaction and designing component which were motion heavy i.e Progress Bar and Spinners

Design systems are more than just a collection of UI elements — they are living frameworks that unify product experiences. At their core lie components: the building blocks that ensure consistency, scalability, and efficiency.

As part of building our design system, I worked on UI component's interaction and designing component which were motion heavy i.e Progress Bar and Spinners

Design systems are more than just a collection of UI elements — they are living frameworks that unify product experiences. At their core lie components: the building blocks that ensure consistency, scalability, and efficiency.

As part of building our design system, I worked on UI component's interaction and designing component which were motion heavy i.e Progress Bar and Spinners

Design systems are more than just a collection of UI elements — they are living frameworks that unify product experiences. At their core lie components: the building blocks that ensure consistency, scalability, and efficiency.

As part of building our design system, I worked on UI component's interaction and designing component which were motion heavy i.e Progress Bar and Spinners

1. Research & Product Audit

1. Research & Product Audit

Every component started with research and auditing existing implementations:

  • Identified inconsistencies across products (e.g., different spinner sizes, varied progress bar thicknesses).

  • Evaluated accessibility gaps.

  • Studied industry-leading design systems to benchmark best practices.

This phase helped us set a baseline and define the problems the component needed to solve.

Every component started with research and auditing existing implementations:

  • Identified inconsistencies across products (e.g., different spinner sizes, varied progress bar thicknesses).

  • Evaluated accessibility gaps.

  • Studied industry-leading design systems to benchmark best practices.

This phase helped us set a baseline and define the problems the component needed to solve.

Every component started with research and auditing existing implementations:

  • Identified inconsistencies across products (e.g., different spinner sizes, varied progress bar thicknesses).

  • Evaluated accessibility gaps.

  • Studied industry-leading design systems to benchmark best practices.

This phase helped us set a baseline and define the problems the component needed to solve.

Every component started with research and auditing existing implementations:

  • Identified inconsistencies across products (e.g., different spinner sizes, varied progress bar thicknesses).

  • Evaluated accessibility gaps.

  • Studied industry-leading design systems to benchmark best practices.

This phase helped us set a baseline and define the problems the component needed to solve.

Every component started with research and auditing existing implementations:

  • Identified inconsistencies across products (e.g., different spinner sizes, varied progress bar thicknesses).

  • Evaluated accessibility gaps.

  • Studied industry-leading design systems to benchmark best practices.

This phase helped us set a baseline and define the problems the component needed to solve.

Every component started with research and auditing existing implementations:

  • Identified inconsistencies across products (e.g., different spinner sizes, varied progress bar thicknesses).

  • Evaluated accessibility gaps.

  • Studied industry-leading design systems to benchmark best practices.

This phase helped us set a baseline and define the problems the component needed to solve.

2. Design Iterations

2. Design Iterations

This phase focused on visual exploration and structural decisions:

  • For spinners → stroke thickness, size variations, color tokens for light/dark themes.

  • For progress bars → bar thickness, determinate vs. indeterminate visuals, circular vs. linear options.

  • For other components → visual hierarchy, states (default, hover, active, disabled), and responsiveness.

The goal here was to create a visual system that feels consistent across all components.

This phase focused on visual exploration and structural decisions:

  • For spinners → stroke thickness, size variations, color tokens for light/dark themes.

  • For progress bars → bar thickness, determinate vs. indeterminate visuals, circular vs. linear options.

  • For other components → visual hierarchy, states (default, hover, active, disabled), and responsiveness.

The goal here was to create a visual system that feels consistent across all components.

This phase focused on visual exploration and structural decisions:

  • For spinners → stroke thickness, size variations, color tokens for light/dark themes.

  • For progress bars → bar thickness, determinate vs. indeterminate visuals, circular vs. linear options.

  • For other components → visual hierarchy, states (default, hover, active, disabled), and responsiveness.

The goal here was to create a visual system that feels consistent across all components.

This phase focused on visual exploration and structural decisions:

  • For spinners → stroke thickness, size variations, color tokens for light/dark themes.

  • For progress bars → bar thickness, determinate vs. indeterminate visuals, circular vs. linear options.

  • For other components → visual hierarchy, states (default, hover, active, disabled), and responsiveness.

The goal here was to create a visual system that feels consistent across all components.

