Most design teams treat the design system as the starting point. Open a new project, pull in the component library, start assembling. It’s efficient. It’s also a trap according to one designer.
David Hoang, writing for Proof of Concept:
I start without a design system. This is deliberate. Production-grade components carry assumptions—spacing, hierarchy, interaction patterns—that narrow the solution space before you’ve had a chance to explore it. If I’m proposing a feature, the design system is the right starting point. But in exploration mode, the system comes later. Sketches are for divergence; design systems are instruments of convergence.
Design systems exist to create consistency, not ideas. When you reach for them too early, you may be converging before you’ve diverged.
Hoang’s workflow inverts the order: sketch unconstrained in code, dial up technical fidelity first, bring the design system in only after you’ve found directions worth pursuing. LLMs make that final step nearly free:
The design system isn’t a starting point—it’s a finishing move. You sketch unconstrained to explore the problem space, then snap your best ideas onto the system’s rails to see if they hold up. The LLM makes that snap nearly instant, so I can run the full loop—sketch, evaluate, systemize—multiple times in a single session. Ideas that break under the system’s constraints get caught early. Ideas that survive get stronger.
The designer makes every structural decision. The LLM handles the re-skinning. Production work, not judgment work.
And ideas that break the system’s constraints surface gaps worth contributing back. That’s the part most design system teams miss. The system should learn from the exploration it constrains, not just gate it.


