1. ⁘  ⁘  ⁘
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  3. Abo, Akinori 9
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  15. Arango, Jorge 4
  16. architecture 110
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  19. attention 17
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  25. Behrensmeyer, Anna K. 7
  26. Bjarnason, Baldur 8
  27. Blake, William 5
  28. blogging 22
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  31. boredom 9
  32. Botton, Alain de 38
  33. Brand, Stewart 4
  34. Bringhurst, Robert 16
  35. Brooks, Frederick P. 22
  36. Broskoski, Charles 6
  37. brutalism 7
  38. building 16
  39. bureaucracy 12
  40. Burnham, Bo 9
  41. business 15
  42. Byron, Lord 14
  43. Cagan, Marty 8
  44. Calvino, Italo 21
  45. Camus, Albert 13
  46. care 6
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  48. Cegłowski, Maciej 6
  49. Cervantes, Miguel de 7
  50. chance 11
  51. change 16
  52. Chiang, Ted 4
  53. childhood 6
  54. Chimero, Frank 17
  55. choice 8
  56. cities 51
  57. Clark, Robin 3
  58. Cleary, Thomas 8
  59. Cleary, J.C. 8
  60. code 20
  61. collaboration 18
  62. collections 31
  63. color 23
  64. commonplace 11
  65. communication 31
  66. community 7
  67. complexity 11
  68. connection 24
  69. constraints 25
  70. construction 9
  71. content 9
  72. Corbusier, Le 13
  73. Coyier, Chris 4
  74. craft 66
  75. creativity 59
  76. crime 9
  77. Critchlow, Tom 5
  78. critique 10
  79. Cross, Nigel 12
  80. Cross, Anita Clayburn 10
  81. css 11
  82. culture 13
  83. curiosity 11
  84. cycles 7
  85. Danielewski, Mark Z. 4
  86. darkness 28
  87. Darwin, Will 10
  88. data 8
  89. death 38
  90. Debord, Guy 6
  91. decisions 10
  92. design 131
  93. details 31
  94. Dickinson, Emily 9
  95. Dieste, Eladio 4
  96. discovery 9
  97. doors 7
  98. Dorn, Brandon 11
  99. drawing 23
  100. Drucker, Peter F. 15
  101. Duany, Andres 18
  102. Eatock, Daniel 4
  103. economics 13
  104. efficiency 7
  105. Eisenman, Peter 8
  106. Eliot, T.S. 14
  107. emotion 8
  108. ending 14
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  110. Eno, Brian 4
  111. ethics 14
  112. euphony 38
  113. Evans, Benedict 4
  114. evolution 9
  115. experience 14
  116. farming 8
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  118. features 25
  119. feedback 6
  120. flaws 10
  121. Flexner, Abraham 8
  122. food 16
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  124. Fowler, Martin 4
  125. Franklin, Ursula M. 30
  126. friendship 6
  127. fun 7
  128. function 31
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  130. gardens 26
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  132. Garfunkel, Art 6
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  134. geometry 18
  135. goals 9
  136. Gombrich, E. H. 4
  137. goodness 12
  138. Graham, Paul 37
  139. graphics 13
  140. Greene, Erick 6
  141. Hamming, Richard 45
  142. happiness 17
  143. Harford, Tim 4
  144. Harper, Thomas J. 15
  145. Hayes, Brian 28
  146. heat 7
  147. Heinrich, Bernd 7
  148. Herbert, Frank 4
  149. Heschong, Lisa 27
  150. Hesse, Herman 6
  151. history 13
  152. Hoffman, Yoel 10
  153. Hofstadter, Douglas 6
  154. home 15
  155. Hoy, Amy 4
  156. Hoyt, Ben 5
  157. html 11
  158. Hudlow, Gandalf 4
  159. humanity 16
  160. humor 6
  161. Huxley, Aldous 7
  162. hypermedia 22
  163. i 18
  164. ideas 21
  165. identity 33
  166. images 10
  167. industry 9
  168. information 42
  169. infrastructure 17
  170. innovation 15
  171. interaction 10
  172. interest 10
  173. interfaces 37
  174. intuition 8
  175. invention 10
  176. Irwin, Robert 65
  177. Isaacson, Walter 28
  178. Ishikawa, Sara 33
  179. iteration 13
  180. Ive, Jonathan 6
  181. Jackson, Steven J. 14
  182. Jacobs, Jane 54
  183. Jacobs, Alan 5
  184. Jobs, Steve 20
  185. Jones, Nick 5
  186. Kahn, Louis 4
  187. Kakuzō, Okakura 23
  188. Kaufman, Kenn 4
  189. Keith, Jeremy 6
  190. Keller, Jenny 10
  191. Keqin, Yuanwu 8
  192. Ketheswaran, Pirijan 6
  193. Kingdon, Jonathan 5
  194. Kitching, Roger 7
  195. Klein, Laura 4
  196. Kleon, Austin 13
  197. Klinkenborg, Verlyn 24
  198. Klyn, Dan 20
  199. knowledge 29
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  201. Kramer, Karen L. 10
  202. Krishna, Golden 10
  203. Kuma, Kengo 18
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  212. Luu, Dan 8
  213. Lynch, Kevin 12
  214. MacIver, David R. 8
  215. MacWright, Tom 5
  216. Magnus, Margaret 12
  217. making 77
  218. management 14
  219. Manaugh, Geoff 27
  220. Markson, David 16
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  222. material 39
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  224. McCarter, Robert 21
  225. meaning 33
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  227. melancholy 52
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  229. metaphor 10
  230. metrics 19
  231. microsites 49
  232. Miller, J. Abbott 10
  233. Mills, C. Wright 9
  234. minimalism 10
  235. Miyazaki, Hayao 30
  236. Mod, Craig 15
  237. modularity 6
  238. Mollison, Bill 31
  239. morality 8
  240. Murakami, Haruki 21
  241. music 16
  242. Müller, Boris 7
  243. Naka, Toshiharu 8
  244. names 11
  245. Naskrecki, Piotr 5
  246. nature 51
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  248. Neustadter, Scott 3
  249. Noessel, Christopher 7
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  256. Ott, Matthias 4
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  326. Smith, Cyril Stanley 29
  327. Smith, Justin E. H. 6
  328. Smith, Rach 4
  329. socializing 7
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  342. Ström, Matthew 13
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process

