For his part, Gehry has noted in defense of his recent museum extravaganzas: "artists want to be in an important building, not a neutral one." At Dia:Beacon, Irwin pursued the opposite logic. As Govan has pointed out: "The money was spent to make it look like nothing was done to the building." Or, as a partner from Open Office observes: "We talked often about the idea of doing nothing with precision. Do it right and they'll never know we were here." As one critic has written, what the result showed was, as he puts it, "Irwin's unwavering conviction that museum spaces should serve the art and not the other way around."
Buildings must always be built on those parts of the land which are in the worst condition, not the best.
Solution
On no account place buildings in the places which are more beautiful. In fact, do the opposite. Consider the site and its buildings as a single living ecosystem. Leave those areas that are the most precious, beautiful, comfortable, and healthy as they are, and build new structures in those parts of the site which are least pleasant now.
The Design Squiggle is a simple illustration of the design process. The journey of researching, uncovering insights, generating creative concepts, iteration of prototypes and eventually concluding in one single designed solution. It is intended to convey the feeling of the journey. Beginning on the left with mess and uncertainty and ending on the right in a single point of focus: the design.
"Artists need to be in there from the start, making the argument for quality. The key to this thing is, for example, if you give an engineer a set of criteria which does not include a quality quotient, as it were—that is, if this sense of the quality, the character of the place, is not a part of his original motivation—he will then basically put the road straight down the middle. He has no reason to curve it. But if I can convince him that quality is absolutely a worthwhile thing and we can work out a way in which the road can be efficient and also wander down by the river, then we essentially have both: he provides his sort of expertise in that the road works, I provide quality in that it passes by the river. In that way, art gets built into the criteria from the beginning rather than being added on afterward."
[Marc] Treib summarized Irwin's views on conditional art as follows: "One does not start with a personal vocabulary or manner to be adapter to each situation. Thus, given the differences in intentionality between art and design, the artist and the designer will 'plow different furrows seemingly in the same field.'" This is an important point since it gets at the difference that Irwin sees between art and design, the first of which is predicated, as he says, on the opportunity to deal with each situation freely and without constraints, and the latter, which is restricted in many ways from the outset by functional, stylistic, and economic concerns.
As the designer shapes the situation in accordance with his initial presentation of it, the situation “talks back” and he responds to the situation’s back-talk. In a good process of design, this conversation with the situation is reflexive. In answer to the situation’s back-talk, the designer reflects-in-action on the construction of the problem, the strategies of action, or the model of the phenomena, which have been implicit in his moves.
When a device is so designed that its component parts are only just strong enough to get the intended result without danger of failure, we may say it is in its minimum condition.
I suspect that the functionalists sometimes meant by functional design simply design aimed at the minimum condition for a device. In that case 'form should follow function' would mean that every system should be in its minimum condition, thus having certain limitations imposed on its form.
Eating your own dog food or “dogfooding” is the practice of using one's own products or services. This can be a way for an organization to test its products in real-world usage using product management techniques. Hence dogfooding can act as quality control, and eventually a kind of testimonial advertising. Once in the market, dogfooding can demonstrate developers confidence in their own products.
It is widely accepted that creative design is not a matter of first fixing the problem and then searching for a satisfactory solution concept; instead it seems more to be a matter of developing and refining together both the formulation of the problem and ideas for its solution, with constant iteration of analysis, synthesis, and evaluation processes between the two “spaces” – problem and solution.
We like to think about this process as the game discovering itself over time. Because as iterators, rather than designers, it’s our job to simply play the game, listen to it, feel it, and kind of feel out what it seems to want to become - and just follow the trails of what’s fun.
By the 1930s, the teardrop shape, known since the turn of the century to be the form of least resistance, was incorporated into Boeing and Douglas aircraft, and, being the contemporary artifact that best symbolized the future, the airplane set the style for things generally. The most static of mundane objects were streamlined for no functional purpose, and chromed and rounded staplers, pencil sharpeners, and toasters were hailed as the epitome of design.
...Though all design is necessarily forward-looking, all design or design changes are not necessarily motivated by fickle style trends. The best in design always prefers substance over style, and the lasting concept over the ephemeral gimmick.
The quality of a musical performance depends on the performers as much as on the score. The performers are said to be interpreting the score, but in fact they are adding intention of their own to those of the composer, recognizing that no score can in practice ever fully express the intentions of a composer, that it can never be more than an indication, a sketch; and no designer can in practice ever produce more than a sketch.
The far more pernicious issue with pangrams, as a means for evaluating typefaces, is how poorly they portray what text actually looks like. Every language has a natural distribution of letters, from most to least common, English famously beginning with the E that accounts for one eighth of what we read, and ending with the Z that appears just once every 1,111 letters. Letter frequencies differ by language and by era — the J is ten times more popular in Dutch than English; biblical English unduly favors the H thanks to archaisms like thou and sayeth — but no language behaves the way pangrams do, with their forced distribution of exotics. Seven of the most visually awkward letters, the W, Y, V, K, X, J, and Z, are among the nine rarest in English, but pangrams force them into every sentence, guaranteeing that every paragraph will be riddled with holes. A typeface designer certainly can’t avoid accounting for these unruly characters, but there’s no reason that they should be disproportionately represented when evaluating how a typeface will perform.
