interfaces
An open platform is essential
Web trails
gridless.design
A Website by Donnie D'Amatoget rid of the grid
Blasphemy, I need structure and order!"
The web is good at these things, just not in the ways that designers have been accustomed to working. We'll take a look at how we got here and how we might change our perspective. Let's think outside of the grid and allow other guidelines to provide a comprehensive layout.
Web Design is 95% Typography
An Article by Oliver Reichenstein95% of the information on the web is written language. It is only logical to say that a web designer should get good training in the main discipline of shaping written information, in other words: Typography.
Why Do All Websites Look the Same?
An Article by Boris MüllerOn the visual weariness of the web.
Cloudbusting
An Article by Daisy AliotoIt is fun to revisit memories this way, a digital stamp in my weather passport, where everything can be contained in a forecast and Stockholm sits between Vilnius and London by sheer chance. It has also been a way to feel close to people I love while traveling, to know whether it is raining where they are.
As with most technology, this is artistry by committee. There is no Thomas Cole waiting in the wings. But someone has to animate the stars, to decide when to streak one across the screen–to play god in our pockets.
Always Already Programming
An Article by Melanie HoffEveryone who interacts with computers has in important ways always already been programming them.
Every time you make a folder or rename a file on your computer, the actions you take through moving your mouse and clicking on buttons, translate into text-based commands or scripts which eventually translate into binary.
Why are the common conceptions of what a programmer and user is so divorced from each other? The distinction between programmer and user is reinforced and maintained by a tech industry that benefits from a population rendered computationally passive. If we accept and adopt the role of less agency, we then make it harder for ourselves to come into more agency.
The Finish Fetish Artists
An EssayFor others, perhaps especially those artists who worked with light and transparency and were involved in the birth of the Light and Space Movement, an immaculate surface is a prerequisite. Helen Pashgian explained this very clearly:
“On any of these works, if there is a scratch... that’s all you see. The point of it is not the finish at all – the point is being able to interact with the piece, whether it is inside or outside, to see into it, to see through it, to relate to it in those ways. But that’s why we need to deal with the finish, so we can deal with the piece on a much deeper level”.
The importance of a pristine surface calls for a very low tolerance to damage by the artists. The feeling is shared by Larry Bell:
“I don’t want you to see stains on the glass. I don’t want you to see fingerprints on the glass... I don’t want you to see anything except the light that’s reflected, absorbed, or transmitted”
Spatial Software
An Article by John PalmerSpatial Interfaces
An Essay by John PalmerSoftware applications can utilize spatial interfaces to afford users powerful ways of thinking and interacting. Though often associated with gaming, spatial interfaces can be useful in any kind of software, even in less obvious domains like productivity tools or work applications. We will see spatial interfaces move into all verticals, starting with game-like interfaces for all kinds of social use-cases.
Spatial Web Browsing
An Article by Maggie AppletonThere are some new apps appearing that offer alternative ways of browsing the web...This canvas-based approach adds spatial dimension to the web browsing experience; they allow us to arrange browser windows above, below, to the left, and right of other browser windows.
The same way we're able to put an open book next to a piece of paper and below a row of sticky notes in meatspace. Arranging objects in space to create groupings, indicate relationships, and build hierarchies is one of those classical human skills that never goes out of style.
How I Build
An Article by Pirijan KetheswaranIn 2014, I wrote about my belief that design and engineering are best when tightly woven together. That’s truer now than ever.
If I’m feeling confident, I’ll jump right into my text editor…From here, more functionality is added and the code is tweaked until the feature looks and feels right to me. Whether it’s something simple like this, or prototyping a new interaction like multi-connect, there’s no substitute for designing with real code.
In rare cases when I have ideas or plans that I’m less confident about, it’s time to break out the paper, pens, and markers,
Because the Kinopio interface elements and aesthetic are full-grown, I almost never use traditional design software anymore.
In search of visual texture
An Article by Rachel PruddenI’m now more inclined to attribute Looseleaf’s power to its visual texture than to some cognitive media-style abstraction. And the visual texture owes more to the beauty (yes, beauty!) of the original pdfs from the Vasulka Archive. Perhaps the demo is best understood not as a prototype generic tool, but as a specific curated experience in its own right, with form and content claiming equal importance in its overall success.
