Not every screen needs to use the same component.
A small design system opinion:
Sometimes consistency gets taken a little too literally.
A component is already available, so we use it. A pattern exists, so we repeat it. It keeps everything tidy and predictable.
That's useful, of course. That's the whole point of having a system.
But what happens when the existing component isn't actually the best solution for that particular screen?
I don't think every interface needs to look identical to feel consistent.
To me, a good design system should give you a solid foundation without making every decision for you.
I'd rather have a product that feels coherent and easy to use than one where every screen follows the rules perfectly but some interactions feel awkward.
Curious how other designers approach this:
When do you stick to the design system, and when do you make an exception?
Replies
I keep the rule strict for controls the user reads as the same thing and loose for everything else. In my app every on/off toggle is one hand drawn switch, no exceptions, because a setting should look the same wherever you meet it. But a two option segmented control is a different control, so it is not forced into that switch. Same with tap feedback: every tap gives a small buzz, and the exceptions are a short written list, like dismissing the keyboard or tapping the dim area behind a sheet. Writing the exception down is what keeps it an exception and not slow drift.