What does a digital design system have in common with a fictional village in a theme park?

At first glance, not much.

One exists on screens. The other surrounds you with buildings, landscapes, sounds, and people. One helps us navigate software. The other invites us to step into a story.

But after years of working with design systems, I've come to recognize something familiar in the way the best themed environments work. Both are teaching us how to understand a world. And when they're doing it well, we don't even realize we're learning.

Every world has rules

Imagine walking into a meticulously recreated nineteenth-century railway town.

The architecture establishes a time and place. The signs use language appropriate to the period. The buildings show their age. Even the smallest details suggest that this place has a history.

Nobody hands you a rulebook. You simply begin to understand the world you're in.

You know what belongs there. You have a pretty good idea of what the next building might look like, what kind of business might occupy it, and how the people who live and work there might behave. You haven't seen everything yet. But you've learned enough to start making reasonable assumptions about what you will see.

Now imagine turning a corner and discovering a bright, contemporary fast-food restaurant, complete with digital menu boards and fluorescent lighting.

There's nothing inherently wrong with the restaurant. It's just from another world. And suddenly, instead of exploring the railway town, you're wondering why that restaurant is there.

Not a dramatic failure. Just that little moment of Wait. That doesn't belong here.

You're evaluating the world instead of inhabiting it.

Design systems work the same way

In digital design, we often talk about design systems in terms of their individual parts. Typography. Colors. Buttons. Navigation patterns. Layouts. Components. All important.

But a library of perfectly designed components isn't necessarily a good design system.

Imagine an application where every screen is beautifully designed and every button follows the same visual conventions. But one section calls something a project, another calls it a workspace, and a third calls it a collection.

Are those different things? Or three names for the same thing? You shouldn't have to stop and figure that out.

A good design system does more than make the pieces look related. It gives the entire experience an underlying logic.

Once you understand that logic, you begin to anticipate what will happen next. You recognize patterns, understand relationships, and approach unfamiliar features with confidence because the system has already taught you how to interpret them.

And that's remarkably similar to what happens when you walk into a believable themed environment.

The individual elements may be different, but consider what they're doing.

In placemaking In digital design systems What both accomplish
Story and world rules Product mental model Establish expectations
Architecture and environments Interface structure Give the world a recognizable logic
Props and artifacts UI components Reinforce that logic through details
Cast interactions System responses Make the world feel responsive
Physical affordances Digital affordances Help people understand how to interact
Environmental continuity Behavioral and conceptual coherence Make everything feel like it belongs

A prop isn't a button. A building isn't a screen. But both contribute to our understanding of the world we're interacting with.

Consistency isn't continuity

There's an important distinction here.

Consistency says: “These things look and behave alike.”

Continuity says: “These things belong to the same world.”

They're related, but they're not interchangeable.

Consider a Victorian railway station, a maintenance shed, and a boarding house. They shouldn't look identical. They have different purposes, different histories, and different relationships to the people who use them.

The station might be grand and welcoming. The shed might be practical and weathered. The boarding house might feel warm and lived-in. Making them all look the same would actually make the town less believable.

But they should feel like they belong to the same place.

The same principle applies to a digital design system. Not every component needs to behave identically. Different functions sometimes require different interactions. But those differences should make sense within the larger system.

Consistency establishes a recognizable vocabulary. Continuity gives it meaning.

And together, they help people understand things they haven't encountered yet.

Think about a well-designed application you've used for years. When a new feature appears, you probably don't need someone to explain every part of it. You recognize the navigation, understand the terminology, and have a reasonable idea of what the controls will do.

Now think about that railway town. You've learned enough about its architecture, materials, signage, and history that a building you've never entered can still feel familiar. You might even have an idea of what you'll find inside.

The world has taught you its language. Or perhaps a better word is grammar.

A grammar doesn't simply give us a list of words. It teaches us how those words relate to one another, allowing us to understand sentences we've never heard before. A good design system works much the same way.

The world teaches you how to believe in it.

When everything belongs

This is why I've always been interested in understanding the bigger picture before designing individual elements.

A button doesn't exist in isolation. Neither does a sign. Each is part of a larger system that gives it meaning. And every decision contributes to the person's understanding of the experience.

The best digital products allow people to concentrate on what they're trying to accomplish rather than figuring out the interface. The best themed environments allow guests to become absorbed in a place and its story rather than questioning whether the world makes sense.

Neither happens by accident.

After decades of working in graphic, interactive, and UX design—and more recently focusing on design systems—I've come to see how closely these two disciplines are connected.

A good design system doesn't simply organize the elements of an experience. It teaches people how to understand the world those elements create.

And when the rules make sense, when the details reinforce one another, and when everything feels like it belongs, something remarkable happens.

You stop thinking about the system. You simply believe in the world.