People are being counted on to do specific pieces of the puzzle. And the most important thing I think you can do for somebody who’s really good and who’s really being counted on is to point out to them when their work isn’t good enough, and to do it very clearly, and to articulate why, and to get them back on track. And you need to do that in a way that does not call into question your confidence in their abilities, but leaves not much room for interpretation.
A woodworker works along the grain of the wood to prevent splinter. A butcher slices across to the muscle fiber to improve tenderness. A sailor trims the sail to balance the lift and drag from the wind. When we respect the material, the material pays us back in convenience, safety, and efficiency.
Good web design requires the same understanding of and respect for the materials. And that material is the browser, along with its semantic HTML, default styles, and standard behaviors. But the wide use of design software such as Figma, Sketch, and AdobeXD has trivialized the nuances of such material into “canvases” or “artboards” of pre-defined sizes. The convenient styling and manipulation of pixels and objects have disguised the hierarchy of the DOM, the constraints of the device, and the personal preferences and browser setting from real users. Dishonest tools encourage dishonest design.
Design is non-linear. At Figma, we often talk about “embracing the mess,” and that really means leaning into the chaos and complexity that makes the design process what it is. Even once you have the seedling of an idea, you need to explore and iterate, then pull back and evaluate to see what’s working and what’s not. Sometimes you’ll scrap an idea after a brainstorm session, and other times you’ll get pretty far with a concept, but still need different perspectives and input to move forward.
Tatiana von Preussen, cofounder of London practice vPPR Architects, says that certain software comes with constraints that encourage a particular style:
“Something I’ve noticed with new buildings is that you can almost tell which software they were designed in. For instance, if you take Revit, it’s very hard to freely create non-orthogonal, non-linear geometries, and it’s very easy to create repetitive elements, so it lends itself to a particular way of building.”
In retrospect, many of the case studies have a striking common attribute: the boldest design decisions, whoever made them, have accounted for a high fraction of the goodness of the outcome. These bold decisions were made due sometimes to vision, sometimes to desperation. They were always gambles, requiring extra investment in hopes of getting a much better result.
The blueprint signaled a decisive disconnection between head and hand in design: the idea of a thing made complete in conception before it is constructed.
Blueprints lead to the making of things that are abstract, not always based on reality. Once something becomes abstract, it breeds disconnectedness — separation and the inability to connect with our surroundings. People buy houses from blueprints, but then don't like the actual house: "What on earth is this? I had no idea it was going to be like this...etc."
At least half of the work of design is not design, because design isn’t just "making things"—it’s making things with other people, many of whom usually aren’t designers. This is true any time you’re working with others from a domain outside of your own. Communicating ideas, marshaling stakeholder consensus, soliciting and incorporating feedback, and redefining problems that weren’t fully known at the start are all the non-design work of design, what we might generally call "facilitation."
To talk about the visual design of the Facebook feed, or the navigation, or the microcopy, to talk about any aspect of Facebook’s product design, is to talk about symptoms rather than deeper issues, motivations, processes, and incentives.
It would be like talking about Donald Trump’s website—a critical analysis Vinh suggests—instead of the nature of his political will or lack thereof.
Imagine for a moment if Kimmelman–or any architecture critic–was also a practicing architect, building enormous commissions for corporations at the same time he writes his columns. If this were the case, you’d probably come to one of two conclusions: either the writer in question was not a serious critic, or that the art form itself is not very serious. You might also stop to think how much poorer we would be without the contributions of his independent voice to the discussion of the craft.
That is exactly the situation that the design profession finds itself in today. We are lucky to have designers actively sharing knowledge, but we’re starved for good journalism and criticism.
In every feedback conversation, one person is the hand. That’s the person doing the design — they’ll leave the meeting and go back to their computer and fire up a dozen Adobe apps. The other people in the room (virtual or otherwise) are the brain. Regardless of their skill in design, it’s their job to give the hand some constraints to work within.
When a client arrives at my studio, my job consists of preparing a "stage" for the length of time he desires, whether it be for a day or years, it is irrelevant in the end. A stage in which he can move under the sun "as if he were at home," though he walks stuttering at first before learning what will come in the script, be it kind or not, and which he will repeat a thousand times until he tires. When he tires, a panel is disassembled to readapt the children's room, the roof is demolished to make a study, the façades are decorated and life continues unperturbed.
During the design process, the architect gradually internalizes the landscape, the entire context, and the functional requirements as well as his/her conceived building: movement, balance and scale are felt unconsciously through the body of the observer, the experience mirrors the bodily sensations of the maker. Consequently, architecture is communication from the body of the architect directly to the body of the person who encounters the work, perhaps centuries later.
