The allure of clicks If more of us, as designers, approach what we encounter on design aggregators every day in this way, perhaps we can begin to effect some structural change. By and large these sites are just as susceptible to the allure of clicks as the craft of design. But if we are more selective about what we consume, we may be able to encourage design publications to follow that lead by applying editorial judgment to what gets shared every day. Khoi Vinh, Design Discourse is in a State of Arrested Development www.fastcompany.com consumption
From consumption to production I see no other solution (political, economic) to the problems of mankind than the formation of small responsible communities involved in permaculture and appropriate technology. I believe that the days of centralised power are numbered, and that a re-tribalisation of society is an inevitable, if sometimes painful, process. The greatest change we need to make is from consumption to production, even if on a small scale, in our own gardens. Bill Mollison, Introduction to Permaculture societyconsumptionproduction
High-priced good times Once again, a neighborhood dedicated to production has been transformed into one for consumption. As someone who believes that an internal balance between these activities is vital to the health, character, and autonomy of the city, I find that the sight of yet another zone of high-priced good times gives me the willies, even as I tuck into my perfect branzino in the lovely back garden of the delightful Italian restaurant. Michael Sorkin, 20 Minutes in Manhattan consumption
What premium mediocre is not So premium mediocrity is not clueless, tasteless consumption of mediocrity under the mistaken impression that it is actual luxury consumption. Maya Millennial is aware that what she is consuming is mediocre at its core, and only “premium” in some peripheral (and importantly, cheap, such as French-for-no-reason branding) ways. But she consumes it anyway. She is aware that her consumption is tasteless, yet she pretends it is tasteful anyway. Second the distinguishing feature is that premium mediocrity only signals an appearance of striving upwards. Everybody in the premium mediocre world recognizes that it is not a reliable indicator of actual upward striving, such as number of code commits on github, or non-bot retweets achieved by on a tweet. In other words, premium mediocrity is dressing for the lifestyle you’re supposed to want, in order to hold on to the lifestyle you can actually afford — for now — while trying to engineer a stroke of luck. Venkatesh Rao, Premium Mediocre www.ribbonfarm.com consumption
Consumption The proponents of technology in the 1840s were very enthusiastic about replacing workers with machines. But somehow I find no indication that they realized that while production could be carried out with few workers and still run to high outputs, buyers would be needed for those outputs. The realization that though the need for workers decreased, the need for purchasers could increase, did not seem to be part of the discourse on the machinery question. Since then, however, technology and its promoters have had to create a social institution – the consumer – in order to deal with the increasingly tricky problem that machines can produce but it is usually people who consume. Ursula M. Franklin, The Real World of Technology consumptionwastesociety
Beyond Artboards An Essay by Chuánqí Sun medium.com The Pursuit of Lossless Design-Development Handoffs. Can't developers just see?We are the ones who paved the pathUntil we get there processinterfacesdesign
Can't developers just see? We designers love artboards. From rough UI sketches to high fidelity mockups, we see ourselves as visual artists expressing ideas on artboards that have a pre-defined width and height. To start a new project, we declare the size of the artboard in the first step. What about responsive design? Not a problem! We diligently design on three artboards — one for mobile, one for tablet, and one for desktop — with content elegantly adapting, scaling, reflowing, reordering, and reprioritizing. We proudly hand off the artboards to developers while patting ourselves on the back: this is how responsive design should be done. After weeks of arduous engineering, the product finally comes out. We find, to our great dismay, that some copy is hanging off the grid, the focal point of the hero image has been cropped out, the font sizes don’t even come close to the type ramp. What went wrong? Can’t the developers just see everything on all those artboards? Nope. Start drawing, then put the box around it
We are the ones who paved the path No matter how many screen sizes our artboards account for, some user’s browser will break loose from our prescription. With users resizing, rotating, and zooming the screen, new devices stretching, squashing, curving, and cutting (e.g. the speaker area in iPhone X) the screen, the sizes become infinite. Good luck making an artboard for each one of them. Artboards are a lossy format. Using artboards in a handoff is a lossy process. When we pitch a finite number of plans against an infinite number of situations. We inevitably get in-betweens. Once there are in-betweens, there are unknowns. Once there are unknowns there is guesswork. Once there is guesswork, there are surprises. Engineers take the path of least resistance. We are ones who paved the path. gridless.designChanging Our Development Mindset
Until we get there As a designer, learn writing HTML, or better still, semantic HTML. If coding up the entire design is too hard, try coding up one component at a time, and not worrying about CSS. The HTML alone will prove invaluable for developers to understand the content structure. In addition, you are forced to optimize the information architecture as you work out the code from content. If coding by yourself is out of the question, pair up with the engineer who will receive the design. Work closely with him or her to prototype the design, validate responsive behaviors, and obtain feedback on the feasibility. Don’t call it an iteration until the design has seen played with in code. As a manager for large enterprise, co-locate your designers and developers, encourage interdisciplinary learning, understand that each minute spent on coding before the handoff translates to ten minutes saved from changing and fixing issues after the handoff. As a stakeholder in the handoff meeting, give the designer a thumbs-up when he or she demos live code running in browsers in place of mockups on artboards. That’s a design champion you are looking at. html