JM Family Design System
Patterns

Patterns Overview

Patterns are composed UI — combinations of primitives and tokens that solve a recurring product job. They don’t introduce new building blocks; they teach how the existing ones come together. Pilot teams ship in patterns, not parts.

What a pattern is

A pattern is a composition — a recognized way of putting primitives and tokens together to solve a recurring job. A form layout is a pattern. A data table is a pattern. An empty state is a pattern. The pattern lives in how the parts cooperate, not in any one part on its own.

Patterns sit one layer above Components and one layer below page templates. A component answers which input does this user need? A pattern answers how does the whole form behave? A page template answers what does the entire settings screen look like?

The rule that holds: a pattern references components and tokens, it does not introduce them. If a candidate pattern needs a new primitive or a new token to work, that’s a signal the primitive or token should ship first.

The pattern catalog

4 patterns scoped for the first wave, with 4 ready now. This catalog is backed by the same structured registry the Agent Kit exports, so the page is useful to people and queryable by agents.

Reach for a pattern or build something custom?

A useful test before naming a new pattern. Three signals on each side; if you land in the left column on all three, the pattern is real and the system should hold it.

Reach for a patternBuild something custom
The shape recurs across product teams.It only fits one team’s workflow today.
It composes existing primitives and tokens.It needs a new primitive or new tokens.
A decision standard can be defended from a principle.The right answer is still unclear.

What a pattern page teaches

Six sections, the same shape for every pattern. Consistency makes the catalog scannable and gives reviewers and agents a shared vocabulary.

  • When to use it

    The product situations the pattern solves, plus adjacent states where a different treatment is more honest.

  • Anatomy

    The named parts of the pattern so reviewers and agents can defend a screen against shared vocabulary.

  • Variants

    The real product shapes the pattern takes, with the decision rule that picks between them.

  • Examples

    Rendered examples and wrong/right copy pairs that show the pattern under realistic product context.

  • Voice, accessibility, implementation

    The copy, semantics, focus behavior, component composition, and token rules that make the composition usable.

  • Review checklist

    A short acceptance gate before a team ships the pattern in product work.