Computer imaging tends to flatten our magnificent, multi-sensory, simultaneous and synchronic capacities of imagination by turning the design process into a passive visual manipulation, a retinal journey. The computer creates a distance between the maker and the object, whereas drawing by hand as well as working with models put the designer in a haptic contact with the object, or space.
Some time ago, a friend insisted that people should not listen to practicing architects or read what they write. According to him, the lack of logic in our discourse, the incongruity of our words, and the overzealousness in readings brought about by the biographical revision of our work were of little value.
In his book The Eyes of the Skin, Juhani Pallasmaa approaches it from the opposite direction, but ultimately gives the same advice:
The verbal statements of artists and architects should not usually be taken at their face value, as they often merely represent a conscious surface rationalization, or defense, that may well be in sharp contradiction to the deeper unconscious intentions giving the work its very life force.
In our minds, the drawings we had originally made for the columns and capitals were no more than first approximations of the final shapes. We assumed that we would work out the real shapes during construction, and left the inaccurate approximations on our drawings, just for the sake of the building permit. Fujita, used to working with architects in System B, assumed that whatever was on our drawings must be what we wanted, and must be implemented as drawn.
Anybody who was making those column capitals, if they had seen this "double" capital, and had been free to make something harmonious, would have done it differently. But Fujita's people, in System B, did not know how to be guided by reality. They were guided by "image".
So Fujita, in this situation, was not free to respond in a natural way to what they saw. They were trapped by the image-making process they were used to. But because of this, they doomed their own carpenters to a pretentious kind of slavery, producing whatever silly images they were told to do, without being able to ask themselves whether they were beautiful, and unable to use their own sense of reality to make them better.
There are several ways to start the design process, depending on your nature and needs. You can start out by defining your goals, as precisely as possible, and then look at the site with these goals in mind. Or you can take the site with all its characteristics (both good and bad), and let goals suggest themselves. Of the two questions—"What can I make this land do?"—or—"What does this land have to give me?"—the first may lead to exploitation of the land without regard to long-term consequences, while the second to a sustained ecology guided by our intelligent control.
The core of permaculture is design. Design is a connection between things. It's not water, or a chicken, or the tree. It is how the water, the chicken and the tree are connected. It's the very opposite of what we are taught in school. Education takes everything and pulls it apart and makes no connections at all. Permaculture makes the connection, because as soon as you've got the connection you can feed the chicken from the tree.
To enable a design component to function efficiently, we must put it in the right place.
it is apparent that the unfolding of the design process assumed a distinctly episodic structure, which we might characterize as a series of related skirmishes with various aspects of the problem at hand.
As the scope of the problem became more determined and finite for the designer, the episodic character of the process seems to have become less pronounced. During this period a systematic working out of issues and conditions took hold within the framework that had been established. This phenomenon is not at all surprising when we consider the fundamental difference between moments of problem solving when matters are poorly defined and those with clarity and sufficiency of structure.
Within the episodic structure of the process, the problem, as perceived by the designer, tends to fluctuate from being rather nebulous to being more specific and well-defined. Furthermore, moments of "blinding" followed by periods of backtracking take place, where blinding refers to conditions in which obvious connections between various considerations of importance go unrecognized by a designer.
The thing which sharply distinguishes useful design from such arts as painting and sculpture is that the practitioner of design has limits set upon his freedom of choice. A painter can choose any imaginable shape. A designer cannot.
At the Ace Hotel in New York, a required exit sign over a door was an eyesore, and a stark contrast from the considered, detailed wall where it was mounted. Rather than accept the wart as it was, the sign was embraced as a chance to create an experience for the hotel’s guests by integrating the exit sign into the space. Now, surrounding the sign are other letters painted on the wall in a similar condensed style.
Every requirement is an opportunity for delight, even the ugly ones. Sometimes the creative treatment of these warts are the most enjoyable parts of a design.
In so many ways Dieter Rams’s work is beyond improvement. Although new technologies have since offered new opportunities, his designs are not undermined by the limits of the technologies of their time. The concave button top, designed to stop your finger from slipping as it made the long travel necessary for earlier mechanical switches, does not point to obsolete mechanisms. Instead, it reminds us how immediately and intuitively form alone can describe what an object does and suggest how we should use it.
Learning to design is, first of all, learning to see. Designers see more, and more precisely. This is a blessing and a curse—once we have learned to see design, both good and bad, we cannot un-see. The downside is that the more you learn to see, the more you lose your “common” eye, the eye you design for. This can be frustrating for us designers when we work for a customer with a bad eye and strong opinions. But this is no justification for designer arrogance or eye-rolling. Part of our job is to make the invisible visible, to clearly express what we see, feel and do. You can’t expect to sell what you can’t explain.
