What Sci-Fi Taught Me About Design, Ep. 6: How the Borg Get Design Systems Right (Too Right)
- Alex Dihel
- 4 days ago
- 1 min read

The Borg have the most consistent design system in the galaxy.
Every interface? Identical.
Every ship? A basic geometric shape, with cubes being the most common.
Every message? Monotone. Branded. Non-negotiable.
From a design systems perspective, they’re flawless.
Reusable components.
Tightly governed standards.
Instant onboarding - assuming you're fine with cybernetic implants and loss of free will.
But here’s the problem:
There’s no flexibility.
No variation.
No room for context, personality, or human input.
And that’s the danger of over-optimizing for consistency.
A good design system should unify, not homogenize.
It should help teams move fast, not erase their creativity.
Lessons from the collective:
🧠 Components should adapt, not just repeat
🧠 Visual unity is valuable - but so is user empathy
🧠 Don’t turn your designers into drones
🧠 Every system needs room for exception cases - and for evolution
The Borg are efficient.
But they’re also cold, rigid, and entirely uninterested in feedback.
A good system should work less like assimilation… and more like collaboration.