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  • The Design Squiggle

    A Website by Damien Newman
    thedesignsquiggle.com
    Image from thedesignsquiggle.com on 2020-05-13 at 2.59.19 PM.jpeg

    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.

    1. ​​Design skirmishes​​
    2. ​​Wonder Plots​​
    3. ​​Embracing the mess​​
    4. ​​The Design Diagram​​
    5. ​​On Greatness​​
    • design
    • process
    • creativity
    • iteration
  • On Process

    People get confused, companies get confused. When they start getting bigger, they want to replicate their initial success, and a lot of them think that somehow there’s some magic in the process that they’ve created. And so they start to institutionalize process across the company. And before very long people get very confused that the process is the content.

    In my career I’ve found that the best people are the ones who really understand the content. And they’re a pain in the butt to manage. But you put up with it because they’re so great at the content. And that’s what makes great products. It’s not process, it’s content.

    Steve Jobs, Steve Jobs: The Lost Interview
    • process
    • content
  • Just-in-time manufacturing

    Get embedded in the team. Designers should use sprint planning, grooming, standup, and retro as opportunities to provide design to — and receive feedback from — the rest of the team. Designs can take the form of written or verbal descriptions, not just wireframes and high-fidelity mockups.

    Only design what’s needed. Use constant communication between engineering and product partners to understand what your collaborators will need next. Then, plan on delivering only what is needed, and nothing more. Use the agile process — grooming, planning, and retro — to find any shortfalls or excesses.

    Avoid creating a backlog of designs. Designs don’t age well. In the time between finishing design and shipping code, it’s likely that you’ll learn something new that changes your understanding. If you’re producing more design than can be implemented, focus more on the quality of each design.

    Matthew Ström, Just-in-time Design
    matthewstrom.com
    • process
    • management

    We can apply JIT to design by following some of the key principles outlined by Mehran Sepehri in Just in Time, Not Just in Japan.

  • How beautiful the world would be if there were a procedure for moving through labyrinths

    Umberto Eco, The Name of the Rose
    1. ​​A World Where Things Only Almost Meet​​
    • labyrinths
    • algorithms
    • beauty
    • process
  • Design skirmishes

    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.

    Peter G. Rowe, Design Thinking
    1. ​​The Design Squiggle​​
    • process
    • design
  • How we can do better

    It actually doesn't matter whether you actually have a formal retrospective. It doesn't matter whether you have four or five labels of things on your retro board, or exactly how you do the retro. What does matter is the notion of thinking about what we're doing and how we can do better, and it is the team that's doing the work that does this, that is the central thing.