This is why excellent designers do not just develop a sharper eye. They try to keep their ability to see things as a customer would. You need a design eye to design, and a non-designer eye to feel what you designed.
What is designed and made outlasts the people for whose profit and for whose use it was made.
We may think we are designing furniture of motor cars, but we are not. If we are designing a motor car for one man, we are designing scenery for fifty thousand others.
An architect intent on being different may in the end prove as troubling as an over-imaginative pilot or doctor. However important originality may be in some fields, restraint and adherence to procedure emerge as the more significant virtues in a great many others.
We rarely wish to be surprised by novelty as we round street corners. We require consistency in our buildings, for we are ourselves frequently close to disorientation and frenzy.
The spiral shape certainly suggests progress. It associates successive repetitions of the same activity. The geometric shape is easily understood and memorable. The model emphasizes prototyping, starting with user-interface prototypes and user testing long before an operational prototype is possible.
Since a development model is principally used by developers, I believe having it designer-centered is entirely appropriate. With Boehm and against Denning and Dragon, I advocate frequent but not continuous interaction with representative users, with successive prototypes as the vehicles.
I strongly believe that way forward is to embrace and develop the Spiral Model.
Systematic design excluding intuition yields pedestrian follow-ons and knock-offs; intuitive design without system yields flawed fancies. How to weld intuition and systematic approach? How to grow as a designer? How to function in a design team?
The Shakers have a proverb that says, “Do not make something unless it is both necessary and useful; but if it is both, do not hesitate to make it beautiful.” We all believe that design’s primary job is to be useful. Our minds say that so long as the design works well, the work’s appearance does not necessarily matter. And yet, our hearts say otherwise. No matter how rational our thinking, we hear a voice whisper that beauty has an important role to play.
Indifference towards people and the reality in which they live is actually the one and only cardinal sin in design.
The duty of industrial design is first and foremost to users and the users are, generally, human beings, with all their complexities, habits, ideas and idiosyncrasies.
Perhaps more directly than with the Braun products, my furniture arose from a belief in how the world should be ‘furnished’ and how man should live in this artificial environment. In this respect, each piece of furniture is also a design for a certain kind of world and way of living, they reflect a specific vision of mankind.
1975
Three general rules govern every Braun design - a rule of order, a rule of harmony and a rule of economy.
1976
The function for us is the starting point and the target of every design.
Experience with design is experience with people.
Only orderliness makes design useful to us.
Our design attempts to bring all individual elements into their proper proportions.
Good design means to us: as little design as possible.
Our design is innovative because the behavior patterns of people change.
1983
Good design is innovative.
Good design renders utility to a product.
Good design is aesthetic design.
Good design makes a product easy to understand.
Good design is unobtrusive.
Good design is honest.
1985
Good design is innovative.
Good design makes a product useful.
Good design is aesthetic.
Good design makes a product understandable.
Good design is honest.
Good design is unobtrusive.
Good design is long-lasting.
Good design is thorough down to the last detail.
Good design is environmentally friendly.
Good design is as little design as possible.
What I am suggesting to you is that designers ought to take the value of craftsmanship as the central value for which they stand; that in accordance with it they ought to do their work; and that they ought to use its norms in their social and economic and political visions of what society ought to become.
The big split among designers and their frequent guilt; the enriched muddle of ideals they variously profess and the insecurity they often feel about the practice of their craft; their often great disgust and their crippling frustration.
Designers, limited as they must be by the capacity of the mind to form intuitively accessible structures, cannot achieve the complexity of the semilattice in a single mental act. The mind has an overwhelming predisposition to see trees wherever it looks and cannot escape the tree conception.
Experiments suggest strongly that people have an underlying tendency, when faced by a complex organization, to reorganize it mentally in terms of non-overlapping units. The complexity of the semilattice is replaced by the simpler and more easily grasped tree form.
Warshaw: E.T. commits the ultimate video game sin: to disorient the user. And you have to understand the difference between frustration and disorientation, right? Frustration in a video game is essential. A video game must frustrate a user, but you should never disorient them.
Peabody: Howard says that frustration ultimately creates satisfaction. It’s a huge motivator in a good game, to get better, faster, stronger. Disorientation, on the other hand...
When we think of bridges, it is the dramatic and monumental long spans that come to mind first, especially the lithe suspension bridges such as the Golden Gate and the pure geometric arches such as Sydney Harbour. But the majority of bridges are not such spectacular structures. Most of them are ordinary overpasses, with spans of 30 or 40 feet, carrying roadways or rails across other thoroughfares or over small streams. You see such bridges by the dozen on any drive down the Interstate. They may be lacking in glamour, but they are more representative of a bridge builder's art.
The engineering and construction of girder bridges are pretty routine these days, but the bridges are not quite standard items you order from a catalogue. The girders, whether of steel or concrete, are custom-build for each bridge, then trucked to the site and hoisted into place with a crane. The designer still has scope for variation and creativity, and it shows out on the highways: some overpasses are prettier than others.
