Stryda Design System

At Stryda, we built a Design System to unite our teams and make work easier for everyone. It's like our secret language that helped during our brand change in 2023!

TEAM: 3 product designers • 2 graphic designers • 1 developer • 2023

fig1: Stryda graphics courtesy of Joakim Eriksson and Arvid Rydberg

Introduction:

  • We began by exploring colors and typography, conducting research and experimenting with various options until we identified the best fit for our needs.
  • The decision on colors and typography was a collaborative effort involving both Product and Creative designers. We discussed and determined what would work best for our product.
  • Dimitar Tutkovski and I collaborated on creating, updating, and maintaining components in the design system, with Max Adolfsson contributing to the initial version under the company’s previous brand, G-Loot.
  • As time progressed, we encountered real-life situations where adjustments were needed to adapt to new challenges, particularly when the Stryda branding initiative emerged.
  • To streamline our design system, we organized colors into different categories based on their purpose. These categories include:
    • Base colors: consisting of 12 shades from light to stryda.
    • Brand colors
    • Premium colors
    • Interaction colors
    • Decorative colors
    • Currency colors
    • Info colors
    • System colors
    • Game-specific colors
  • The colors we selected align with the names and properties used in the developers' Framework. This ensures consistency between our design files and development processes.
  • Throughout this journey, designers gained insights into how the developers' Framework operates and received training sessions on CSS.
fig2: design system colours list, usage, proprieties + figma setup

Typography:

  • For typography, we opted for two options:
    • Our primary font is RAMA GOTHIC M, which lends the platform, branding, and marketing materials a distinctive gaming personality.
    • For blocks of text and accessibility, we utilize Barlow.
  • While Rama Gothic is visually appealing, it can be challenging to read in smaller sizes. To address this, we chose two fonts that complement each other well and create a harmonious visual experience.
fig3: design system typography list, usage, proprieties + figma setup

Atoms & Molecules:

  • Our Design System follows the Atom-Molecule-Organism approach for organizing our content. We found this approach to be the most suitable for categorizing and creating our components effectively.
  • After finalizing our decisions on colors and typography, we proceeded with defining our Atoms, which include:
    • Buttons
    • Chips
    • Toggles
    • Checkmarks
    • Pagination
    • Tabs
    • Progress bars
    • Loaders
    • Avatars
  • Additionally, we identified Molecules, which encompass:
    • Inputs
    • Mission and tournament cards
    • Notifications
    • Countdowns
    • Modals
    • Avatars
  • This structured approach helps us systematically develop and maintain our design components.
fig4: buttons, toggles & radio buttons
fig5: checkmarks, chips, tabs & tags
fig6: inputs & states, dropdowns

Organisms:

  • In the organisms files of our Design System, we store various components such as:
  • After finalizing our decisions on colors and typography, we proceeded with defining our Atoms, which include:
    • Left navigation
    • Top bar
    • Notifications modal
    • Accordions
    • Tables
    • Footers
    • Battle pass components
    • Match cards with different states
  • These components form the core building blocks of our design system, allowing for consistent and efficient development of our products.
fig7: ladder details components
fig8: table and battle pass cards
fig9: battle pass
fig10: lader card components and states