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.
Introduction to Permaculture
The conscious design and maintenance of agriculturally productive systems which have the diversity, stability, and resilience of natural ecosystems. It is the harmonious integration of the landscape with people providing their food, energy, shelter and other material and non-material needs in a sustainable way.
About Permaculture
The word Permaculture is taken from the Latin Permanens–meaning to endure of persist through time and cultura–referring to cultures–coming together. Permaculture is an interdisciplinary design science in the field of sustainable system design, with sustainable defined as:
a system which over its lifetime produces energy equivalent to or in excess of what it consumes.
Permaculture ethics
Permaculture operates on three:
- Care of Earth
- Care of Species
- Return of Surplus to the first two
Using akido on the landscape
I have spoken, on a more mundane level, of using akido on the landscape, of rolling with the blows, turning adversity into strength, and using everything positively. The other approach is to karate the landscape, to try to make it yield by using our strength, and striking many hard blows. But if we attack nature we attack (and ultimately destroy) ourselves.
Permaculture principles
There are two basic steps to good permaculture design. The first deals with laws and principles, while the second is more closely associated with practical techniques.
The principles are inherent in any permaculture design, in any climate, and at any scale. They are, briefly:
- Relative location: every element is placed in relationship to another so that they assist each other
- Each element performs many functions.
- Each important function is supported by many elements.
- Efficient energy planning for house and settlement.
- Emphasis on the use of biological resources over fossil fuel resources.
- Energy recycling on site.
- Using and accelerating natural plant succession to establish favourable sites and soils.
- Polyculture and diversity of beneficial species for a productive, interactive system.
- Use of edge and natural patterns for best effect.
Design is a connection between things
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.
Inputs and outputs
For things to work properly, we must remember that:
- The inputs needed by one element are supplied by other elements in the system; and
- The outputs needed by one element are used by other elements (including ourselves).
Each element performs many functions
Each element in the system should be chosen and placed so that it performs as many functions as possible.
Each important function is supported by many elements
Important basic needs such as water, food, energy, and fire protection should be served in two or more ways.
The wild energies
Sectors deal with the wild energies, the elements of sun, light, wind, rain, wildfire, and water flow. These all comes from outside our system and pass through it. For these, we arrange a sector diagram based on the real site, usually a wedge-shaped area that radiates from a centre of activity.
Elements are placed according to intensity of use, control of external energies, and efficient energy flow.
Turn them into cycles
Permaculture systems seek to stop the flow of nutrient and energy off the site and instead turn them into cycles, so that, for instance, kitchen wastes are recycles to compost; animal manures are directed to biogas production or to the soil; household greywater flows to the garden; green manures are turned into the earth; leaves are raked up around trees as mulch.
Time stacking
The British devised a system of farming in which pastures were broken up after the animals had been on them a few years. The pasture was plowed up and put into a high nutrient-demand crop, followed by a grain crop, followed by a root crop. One year it was left fallow to rest the soil. This was sustainable, but it took a long time to cycle.
Masanobu Fukuoka, that master strategist, deals with time stacking. He does not have to follow, because he never removes the main part of the crop from the soil. He starts the next crop before the last crop is finished.
The garden is a riot
In conventional agriculture, vegetation is kept at the weed or herb level using energy to keep it cut, weeded, tilled, fetilised, and even burnt; that is, we are constantly setting the system back and incurring work and energy-costs when we stop natural succession from occurring.
Instead of fighting this process, we can direct and accelerate it to build our own climax species in a shorter time.
There is no attempt to form the garden into strict neat rows; it is a riot of shrubs, vines, garden beds, flowers, herbs, a few small trees, and even a small pond. Paths are sinuous, and garden beds might be round, key-holed, raised, spiraled, or sunken.
We should not confuse order and tidiness
To the observer, this may seem like a very unordered and untidy system; however, we should not confuse order and tidiness. Tidiness separates species and creates work, whereas order integrates, reducing work and discouraging insect attack. European gardens, often extraordinarily tidy, result in functional disorder and low yield. Creativity is seldom tidy.
Perhaps we could say that tidiness is something that happens when compulsive activity replaces thoughtful creativity.