"Kant described a mechanism as a functional unity, in which the parts exist for one another in the performance of a particular function.
An organism, on the other hand, is a functional and structural unity in which the parts exist for and by means of one another in the expression of a particular nature.
This means that the parts of an organism – leaves, roots, flowers, limbs, eyes, heart, brain – are not made independently and then assembled, as in a machine, but arise as a result of interactions within the developing organism."
— Brian Goodwin, How the Leopard Changed His Spots
In digital design, products and services are frequently imagined and implemented placelessly: as if the consumer were jacked into The Matrix, and considering this product or that product from among an infinite set of choices at an infinitely-provisioned mercantile. The things we make are good, by this way of reasoning, if they fit the market’s demand.
Architecture is now only transmitted through drawings. The typical architect does not personally know how to make anything — not buildings, not windows, not floors or ceilings. He or she draws drawings. Some other organization then produces buildings from these drawings. We are, by now, so deeply enmeshed in this way of thinking, that it doesn't sound like idiocy.
A case study of the working methods of one particularly successful designer in a highly competitive design domain - Formula One racing car design. Gordon Murray was chief designer for the very successful Brabham and McLaren racing car teams in the 1970s and 1980s. His record of success is characterised by innovative breakthroughs, often arising as sudden illuminations, based on considering the task from first principles and from a systemic viewpoint. His working methods are highly personal, and include intensive use of drawings. Personality factors and team management abilities also appear to be relevant. There are some evident similarities with some other successful, innovative designers
The ability of the physical world — a floor, a wall — to act as a screen of near infinite resolution becomes more powerful the more time we spend heads-down in our handheld computers, screens the size of palms. In fact, it’s almost impossible to see the visual patterns — the inherent adjacencies — of a physical book unless you deconstruct it and splay it out on the floor.
There is a particular joy in a product that just does what you need done, in about the way you expect or (thrillingly) better, and isn’t hard to figure out, and doesn’t change unnecessarily. Here are three to learn from.
Too many product managers and product designers want to spend all their time in problem discovery, and not get their hands dirty in solution discovery – the whole nonsense of “product managers are responsible for the what and not the how.”
Design thinking sells a fantasy. It sells you the fantasy that with some guidelines, templates, and sticky notes, you can do what IDEO does just like how they do it.
…if it were true that design thinking lets you do what the best designers do, IDEO could put themselves out of business. If they were really selling you the absolute guide on how they solve problems, innovate, and design, you wouldn’t need IDEO. Their idea to save their business from a slump hypothetically cannibalizes their business…Unless they knew that it wouldn’t.
Design has very little to do with what tools or methodologies you use, or what your job title is, or what you have a degree in, or even anything like “creativity”; design is about your relationship to constraints. Rather: to what extent are you defining constraints rather than just obeying them? Design is about taking a universe of possibilities and converging onto exactly one outcome. Being handed a set of constraints which you treat like immutable laws of physics (because many of them are) and solving within that envelope is what engineering is. To wit: what most designers are doing most of the time is actually a form of engineering, and engineers are always doing at least some design.
This is because genuine design—the power to define constraints—is a privileged political position within an organization, and not everybody can occupy it. In other words, the “seat at the table” comes first. Design is Steve Jobs infamously dropping an iPod prototype into his fish tank, pointing at the bubbles coming out and yelling at his staff to make it thinner. It doesn’t matter what your title is; Jobs is the designer in that scenario.
Design means something even broader now. Sometime around World War II, it came to mean making things that “solve problems.” With the influence of mid-century global social movements and the rise of digital technology, it began to mean making things that are “human-centered.” And as of recently, design doesn’t have to involve making things at all. It can just mean a way of thinking.
Of all these developments, the idea of design as a broadly applicable way of thinking—the idea of “design thinking”—may end up being the most influential…At Stanford’s d.school, as cofounder Robert Sutton has said, “design thinking” is often treated “more like a religion than a set of practices for sparking creativity.”
I used to work in Silicon Valley, and I’m aware of the things that, especially with games, you’re meant to do with people’s attention. You’re trying to capture as much of people’s attention as you can. So that involves things like endless play, or sending them push notifications, or asking them for sign-up information.
And philosophically, I enjoy doing the opposite of all those things, doing all the things that you are not meant to do, which I think has bizarrely had this effect where the game feels really human and just enjoyable. And that really resonates with where we’re at right now in the world and with COVID, and then also we’re trying to figure out, what is tech? What has tech become? I think that really resonates with people, and no ads—well, no monetization. People ask me a lot about these things, and it was like, I was literally just making a game for my partner, and I made some decisions that we would like.
A Fermi estimate is a quick-and-dirty solution to an arbitrary scientific or engineering analysis problem. Fermi estimation uses widely known numbers, readily observable phenomenology, basic physics equations, and a bunch of approximation techniques to arrive at rough answers that tend to be correct within an order of magnitude or so. The term is named for Enrico Fermi, who was famously good at this sort of thing.