Even so, I think there are some general lessons that can be drawn from this demo:
- Content is not inert
- Visual texture lets content breathe
- Visual texture lets the eye wander without losing itself
Menus, Metaphors and Materials: Milestones of User Interface Design
An Article by Boris MüllerStudents traditionally learn art and design by studying the masters, analyzing, sketching and interpreting the grand visions of the past. In doing this, they get to understand the ideas, concepts and motivations behind the visual form.
In user interface design, this practice is curiously absent.
press.stripe.com
A WebsiteStripe partners with millions of the world’s most innovative businesses. These businesses are the result of many different inputs. Perhaps the most important ingredient is “ideas.”
Stripe Press highlights ideas that we think can be broadly useful. Some books contain entirely new material, some are collections of existing work reimagined, and others are republications of previous works that have remained relevant over time or have renewed relevance today.
Embracing Asymmetrical Design
An Article by Ben NadelHumans love symmetry. We find symmetry to be very attractive. Our brains may even be hard-wired through evolution to process symmetrical data more efficiently. So, it's no surprise that, as designers, we try to build symmetry into our product interfaces and layouts. It makes them feel very pleasant to look at.
Unfortunately, data is not symmetrical…Once you release a product into "the real world", and users start to enter "real world data" into it, you immediately see that asymmetrical data, shoe-horned into a symmetrical design, can start to look terrible.
To fix this, we need to lean into an asymmetric reality. We need to embrace the fact that data is asymmetric and we need to design user interfaces that can expand and contract to work with the asymmetry, not against it. To borrow from Bruce Lee, we need to build user interfaces that act more like water:
“You must be shapeless, formless, like water. When you pour water in a cup, it becomes the cup. When you pour water in a bottle, it becomes the bottle. When you pour water in a teapot, it becomes the teapot. Water can drip and it can crash. Become like water my friend.” — Bruce Lee
Changing Our Development Mindset
A Fragment by Michelle BarkerWe 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.
AJDVIV
A WebsiteThe Fidelity Curve
An Article by Ryan SingerHow do we choose which level of fidelity is appropriate for a project?
I think about it like this: The purpose of making sketches and mockups before coding is to gain confidence in what we plan to do. I’m trying to remove risk from the decision to build something by somehow “previewing” it in a cheaper form. There’s a trade-off here. The higher the fidelity of the mockup, the more confidence it gives me. But the longer it takes to create that mockup, the more time I’ve wasted on an intermediate step before building the real thing.
I like to look at that trade-off economically. Each method reduces risk by letting me preview the outcome at lower fidelity, at the cost of time spent on it. The cost/benefit of each type of mockup is going to vary depending on the fidelity of the simulation and the work involved in building the real thing.
What UI really is (and how UX confuses matters)
An Article by Ryan SingerPeople mix the terms UI and UX together. UX is tricky because it doesn’t refer to any one thing. Interface design, visual styling, code performance, uptime, and feature set all contribute to the user’s “experience.” Books on UX further complicate matters by including research methods and development methodologies. All of this makes the field confusing for people who want to understand the fundamentals.
That’s why I avoid teaching the term ’UX.’ It means too many things to too many different people. Instead I focus on individual skills. Once you understand the individual skills, you can assemble them into a composite system without blurring them together. For software design, the core skill among all user-facing concerns is user interface design.
User Inyerface
A WebsiteA worst-practice UI experiment.
Beyond Artboards
An Essay by Chuánqí SunThe Pursuit of Lossless Design-Development Handoffs.
Intelligent arrows
A Fragment by Chris CoyierReminds me of a little feature I like in Notion where if you type dash-arrow (like ->) it turns into → — but intelligently — like it doesn’t do that with inline code or a code block.
Safari 15 isn't bad, just misunderstood
An Article by Jeff KirvinWhat I see in Safari 15 is the first steps into a new design language for iOS, one prioritizing adaptive, contextual interfaces. Ever since the move to the new “all screen” iPhone X design, content has been king on iOS, and Apple has been removing more and more user chrome. This is the next step on that journey.
The Nine States of Design
An Article by Vince Speelman- Nothing
- Loading
- None
- One
- Some
- Too Many
- Incorrect
- Correct
- Done
State of the Windows
An ArticleHow many layers of UI inconsistencies are in Windows 10?
We’ve all heard this riddle: if you dig down deep enough in Windows 10, you’ll find elements that date from Windows 3.x days. But is it actually true? In this article we’ll discover just how many UI layers are in Windows and when they were first introduced.
narrowdesign.com
A Website by Nick JonesDesign
Prototype
CodeGuidebook: Graphical User Interface Gallery
A WebsiteGuidebook is a website dedicated to preserving and showcasing Graphical User Interfaces, as well as various materials related to them.