    Martin Fowler, The State of Agile Software in 2018
    martinfowler.com
    • agile
    • process
    1. Good people are at the core of a truly agile organization – individuals over processes and tools.
    2. Those people should continue to evolve and change the process as they go.
  • Holistic and prescriptive technologies

    Holistic technologies are normally associated with the notion of craft. Artisans, be they potters, weavers, metal-smiths, or cooks, control the process of their own work from beginning to finish. Using holistic technologies does not mean that people do not work together, but the way in which they work together leaves the individual worker in control of a particular process of creating or doing something.

    The opposite is specialization by process; this I call prescriptive technology. Here, the making or doing of something is broken down into clearly identifiable steps. Each step is carried out by a separate worker, or group or workers, who need to be familiar only with the skills of performing that one step. This is what is normally meant by "division of labor".

    Ursula M. Franklin, The Real World of Technology
    1. ​​That which requires caring​​
    • craft
    • process
    • making

    In this sense, the modern agile software shop has more in common with an industrial-era factory than a carpenter's workshop or mechanic's garage.

  • That which requires caring

    Today's real world of technology is characterized by the dominance of prescriptive technologies.

    The temptation to design more or less everything according to prescriptive and broken-up technologies is so strong that it is even applied to those tasks that should be conducted in a holistic way. Any tasks that require caring, whether for people or nature, any tasks that require immediate feedback and adjustment, are best done holistically. Such tasks cannot be planed, coordinated, and controlled the way prescriptive tasks must be.

    Prescriptive technologies eliminate the occasions for decision-making and judgment in general and especially for the making of principled decisions. Any goal of the technology is incorporated a priori in the design and is not negotiable.

    Ursula M. Franklin, The Real World of Technology
    1. ​​Holistic and prescriptive technologies​​
    2. ​​The Nature and Art of Workmanship​​
    3. ​​The Nature and Aesthetics of Design​​
    • agile
    • software
    • process
  • Direct management

    Direct Management does not include or permit the concept of profit to occur. The management is fee-based, or based as a fixed salary, and all construction costs are fixed ahead of time, and the building design is modified during construction, to make up any over-runs. The manager is not able to move money around at will, or put it in their pocket. At the same time, the design is approximately fixed, but with the understanding that it may be changed, during the evolution of the building, so that subtle adaptations can be included in the emerging building. In the Direct Management method it is the architect themselves and the direct manager who together manage the building works and all on-site construction for the owner.

    Christopher Alexander, The Battle for the Life and Beauty of the Earth
    • process
    • management
    • business
  • Manifesto for Agile Software Development

    A Definition
    agilemanifesto.org

    We are uncovering better ways of developing software by doing it and helping others do it. Through this work we have come to value:

    • Individuals and interactions over processes and tools
    • Working software over comprehensive documentation
    • Customer collaboration over contract negotiation
    • Responding to change over following a plan

    That is, while there is value in the items on the right, we value the items on the left more.

    1. ​​Deliver early and continuously​​
    2. ​​Welcome changing requirements​​
    3. ​​Self-organizing teams​​
    4. ​​Technical excellence and good design​​
    5. ​​Agility and sustainability​​
    • agile
    • process
    • software
  • Deadlines are bullshit

    An Article
    contrariantruth.substack.com

    In software development deadlines are a necessary evil. It is important to understand when they are necessary, and it is important to understand why they are evil.

    1. ​​External vs. internal deadlines​​
    2. ​​Why are internal deadlines evil?​​
    3. ​​Engineers who love their work​​
    1. ​​Hofstadter's Law​​
    2. ​​The Thing-deadline calculus​​
    3. ​​Never enough time​​
    4. ​​Driving engineers to an arbitrary date is a value destroying mistake ​​
    • bureaucracy
    • software
    • process
    • work
  • The Design Diagram

    An Idea by Charles Eames & Ray Eames
    www.eamesoffice.com
    Image from www.eamesoffice.com on 2021-08-27 at 10.46.34 PM.jpeg

    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.

    1. ​​The Design Squiggle​​
    • design
    • process
    • constraints
  • In Defence of Intuition

    An Essay by Boris Müller
    borism.medium.com

    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.

    1. ​​We feel it in our fingers​​
    • design
    • intuition
    • process
  • Why we need to stop over-complicating UX

    An Article by Hugo Froes
    uxdesign.cc

    Many have become so focused on the process and methodologies that they’ve forgotten the fundamentals of why we started focusing on the user and what we hope to achieve with that focus.

    • process
    • ux
  • Beyond Artboards

    An Essay by Chuánqí Sun
    medium.com

    The Pursuit of Lossless Design-Development Handoffs.