…It struck me that there is counterpart to this kind of thinking on the synthesis side, where you use similar techniques to arrive at a very rough design for a complex engineered artifact. I call such a design approach Dyson design, after the physicist Freeman Dyson, who was one of the best practitioners of it (not to be confused with inventor James Dyson, whose designs, ironically, are not Dyson designs).
I want any new features to be platform features, not one-offs.
And the second of those is weird, right? It’s like sketching out a toy spaceship, having a list of rules about play, and attempting to simultaneously invent the shape of the Lego brick.
That’s platform design I suppose. Redesigning a newspaper will mean bouncing between comps and style guides, designing both. Inventing the iPhone user interface will have seen apps and app paradigm evolving together.
Conventional tech industry product practice will not produce deep enough subject matter insights to create transformative tools for thought.
...The aspiration is for any team serious about making transformative tools for thought. It’s to create a culture that combines the best parts of modern product practice with the best parts of the (very different) modern research culture. You need the insight-through-making loop to operate, whereby deep, original insights about the subject feed back to change and improve the system, and changes to the system result in deep, original insights about the subject.
We simply can no longer design and develop only for “optimal” content or browsing conditions. Instead, we must embrace the inherent flexibility and unpredictability of the web, and build resilient components. Static mockups cannot cater to every scenario, so many design decisions fall to developers at build time. Like it or not, if you’re a UI developer, you are a designer — even if you don’t consider yourself one!
...Sometimes interpreting a design means asking the designer to further elaborate on their ideas (or even re-evaluate them). Other times, it means making design decisions on the fly or making recommendations based on our knowledge and experience.
Domain specific UX means understanding how the supply should fit the demand considering a specific situation and use case.
On the other hand, many aspects of UX don’t require knowledge about a particular situation. They‘re based on the common constraints of human sense faculties, memory and cognition or the net of ergonomic factors around the device and the setting where it’s used. These domain independent elements of the UX are important too.
Domain independent UX should absolutely pervade the organization. It belongs to the general skill and knowledge of each supplier at their link in the chain. It’s part of learning to be a good designer, programmer, marketer, salesperson etc.
I’m very conscious of whether I am affording a feature or styling it. It’s important to distinguish because they look the same from a distance.
...Affording a capability and styling it are both important. But it’s essential to know which one you are doing at a given time. Style is a matter of taste. Capability and clarity are not. They are more objective. That person standing at the edge of the chasm cares more about accomplishing their task than the details of the decor.
As Nosrat provides a simple list of essential ingredients for any great meal, can we describe a simple list of essential components for digital products?
Here are four elements that I believe are the foundation of great digital products: Research, Empathy, Simplicity and Speed.
Things I‘ve read, people I‘ve tried to learn from, and things I‘ve done to become a better designer. This is an idiosyncratic list reflecting what has helped me along the way, rather than an exhaustive list of design classics.
Though the list leans toward theory — principles are more durable than technique — I offer a few ideas further down about how to practice design. It also leans toward information design, because the task of presenting rich, dense information in an accessible way is ultimately the task of any digital product.
In the middle of the 2000s, the designers at creative consultancy Landor installed Adobe Photoshop on their computers and started using it. General manager Antonio Marazza tells author David Sax:
“Overnight, the quality of their designs seemed to decline. After a few months of this, Landor’s Milan office gave all their designers Moleskine notebooks, and banned the use of Photoshop during the first week’s work on a project. The idea was to let their initial ideas freely blossom on paper, without the inherent bias of the software, before transferring them to the computer later for fine-tuning. It was so successful, this policy remains in place today.”
This Eames drawing, often referred to as the Design Diagram, was created for a 1969 exhibition at the Louvre entitled, What is Design? Charles and Ray mailed it to the exhibition curator to augment their answers to a series of questions she had posed.
Without a person at (or near) the helm who thoroughly understands the principles and elements of Design, a company eventually runs out of reasons for design decisions. With every new design decision, critics cry foul. Without conviction, doubt creeps in. Instincts fail. “Is this the right move?” When a company is filled with engineers, it turns to engineering to solve problems. Reduce each decision to a simple logic problem. Remove all subjectivity and just look at the data. Data in your favor? Ok, launch it. Data shows negative effects? Back to the drawing board. And that data eventually becomes a crutch for every decision, paralyzing the company and preventing it from making any daring design decisions.
Yes, it’s true that a team at Google couldn’t decide between two blues, so they’re testing 41 shades between each blue to see which one performs better. I had a recent debate over whether a border should be 3, 4 or 5 pixels wide, and was asked to prove my case. I can’t operate in an environment like that. I’ve grown tired of debating such minuscule design decisions. There are more exciting design problems in this world to tackle.