This phase focused on visual exploration and structural decisions:

  • For spinners → stroke thickness, size variations, color tokens for light/dark themes.

  • For progress bars → bar thickness, determinate vs. indeterminate visuals, circular vs. linear options.

  • For other components → visual hierarchy, states (default, hover, active, disabled), and responsiveness.

The goal here was to create a visual system that feels consistent across all components.

This phase focused on visual exploration and structural decisions:

  • For spinners → stroke thickness, size variations, color tokens for light/dark themes.

  • For progress bars → bar thickness, determinate vs. indeterminate visuals, circular vs. linear options.

  • For other components → visual hierarchy, states (default, hover, active, disabled), and responsiveness.

The goal here was to create a visual system that feels consistent across all components.

3. Motion Iterations

3. Motion Iterations

Once the static designs were locked, we explored motion behavior separately:

  • For spinners → testing different rotation speeds, easing functions (linear vs. cubic-bezier curves).

  • For progress bars → experimenting with how the bar fills, smooth vs. stepped transitions, and pulsing indeterminate states.

  • For other interactive components → micro-interactions like fade-ins, scale changes, or slide transitions.

This helped us refine how components feel in use, not just how they look.

Once the static designs were locked, we explored motion behavior separately:

  • For spinners → testing different rotation speeds, easing functions (linear vs. cubic-bezier curves).

  • For progress bars → experimenting with how the bar fills, smooth vs. stepped transitions, and pulsing indeterminate states.

  • For other interactive components → micro-interactions like fade-ins, scale changes, or slide transitions.

This helped us refine how components feel in use, not just how they look.

Once the static designs were locked, we explored motion behavior separately:

  • For spinners → testing different rotation speeds, easing functions (linear vs. cubic-bezier curves).

  • For progress bars → experimenting with how the bar fills, smooth vs. stepped transitions, and pulsing indeterminate states.

  • For other interactive components → micro-interactions like fade-ins, scale changes, or slide transitions.

This helped us refine how components feel in use, not just how they look.

Once the static designs were locked, we explored motion behavior separately:

  • For spinners → testing different rotation speeds, easing functions (linear vs. cubic-bezier curves).

  • For progress bars → experimenting with how the bar fills, smooth vs. stepped transitions, and pulsing indeterminate states.

  • For other interactive components → micro-interactions like fade-ins, scale changes, or slide transitions.

This helped us refine how components feel in use, not just how they look.

Once the static designs were locked, we explored motion behavior separately:

  • For spinners → testing different rotation speeds, easing functions (linear vs. cubic-bezier curves).

  • For progress bars → experimenting with how the bar fills, smooth vs. stepped transitions, and pulsing indeterminate states.

  • For other interactive components → micro-interactions like fade-ins, scale changes, or slide transitions.

This helped us refine how components feel in use, not just how they look.

Once the static designs were locked, we explored motion behavior separately:

  • For spinners → testing different rotation speeds, easing functions (linear vs. cubic-bezier curves).

  • For progress bars → experimenting with how the bar fills, smooth vs. stepped transitions, and pulsing indeterminate states.

  • For other interactive components → micro-interactions like fade-ins, scale changes, or slide transitions.

This helped us refine how components feel in use, not just how they look.

4. Final Components

4. Final Components

Finalized both visual + motion systems into ready-to-use components:

  • Defined variants (determinate, indeterminate, circular, linear).

  • Optimized for accessibility (contrast, reduced motion preferences).

  • Tokenized for light/dark themes.

Finalized both visual + motion systems into ready-to-use components:

  • Defined variants (determinate, indeterminate, circular, linear).

  • Optimized for accessibility (contrast, reduced motion preferences).

  • Tokenized for light/dark themes.

Finalized both visual + motion systems into ready-to-use components:

  • Defined variants (determinate, indeterminate, circular, linear).

  • Optimized for accessibility (contrast, reduced motion preferences).

  • Tokenized for light/dark themes.

Finalized both visual + motion systems into ready-to-use components:

  • Defined variants (determinate, indeterminate, circular, linear).

  • Optimized for accessibility (contrast, reduced motion preferences).

  • Tokenized for light/dark themes.

Finalized both visual + motion systems into ready-to-use components:

  • Defined variants (determinate, indeterminate, circular, linear).

  • Optimized for accessibility (contrast, reduced motion preferences).

  • Tokenized for light/dark themes.

