patterns
Dwelling in ritual
Rain Chains & Musical Drains
Intricacy, centering, sun, enclosure
Parks intensely used in generalized public-yard fashion tend to have four elements in their design which I shall call intricacy, centering, sun and enclosure.
The scale of resolution determines what is seen
The patterns of Truchet's tiles appear at first glance as variously shaped interlocked regions of black and white, the boundaries between the square tiles being submerged whenever the two regions flanking them have the same color, just as in a real floor the air or cement between the tile edges is not perceived—until one looks closely. The scale of resolution determines what is seen.
Fabric
And finally, the things which seem like elements dissolve, and leave a fabric of relationships behind, which is the stuff that actually repeats itself, and gives the structure to a building or a town.
Simple variations of the parts
Symmetry, indeed, has been grossly overemphasized in both art and science: its main value is in giving meaning to its absence, dissymmetry, without which there could be no hierarchy.
The eye is repulsed by complexity if no order is detected, but it can be delighted by repetition, translation, rotation, reflection, magnification, and other simple variations of the parts.
patternsof.design
A Website by Nick TrombleyDrawing pictures of cities
An Article by Noah SmithThis is a famous picture by the artist Imperial Boy (帝国少年), who works in the anime industry. I sometimes claim that the entire genre of solarpunk is simply a riff on this picture.
If it’s not just “trees on buildings”, where does the Imperial Boy picture get its magic? Looking at it carefully and trying to analyze what I like about it, I think that much of it is about architecture, and even more of it is about the use of urban space — about how the structures in the picture shape the kinds of things you’d do if you were there. For example, here are five things I like:
- Open, walkable multi-level retail
- River with low bank
- Walkable streets
- Varied architecture
- Shade
Collaborative Information Architecture at Scale
An Article by Brandon DornHere I describe an approach for defining new information architectures for large organizational websites managed by many stakeholder groups.
Broadly speaking, there are four general phases to the approach:
- Auditing. Begin by immersing yourself in existing content and encourage stakeholders to adopt a critical, audience-minded perspective of their content.
- Diagramming. Work with stakeholders to develop new conceptual categories that better serve audiences and organizational direction.
- Elaborating. Think through content in detail and test new categories against specific instances and edge cases.
- Producing. Prepare content teams for production using a shared database of new sitemap pages and editorial considerations that you’ve developed incrementally.
The design systems between us
A Talk by Ethan MarcotteIn 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.
A Q&A with Figma's VP of Product
Since we launched FigJam back in April, teams having been using it to grow all kinds of ideas into great designs. We recently caught up with Figma's VP of Product, Yuhki Yamashita, to hear what it was like to build FigJam and how things have changed since then. Here, he reflects on the evolving role of design and product management, what it means to welcome “non-designers” into the process, and the future of FigJam.
Stretching the product
When we’re thinking about where to take our product next, we actually take a lot of inspiration from our customers and the Figma Community, to see how they’re stretching our product in interesting or unexpected ways. We saw this happening in the early days of the pandemic. Our users were starting to use Figma for everything from brainstorming ideas to running team warm-up activities, to even putting on social events for people to get to know each other. We saw a lot of use cases that got us thinking.
Engineering, design, and product management
The boundary between engineering, design, and product management is blurring. Some of us used to have a mental model in which roles and responsibilities dictated how things work—that designers do one thing and engineers do another, for example. Increasingly, more people are crossing team lines to problem solve together...Now, it’s not about who “owns” what—it’s more of a collective endeavor. And the roles have become more interlocked, and I think that’s fundamentally a good thing.
Embracing the mess
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.