It's all just geek talk
A Fragment by Riccardo MoriI’m finding that many people not only have lowered their standards with regard to the user interface, but more and more often when I bring up the subject, they seem to consider it a somewhat secondary aspect, something that’s only good for ‘geek talk’. The same kind of amused reaction laymen have to wine or coffee connoisseurs when they describe flavours and characteristics using specific lingo. Something that makes sense only to wine or coffee geeks but has little to no meaning or impact for the regular person.
The problem is that if an increasing number of people start viewing user interface design as an afterthought, or something that isn’t fundamental to the design of a product or experience — it’s all just ‘geek talk’ — then there is a reduced incentive to care about it on the part of the maker of the product.
Pictures of Websites
An Article by Matthew StrömWhen 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.
The User Interface of URLs
A Research PaperURLs (Uniform Resource Locators) have rapidly become the standard method for specifying how to access information on the Internet. Although mostly used on the World Wide Web, URLs are also becoming more common for specifying locations for other distributed Internet services such as Gopher and anonymous FTP. Internet users see URLs both online and in print, and therefore URLs have visual interfaces. This paper gives an overview of many of the issues that concern the visual and user interfaces of URLs.
Web History Chapter 6: Web Design
A Chapter by Jay HoffmannAfter 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.
Unobtrusive feedback
An Article by Jeremy KeithThe text 'added' and 'removed' drifts upwards from the toggle button and fades away.
So we all know Super Mario, right? And if you think about when you’re collecting coins in Super Mario, it doesn’t stop the game and pop up an alert dialogue and say, “You have just collected ten points, OK, Cancel”, right? It just does it. It does it in the background, but it does provide you with a feedback mechanism.
The feedback you get in Super Mario is about the number of points you’ve just gained. When you collect an item that gives you more points, the number of points you’ve gained appears where the item was …and then drifts upwards as it disappears. It’s unobtrusive enough that it won’t distract you from the gameplay you’re concentrating on but it gives you the reassurance that, yes, you have just gained points.
The Mother of All Demos
A Lecture by Douglas EngelbartA name retroactively applied to a landmark computer demonstration, presented by Douglas Engelbart on December 9, 1968. The 90-minute presentation essentially demonstrated almost all the fundamental elements of modern personal computing:
- windows,
- hypertext,
- graphics,
- efficient navigation and command input,
- video conferencing,
- the computer mouse,
- word processing,
- dynamic file linking,
- revision control,
- and a collaborative real-time editor
The UX of Lego Interface Panels
An Article by George CaveTwo studs wide and angled at 45°, the ubiquitous “2x2 decorated slope” is a LEGO minifigure’s interface to the world. These iconic, low-resolution designs are the perfect tool to learn the basics of physical interface design.
Like, just a post complaining that screens should be better
An Article by Matt WebbIt’s been 19 years since Pixar released Monsters, Inc. with all that CGI hair. Where are my hairy icons? Ones that get all long and knotted as the notifications number goes up.
Why can’t I feel my phone? I found that paper from 2010 (when I was complaining about keyboards) about using precision electrostatics to make artificial textures on touchscreens.
I should be able to run my thumb over my phone while it’s in my pocket and feel bumps for apps that want my attention. Touching an active element should feel rough. A scrollbar should *slip. Imagine the accessibility gains. But honestly I don’t even care if it’s useful: 1.5 billion smartphone screens are manufactured every year. For that number, I expect bells. I expect whistles.
The Architecture of Happiness
A few millimeters apart
Aesthetes force us to consider whether happiness may not sometimes turn on the presence or absence of a fingerprint, whether in certain situations beauty and ugliness may not lie only a few millimeters apart, whether a single mark might not wreck a wall or an errant brush stroke undo a landscape painting.
Tragic colors
Life may have to show itself to us in some of its authentically tragic colors before we can begin to grow properly visually responsive to its subtler offerings.
Classical absurdity
Corbusier observed that the requirements of flight of necessity rid airplanes of all superfluous decoration and so unwittingly transformed them into successful pieces of architecture. To place a Classical statue atop a house was as absurd as to add one to a plane, he noted, but at least by crashing in response to this addition, the plane had the advantage of rendering its absurdity starkly manifest.