Finalized both visual + motion systems into ready-to-use components:

  • Defined variants (determinate, indeterminate, circular, linear).

  • Optimized for accessibility (contrast, reduced motion preferences).

  • Tokenized for light/dark themes.

5. Documentation & Guidelines

5. Documentation & Guidelines

For each component, we created detailed guidelines to ensure adoption across teams:

  • When to use what → Spinner vs. Progress Bar vs. Circular.

  • Sizing recommendations → for buttons, forms, and full-screen loaders.

  • Motion guidelines → duration, easing, and recommended transitions.

  • Accessibility notes → contrast and reduced motion support.

For each component, we created detailed guidelines to ensure adoption across teams:

  • When to use what → Spinner vs. Progress Bar vs. Circular.

  • Sizing recommendations → for buttons, forms, and full-screen loaders.

  • Motion guidelines → duration, easing, and recommended transitions.

  • Accessibility notes → contrast and reduced motion support.

For each component, we created detailed guidelines to ensure adoption across teams:

  • When to use what → Spinner vs. Progress Bar vs. Circular.

  • Sizing recommendations → for buttons, forms, and full-screen loaders.

  • Motion guidelines → duration, easing, and recommended transitions.

  • Accessibility notes → contrast and reduced motion support.

For each component, we created detailed guidelines to ensure adoption across teams:

  • When to use what → Spinner vs. Progress Bar vs. Circular.

  • Sizing recommendations → for buttons, forms, and full-screen loaders.

  • Motion guidelines → duration, easing, and recommended transitions.

  • Accessibility notes → contrast and reduced motion support.

For each component, we created detailed guidelines to ensure adoption across teams:

  • When to use what → Spinner vs. Progress Bar vs. Circular.

  • Sizing recommendations → for buttons, forms, and full-screen loaders.

  • Motion guidelines → duration, easing, and recommended transitions.

  • Accessibility notes → contrast and reduced motion support.

For each component, we created detailed guidelines to ensure adoption across teams:

  • When to use what → Spinner vs. Progress Bar vs. Circular.

  • Sizing recommendations → for buttons, forms, and full-screen loaders.

  • Motion guidelines → duration, easing, and recommended transitions.

  • Accessibility notes → contrast and reduced motion support.

  1. Measure Impact and Keep Feedback Loop

  1. Measure Impact and Keep Feedback Loop

Standardizing Progress Components helped us:

  • Eliminate inconsistencies across products.

  • Improve accessibility and inclusivity.

  • Increase efficiency for designers and developers by providing ready-to-use components.

  • Enhance overall user experience by making waiting states clearer and more predictable.

Standardizing Progress Components helped us:

  • Eliminate inconsistencies across products.

  • Improve accessibility and inclusivity.

  • Increase efficiency for designers and developers by providing ready-to-use components.

  • Enhance overall user experience by making waiting states clearer and more predictable.

Standardizing Progress Components helped us:

  • Eliminate inconsistencies across products.

  • Improve accessibility and inclusivity.

  • Increase efficiency for designers and developers by providing ready-to-use components.

  • Enhance overall user experience by making waiting states clearer and more predictable.

Standardizing Progress Components helped us:

  • Eliminate inconsistencies across products.

  • Improve accessibility and inclusivity.

  • Increase efficiency for designers and developers by providing ready-to-use components.

  • Enhance overall user experience by making waiting states clearer and more predictable.

Standardizing Progress Components helped us:

  • Eliminate inconsistencies across products.

  • Improve accessibility and inclusivity.

  • Increase efficiency for designers and developers by providing ready-to-use components.

  • Enhance overall user experience by making waiting states clearer and more predictable.

Standardizing Progress Components helped us:

  • Eliminate inconsistencies across products.

  • Improve accessibility and inclusivity.

  • Increase efficiency for designers and developers by providing ready-to-use components.

  • Enhance overall user experience by making waiting states clearer and more predictable.

Conclusion

Design sets the foundation for clarity and consistency, while motion adds life and shapes how users experience those designs.

Working on progress components showed that even subtle choices — like stroke weight, easing curves, or duration — can change how smooth, fast, or trustworthy a product feels.

The takeaway: design defines what users see, motion defines how they feel. Both are essential for building components that are not only functional, but also engaging and human.

Tools

Tools

Figma

After effects

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