    1. ​​Can't developers just see?​​
    2. ​​We are the ones who paved the path​​
    3. ​​Until we get there​​
    • process
    • interfaces
    • design
  • Just-in-time Design

    An Article by Matthew Ström
    matthewstrom.com

    There is a disconnect between product design and product engineering.

    1. ​​Finish designing as close to the end of a sprint as possible​​
    2. ​​Just-in-time manufacturing​​
    1. ​​The Hot Potato Process​​
    • ux
    • process
  • The Hot Potato Process

    An Article by Dan Mall
    danmall.me
    Image from danmall.me on 2021-08-10 at 9.44.22 PM.svg

    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.

    1. ​​Just-in-time Design​​
    • design
    • process
    • collaboration
    • products
  • Building Momentum

    An Article by Dan Mall
    danmall.com

    Fight the Waterfall

    Start all of the pieces of work a little bit earlier. The key to starting work early is not succumbing to the pressure of having to finish the work. Don’t worry about finishing. If you’re a developer, you can start doing things while your design or information architect are working because a lot of your work actually isn’t dependent on their work. Some of it is, so you probably won’t be able to finish, but that shouldn’t stop you from starting.

    Share Work-in-Progress Early and Often

    When you share work-in-progress, share it with the caveat that no feedback is needed at this point. You’re simply sharing it to let people know where you are. For example, if you have to make 12 wireframes, share it when you finish 2 or 3. Rather than spending a whole week to drop 12 wireframes, share 2 – 3 wireframes every 2 days. The more often you do this, you start to build rhythm, and rhythm builds momentum.

    • process
    • work
    • collaboration
  • The care and feeding of software engineers (or, why engineers are grumpy)

    An Article by Nicholas Zakas
    humanwhocodes.com

    We do say “no” very quickly, not just to designs, but to everything. That led me into thinking about the psychology of software engineers and what makes us the way we are.

    • software
    • making
    • process
  • The art of taking

    A Quote
    fujixweekly.com

    "By making it possible for the photographer to observe his work and his subject simultaneously, and by removing most of the manipulative barriers between the photographer and the photograph, it is hoped that many of the satisfactions of working in the early arts can be brought to a new group of photographers. The process must be concealed from—non-existent for—the photographer, who by definition need think of the art in taking and not in making photographs. In short, all that should be necessary to get a good picture is to take a good picture, and our task is to make that possible."

    — Edwin H. Land, co-founder of Polaroid

    • photography
    • art
    • seeing
    • process

    Via fujixweekly

  • Painting With the Web

    An Article by Matthias Ott
    matthiasott.com

    So much about [Gerhard Richter's painting process] reminds me of designing and building for the Web: The unpredictability, the peculiarities of the material, the improvisation, the bugs, the happy accidents. There is one crucial difference, though. By using static wireframes and static layouts, by separating design and development, we are often limiting our ability to have that creative dialogue with the Web and its materials. We are limiting our potential for playful exploration and for creating surprising and novel solutions. And, most importantly, we are limiting our ability to make conscious, well-informed decisions going forward. By adding more and more layers of abstraction, we are breaking the feedback loop of the creative process.

    1. ​​A constant dialogue​​
    2. ​​Constant reflection and refinement​​
    1. ​​How do you know when your paintings are finished?​​
    2. ​​Designing with code​​
    • art
    • www
    • creativity
    • process
    • code
  • Technical debt as a lack of understanding

    An Article by Dave Rupert
    daverupert.com

    "If you develop a program for a long period of time by only adding features but never reorganizing it to reflect your understanding of those features, then eventually that program simply does not contain any understanding and all efforts to work on it take longer and longer.” — Ward Cunningham

    • software
    • process
    • code

See also:
  1. design
  2. software
  3. agile
  4. making
  5. creativity
  6. management
  7. ux
  8. code
  9. art
  10. work
  11. collaboration
  12. craft
  13. iteration
  14. business
  15. labyrinths
  16. algorithms
  17. beauty
  18. www
  19. photography
  20. seeing
  21. bureaucracy
  22. products
  23. interfaces
  24. intuition
  25. constraints
  26. content
  1. Ursula M. Franklin
  2. Matthew Ström
  3. Dan Mall
  4. Damien Newman
  5. Christopher Alexander
  6. Martin Fowler
  7. Umberto Eco
  8. Peter G. Rowe
  9. Dave Rupert
  10. Matthias Ott
  11. Nicholas Zakas
  12. Chuánqí Sun
  13. Hugo Froes
  14. Boris Müller
  15. Charles Eames
  16. Ray Eames
  17. Steve Jobs