Design, it seems, is not only becoming more methodical but also more scientific. This is not surprising. Design as a discipline has moved from “product beautification” to being a central part of product development. It has incorporated methodologies from human-computer interaction, sociology, and anthropology as well as advertising and management. And with the rise of design thinking, a wider range of professional disciplines are using creative methods.
I don’t want to criticize design methodologies. But against the backdrop of an overly structured design process, it is important to remind our community that there is one fundamental aspect to design that cannot be formalized in a methodology. And that is intuition.
The big misconception I’ve seen designers and developers often fall victim to is believing that handoff goes one way. Designers hand off comps to developers and think their work is done. That puts a lot of pressure on the designer to get everything perfect in one pass.
Instead, great collaboration follows what Brad Frost and I call “The Hot Potato Process,” where ideas are passed quickly back and forth from designer to developer and back to designer then back to developer for the entirety of a product creation cycle.
Recently I’ve had a few opportunities to use code to create design. In two of my bigger projects at The Wall Street Journal, writing code has led to new ideas. Problems that typically plague early designs — e.g. “how does this look with real content?” — are easy to solve. By exploring visual ideas directly in code, I’ve started to see the amazing potential of code as a design tool.
Pair design is the counterintuitive practice of getting more and better UX design done by putting two designers together as thought partners to solve design problems. It’s counterintuitive because you might expect that you could split them up to work in parallel to get double the design done, but for many situations, you’d be wrong. This document will help explain what pair design is, how it works, and tour through the practicalities of implementing it in your practice.
Like a programming language interpreter, GPT-3 translates the designer’s intent from a language they’re already familiar with (English) to one they need to learn (Figma’s information architecture, as manifested in its UI.) This can be easier for a new/busy designer, much like Python is easier and faster to work with than assembly language.
But that’s not “designing” — at least not any more than compiling Python code is “programming.” In both cases, all the system does is translate human intent into a lower level of abstraction. Sure, the process saves time — but the key is getting the intent part right. I’ll be convinced the system is “designing” when it can produce a meaningful output to a directive like “change the product page’s layout to increase conversions.”
Getting feedback can be thought of as a form of design research. In the same way that we wouldn’t do any research without the right questions to get the insights that we need, the best way to ask for feedback is also to craft sharp questions.
A ‘pro tip’ for evaluating the quality of a piece of gear is to look at the small details, such as zippers and stitching. Cheap-minded manufacturers will skimp on those details because most people just don’t notice, and even a cheap component will often last past a basic warranty period, so it’s an easy way to increase profits without losing sales or returns.
If a designer does bother to invest in quality components, that’s a tried-and-true sign that the overall product is better than the competition.
Consider, for example, how “broken world thinking” can benefit product design. What if the person (or team) who invented a new technology collaborated with the person (or team) who would one day repair the same technology? What if the innovation stakeholders and the infrastructure stakeholders collaborated closely with the end users? What if every new product designed by a technology company was designed in such as way as to factor in what happens to the product after planned obsolescence?
I read and loved Potential's "iOS 15, Humane" proposition. Published earlier in June by co-founders Welf and Oliver, it tackles how iOS could help us better protect our attention.
As a designer who cares about and writes about digital wellness, I'm profoundly aligned with their suggestions.
Constraints have been shown to generally improve innovation. Giving targets and parameters helps ensure a team is working in unison. Identifying what is out of bounds can further focus that team.
The design industry is an ecosystem. External design teams provide critical functions beyond augmenting internal design resources. Thought leadership — pushing the field’s boundaries — is indeed one of them.
Many practices and tools we take for granted — journey maps, personas, conceptual frameworks — were pioneered and/or popularized by ‘outies.’ Most of the field’s foundational books and blogs are by people outside ‘client’ organizations.
This isn’t because internal designers aren’t as clever or dedicated as their external colleagues. (Many ‘innies’ are former ‘outies.’) It’s because internal design roles are structurally misaligned with public thought leadership.
When I was a product designer, people would ask what I did for a living, and sometimes I’d answer “I draw pictures of websites.”
Sure, I could just say “I design websites.” That’s true. The end result of my work is (hopefully) that a website looks better, works better, or results in better outcomes.
But most of my day isn’t spent looking at the website, or working on the code of the website, or manipulating the website directly in some way. It’s spent in Figma or Sketch, drawing pictures of how I think the website should look and work.
Through some kind of alchemy, the pictures I draw have an impact on the finished website. But they’re not all the same.
After the first websites demonstrate the commercial and aesthetic potential of the web, the media industry floods the web with a surge of new content. Amateur webzines — which define and voice and tone unique to the web — are soon joined by traditional publishers. By the mid to late 90’s, most major companies will have a website, and the popularity of the web will begin to explore. Search engines emerge as one solution to cataloging the expanding universe of websites, but even they struggle to keep up. Brands soon begin to look for a way to stand out.