The number of ways in which things work
The importance of diversity is not so much the number of elements in a system; rather it is the number of functional connections between these elements. It is not the number of things, but the number of ways in which things work.
Species guilds
Guilds are made up of a close association of species clustered around a central element (plant or animal). This assembly acts in relation to the element to assist its health, aid in management, or buffer adverse environmental effects.
An edge is an interface
An edge is an interface between two mediums. Edges are places of varied ecology. There is hardly a sustainable traditional human settlement that is not sited on those critical junctions of two natural economies. Successful and permanent settlements have always been able to draw from the resources of at least two environments.
An edge is a sieve
The edge (boundary) acts as a net or sieve: energies or materials accumulate at edges, e.g. soil and debris are blown by wind against a fence; seashells form a line at the tide-marks on a beach; leaves accumulate at kerbsides in a city.
Everything works both ways
Disadvantages can be viewed as "problems" and we can take an energy-expensive approach to "get rid of the problem", or we can think of everything as being a positive resources: it us up to us to work out just how we can make use of it.
"Problems" can be intractable weeds, huge boulders lying on the perfect house site, and animals eating garden and orchard produce. How can we turn these into useful components of our system? Boulders on the perfect house site, for example, can be incorporated into the house itself, for beauty and as a heat storage system.
The quality of thought
It is the quality of thought and the information we use that determines yield, not the size or quality of the site.
Let the goals suggest themselves
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.
Maps and observation
Maps are useful only when they are used in combination with observation. Never try to design a site by just looking at a map, even if it is thoroughly detailed with contour lines, vegetation, erosion gullies, and so on marked in.
Maps are never representative of the complex reality of nature. Remember, "The map is not the territory."
Reading the landscape
As we walk about a site and talk to people, we can note our observations. At this stage, we try to store the information we gain in some accurate way, carry a notebook, or a camera and tape-recorder, and make small sketches. The notes we end up with can later be used to devise design strategies.
We do not just see and hear, smell and taste, but we sense heat and cold, pressure, stress from efforts of hill-climbing or prickly plants, and find compatible or incompatible sites in the landscape. We note good views, outlooks, soil colours and textures. In face, we use (consciously) all our many senses and become aware of our bodies and responses.
Beyond this, we can sit for a time and notice patterns and processes: how some trees prefer to grow in rocks, some in valleys, others in grasslands or clumps. We see how water flows on the site, where fires have left scars, winds have bent branches or deformed the shape of trees, how the sun and shadows move, and where we find signs of animals resting, moving, or feeding. The site is full of information on every natural subject, and we must learn to read it well.
The group of blind mullahs
In a natural landscape, each element is part of the greater whole, a sophisticated and intricate web of connections and energy flows. If we attempt to create landscapes using a strictly objective viewpoint, we will produce awkward and dysfunctional designs because all living systems are more than just a sum of their parts. Our culture has tried to define the landscape scientifically, by collecting extensive data about its parts.
These methods are much like the group of blind mullahs in the Sufi tale, who try to describe an elephant.
If you have to do tedious work
If you have to stand somewhere doing tedious work, at least make it interesting.
The perverse arrangement of older houses
The main problem lies in the often perverse arrangement of older houses, which face the road rather than the sun, and in the mania for glass windows on all outside walls.
Always start at the doorstep
If you are having trouble knowing where to start, always start at the doorstep.
The American lawn
The American lawn uses more resources than any other agricultural industry in the world. The American lawn could feed continents if people had more social responsibility.
Why should it be indecent to have anything useful in the front half of your property or around the house where people can see it? Why is it low-status to make that area productive? The condition is peculiar to the British landscaping ethic; what we are really looking at here is a miniature British country estate, designed for people who had servants. It has become a cultural status symbol to present a non-productive facade. The lawn and its shrubbery is a forcing of nature and landscape into a salute to wealth and power, and has not other purpose or function.
The only thing that such designs demonstrate is that power can force men and women to waste their energies in controlled, menial, and meaningless toil.
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.
People who force nature force themselves
People who force nature force themselves. When we grow only wheat, we become dough. If we seek only money, we become brass; and if we stay in the childhood of team sports, we become a stuffed leather ball.
To become a complete person, we must travel many paths, and to truly own anything, we must first of all give it away.
Eaves and sun