Ideas of a good life
In essence, what works of design and architecture talk to us about is the kind of life that would most appropriately unfold within and around them. They tell us of certain moods that they seek to encourage and sustain in their inhabitants. While keeping us warm and helping us in mechanical ways, they simultaneously hold out an invitation for us to be specific sorts of people. They speak of visions of happiness.
To describe a building as beautiful therefore suggests more than a mere aesthetic fondness; it implies an attraction to the particular way of life this structure is promoting through its roof, door handles, window frames, staircase, and furnishings. A feeling of beauty is a sign that we have come upon a material articulation of certain of our ideas of a good life.
The people we love
The objects we describe as beautiful are versions of the people we love.
The search for happiness
If the search for happiness is the underlying quest of our lives, it seems only natural that it should simultaneously be the essential theme to which beauty alludes.
An equivalence
In both early Christianity and Islam, theologians made a claim about architecture likely to sound so peculiar to modern ears as to be worth of sustained examination: they proposed that beautiful buildings had the power to improve us morally and spiritually. They believed that, rather than corrupting us, rather than being an idle indulgence for the decadent, exquisite surroundings could edge us towards perfection. A beautiful building could reinforce our resolve to be good.
Behind this distinctive claim lay another astonishing belief: that of an equivalence between the visual and ethical realms.
Inwardly to resemble
What we want, at the deepest level, is inwardly to resemble, rather than physically to possess, the objects and places that touch us through their beauty.
We can conclude from this that we are drawn to call something beautiful whenever we detect that it contains in a concentrated form those qualities which we personally, or our societies more generally, are deficient.
The gathering darkness of a Sunday evening
Our jobs make relentless calls on a narrow band of our faculties, reducing our chances of achieving rounded personalities and leaving us to suspect (often in the gathering darkness of a Sunday evening) that much of who we are, or could be, has gone unexplored.
What we don't like
A grasp of the psychological mechanism behind taste may not change our sense of what we find beautiful, but it can prevent us from reacting to what we don’t like with simple disbelief.
Our understanding of the psychology of taste can in turn help us to escape from the two great dogmas of aesthetics: the view that there is only one acceptable visual style or (even more implausibly) that all styles are equally valid.
Over-imagination
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 extremes of order and complexity
Such works emphasize the truth of the ancient maxim that beauty lies between the extremes of order and complexity.
It follows that the balance we approve of in architecture, and which we anoint with the word ‘beautiful’, alludes to a state that, on a psychological level, we can describe as mental health or happiness. Like buildings, we, too, contain opposites which can be more or less successfully handled.
Beauty and strength
Yet the bridge testifies to how closely a certain kind of beauty is bound up with our admiration for strength, for man-made objects which can withstand the life-destroying forces of heat, cold, gravity or wind.
We respond with emotion to creations which transport us across distances we could never walk, which shelter us during storms we could not weather, which pick up signals we could never hear with our own ears and which hang daintily off cliffs from which we would fall instantly to our deaths.
With grace and economy
Both bridges accomplish daring feats, but Maillart’s possesses the added virtue of making its achievement look effortless - and because we sense it isn’t, we wonder at it and admire it all the more. The bridge is endowed with a subcategory of beauty we can refer to as elegance, a quality present whenever a work of architecture succeeds in carrying out an act of resistance - holding, spanning, sheltering - with grace and economy as well as strength; when it has the modesty not to draw attention to the difficulties it has surmounted.
The dignity of age
Wood and stone, and now concrete and wood, age slowly and with dignity. They do not shatter hysterically like glass, or tear like paper, but discolor with a melancholy, noble air.
Apportioning value
Contrary to the Romantic belief that we each settle naturally on a fitting idea of beauty, it seems that our visual and emotional faculties in fact need constant external guidance to help them decide what they should take note of and appreciate. ‘Culture’ is the word we have assigned to the force that assists us in identifying which of our many sensations we should focus on and apportion value to.
There was no fog in London
It is books, poems and paintings which often give us the confidence to take seriously feelings in ourselves that we might otherwise never have thought to acknowledge. Oscar Wilde referred to this phenomenon when he quipped that there was no fog in London before Whistler started painting the Thames. Likewise, there must have been little beauty in old stones before Japanese priests and poets began writing about them.
To the worms and the trees
We owe it to the fields that our houses will not be the inferiors of the virgin land they have replaced. We owe it to the worms and the trees that the buildings we cover them with will stand as promises of the highest and most intelligent kinds of happiness.