What I sense is a real tension between the web as we know it, and the web as it would be. It’s the tension between an existing medium, the printed page, and its child, the web. And it’s time to really understand the relationship between the parent and the child, and to let the child go its own way in the world.
[Designer News] is good, useful content, but most of it is written by designers themselves. Taken as a whole, it’s also a useful illustration of something vital that our industry lacks: balanced, insightful, independent writing that critically evaluates the profession.
This is a very short book about copying. Its contents, unless otherwise noted, are licensed under CC-BY SA 4.0 (more on that in a bit). You can download, copy, remix, excerpt, change, and repost it however you see fit.
PEOPLE ARE NOT THEIR JOB TITLES.
TEAM MEMBERS ARE NOT “RESOURCES”.
PEOPLE WORK BEST WHEN THEY CAN BE THEIR FULL SELVES.
YOU CANNOT CALCULATE AN ROI FOR DESIGN.
FRAMING THE PROBLEM IS MORE IMPORTANT THAN SOLVING THE PROBLEM.
(DESIGN) LEADERSHIP IS MORE TALKING THAN DOING.
YOU’LL DO A BETTER JOB IF YOU LIGHTEN UP
IF YOU HAVEN’T PISSED SOMEONE OFF, YOU’RE NOT DOING YOUR JOB RIGHT.
NO ONE OUTSIDE YOUR TEAM UNDERSTANDS WHAT IT TAKES TO DO GOOD WORK.
THE OUTCOMES ARE BETTER WHEN EVERYONE IS A DESIGNER.
AGILE TRANSFORMATIONS ARE HOSTILE TO GOOD DESIGN.
WHAT A DESIGN TEAM NEEDS MOST IS A CLEAR SENSE OF PURPOSE.
YOU ARE ON THE FRONT LINE OF A GLOBAL WAR FOR TALENT.
EVERYONE APPLYING FOR A ROLE HAS AN INFLATED TITLE.
INTERVIEWS ARE A POOR WAY OF ASSESSING CANDIDATES.
DESIGN EXERCISES ARE A BAD INTERVIEWING PRACTICE.
YOU WILL NEVER HAVE ENOUGH DESIGNERS.
YOU WILL NEVER HAVE ENOUGH TIME.
THE SKILLS THAT GOT YOU HERE ARE NOT THE SKILLS THAT WILL CARRY YOU FORWARD.
When you create an interaction for a product, you have to design more than what it looks like. You even have to design more than what happens during the interaction. You have to design what happens after the initial user interaction. And then you have to keep going.
If there is such a thing as beauty, we need to be able to recognize it. We need good taste to make good things. Instead of treating beauty as an airy abstraction, to be either blathered about or avoided depending on how one feels about airy abstractions, let's try considering it as a practical question: how do you make good stuff?
In the early days, design systems promised us more consistent interfaces, more collaborative teams, and improved shipping times. While they’ve certainly delivered on some of those fronts, they’ve introduced new challenges too. Let’s talk through what’s working well—and what could be working better—as we take a closer look at the systems between us and our work.
As soon as I make something, I think of the 100 things I want to have next. That’s why prototyping is good. You don’t need to have much imagination, you just listen to what the prototype tells you.
In my opinion, what makes a designer competent is precisely their ability to credibly justify their conclusions. If you can’t do this as a designer—no matter how successful your results are—then neither I nor anybody else can tell if you aren’t just picking things at random.
What I am proposing, then, is no less than to make a designer’s entire line of reasoning a matter of permanent record. On the surface is the familiar set of prescriptions, components, examples and tutorials, like you would expect out of any such artifact. Attached to every element, though, is a little button that says You click it, and it tells you. The proximate explanation will probably not be very satisfying, so you click on the next until you get to the end, at which point you are either satisfied with the explanation, or you aren’t.
Reading Design is an online archive of critical writing about design. The idea is to embrace the whole of design, from architecture and urbanism to product, fashion, graphics and beyond. The texts featured here date from the nineteenth century right up to the present moment but each one contains something which remains relevant, surprising or interesting to us today.
A friction log is a type of UX experiment where the subject journals their feelings, thoughts, struggles, joys, and any other type of emotion. The point is to surface anything that gives the user discomfort or joy so the product or feature can improve. That's what this site is all about.
No kind of shape, no kind of design or kind of picture or other work of art can be beautiful. No kind of color is beautiful. Beauty comes always from the singularity of things. Two things which happen to be closely similar in size, color, insurance value, smell, weight, or shape, may both seem equally beautiful. It is not therefore to be deduced that, say, a smell of turpentine is a necessary prerequisite of beauty; and nor is the fact that the two things' shapes are measurably within a millimeter of each other. They might still be as different as chalk and cheese: they might differ hugely in surface quality so that one lived and the other was dead. One judges a man by what he is, by his individuality, his idiosyncrasy; not by his measurable properties or measurable behavior or by the shape of his nose or the description in his passport. So with a work of art.