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Naming the system
A system without names becomes a folder of almost-right files. The name is how a second person finds the same decision without asking you.
If it has no name, it will be remade
Design systems break in the gap between "we have this" and "what is it called". A component with three nicknames will be rebuilt the next time someone cannot find it.
Naming is not labeling after the fact. It is how the system stays one system.
If a new teammate has to ask which file is the real button, the name failed before the pixels did.
Clever names do not scale
A poetic name feels like brand work and then punishes the person searching the library. "Harbor" does not tell you if it is a card, a color, or a layout. The joke expires. The confusion stays.
We prefer names a stranger can predict. Button, surface, display, quiet. The brand can still have a voice. The system needs an index.
Name the role, not the mood
Call it what it does. A color named for the campaign season will be wrong next season. A color named for its job, text or accent or danger, survives the rebrand.
The same rule fits components. "Hero" is a mood. "Page intro" is a role. Roles can be found. Moods get duplicated.
We write the name in the place people already look: the layer, the token, the file. A glossary nobody opens is not a name.
The name is the interface
For the people building with the system, the name is the product. They meet the decision as a word long before they meet it as a picture.
A system is named well when the second person chooses the same thing you would have chosen, without a meeting.

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