The getaway to end all getaways Any attempt to track down the perfect getaway is made all the more complex because almost everything we know about burglary—including how they did (or did not) get away—comes from the burglars we’ve caught. As sociologist R. I. Mawby pithily phrases this dilemma, “Known burglars are unrepresentative of burglars in general.” Great methodological despair is hidden in such a comment. Studying burglary is thus a strangely Heisenbergian undertaking, riddled with uncertainty and distorted by moving data points. The getaway to end all getaways—the one that leaves us all scratching our heads—to no small extent remains impossible to study. Geoff Manaugh, A Burglar's Guide to the City failure
The Evolution of Useful Things A Book by Henry Petroski Here, then, is the central idea: the form of made things is always subject to change in response to their real or perceived shortcomings, their failures to function properly. This principle governs all invention, innovation, ingenuity. Spike and sponShaped and reshapedForm follows failureTheir wrongness is somehow more immediateA small corner of the world of things+23 More The evolution of devices formfunctioninventionprogressfailure
My Anti-Resumé An Article by Monica Byrne monicacatherine.com A couple years ago I was having dinner with a playwright, Bekah Brunstetter, and her director David Shmidt Chapman. We talked about how rejection is just part of the landscape for all beginning artists, no matter how talented or hardworking they might be or how successful they might appear. David said he’d love to publish his “anti-résumé” someday—a list of all the things he didn’t get. Spreadsheet Portfolios for UX Designers workfailure
Learning to See An Article by Oliver Reichenstein ia.net Seeing and feeling Your only language is vision
Seeing and feeling 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. For one who can see seeingdesignux