Getting Started
Start here for an overview of designing with Tyler Forge.
Tyler Forge is the design system for Tyler applications. It gives designers and developers the same components, tokens, and patterns, so a design built with Forge translates into code with little interpretation. These pages cover the foundations to follow when you design a Forge screen by hand.
Foundations
- Color: theme tokens for surfaces, text, accents, status, and borders.
- Typography: the type scale and the hierarchy for page, container, and section titles.
- Spacing: the spacing scale and how to space elements by relationship.
- Layout: the application frame, containers, and common page patterns.
- Iconography: when to use icons, and how to size and label them.
Principles
- Start from what exists. Begin with the app layout frame and an existing block. Blocks are the reference implementations developers build from, so a design based on one hands off almost one to one.
- Use components, not lookalikes. If Forge has a component for something, design with that component and its real states, rather than drawing a custom version.
- Use tokens for every value. Colors, type styles, spacing, and shape all come from tokens. A value that isn’t a token becomes one-off code.
- Keep hierarchy clear. One primary action per view, container titles smaller than the page title, and surfaces that separate content from the page behind it.
Before handoff
- Every color, type style, and spacing value maps to a Forge token.
- Components use their real names, variants, and states, so developers can find them in the component docs.
- Screens are designed at a desktop width and a phone width.
- Icon-only buttons have a name, and status never depends on color alone.