process
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.
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.
How beautiful the world would be if there were a procedure for moving through labyrinths
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.
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.
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".
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.
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.
Manifesto for Agile Software Development
A DefinitionWe 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.
Deadlines are bullshit
An ArticleIn 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.
- External vs. internal deadlines
- Why are internal deadlines evil?
- Engineers who love their work
The Design Diagram
An Idea by Charles Eames & Ray EamesThis 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.
In Defence of Intuition
An Essay by Boris MüllerDesign, 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.
Why we need to stop over-complicating UX
An Article by Hugo FroesMany 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.
Beyond Artboards
An Essay by Chuánqí SunThe Pursuit of Lossless Design-Development Handoffs.
Just-in-time Design
An Article by Matthew StrömThere is a disconnect between product design and product engineering.
The Hot Potato Process
An Article by Dan MallThe 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.
Building Momentum
An Article by Dan MallFight 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.
The care and feeding of software engineers (or, why engineers are grumpy)
An Article by Nicholas ZakasWe 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.
The art of taking
A Quote"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
Painting With the Web
An Article by Matthias OttSo 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.
Technical debt as a lack of understanding
An Article by Dave Rupert"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
The Elements of Typographic Style
Leave the road when you wish
The subject of this book is not typographic solitude, but the old, well-traveled roads at the core of the tradition: paths that each of us is free to follow or not, and to enter and leave when we choose – if only we know the paths are there and have a sense of where they lead. That freedom is denied us if the tradition is concealed or left for dead. Originality is everywhere, but much originality is blocked if the way back to earlier discoveries is cut or overgrown.
If you use this book as a guide, by all means leave the road when you wish. That is precisely the use of a road: to reach individually chosen points of departure. By all means break the rules, and break them beautifully, deliberately and well. That is one of the ends for which they exist.
Typography exists to honor content
In a world rife with unsolicited messages, typography must often draw attention to itself before it will be read. Yet in order to be read, it must relinquish the attention it has drawn. Typography with anything to say therefore aspired to a kind of statuesque transparency. Its other traditional goal is durability: not immunity to change, but a clear superiority to fashion. Typography at its best is a visual form of language linking timelessness and time.
Typographic style
Literary style, says Walter Benjamin, “is the power to move freely in the length and breadth of linguistic thinking without slipping into banality.” Typographic style, in this large and intelligence sense of the word, does not mean any particular style – my style or your style, or Neoclassical or Baroque style – but the power to move freely through the whole domain of typography, and to function at every step in a way that is graceful and vital instead of banal.
A state of energetic repose
Read the text before designing it.
Discover the outer logic of the typography in the inner logic of the text.
Make the visible relationship between the text and other elements (photographs, captions, tables, diagrams, notes) a reflection of their real relationship.
Give full typographic attention even to incidental details.
Invite the reader into the text.
Reveal the tenor and meaning of the text.
Clarify the structure and the order of the text.
Link the text with other existing elements.Induce a state of energetic repose, which is the ideal condition for reading.
Evenness of color
The density of texture in a written or typeset page is called its color.
Once the demands of legibility and logical order are satisfied, evenness of color is the typographer’s normal aim. And color in the typographic sense depends upon four things: the design of the type, the spacing between the letters, the spacing between the words, and the spacing between the lines. None is independent of the others.
A single note
The simplest scale is a single note, and sticking with a single note draws more attention to the other parameters, such as rhythm and inflection. The early Renaissance typographers set each book in a single font – that is, one face in one size. Their pages show what sensuous evenness of texture and variety of rhythm can be attained with a single font of type.
The higher courts
Refer typographic disputes to the higher courts of speech and thinking.
Type is idealized writing, and its normal function is to record idealized speech. Acronyms such as CD and TV or USA and UFO are set in caps because that is the way we pronounce them. Acronyms such as UNESCO, ASCII, and FORTRAN, which are pronounced not as letters but as words, are in the process of becoming precisely that. When a writer accepts them fully into her speech and urges readers to do likewise, it is time for the typographer to accept them into the common speech of typography by setting them in lower case. Other acronymic words, such as laser and radar, have long since traveled the same road.
An antiphonal geometry
A book is a flexible mirror of the mind and body. Its overall size and proportions, the color and texture of the paper, the sound it makes as the pages turn, and the smell of the paper, adhesive and ink, all blend with the size and form and placement of the type to reveal a little about the world in which it was made. If the book appears to be only a paper machine, produced at their own convenience by other machines, only machines will want to read it.
Sizing and spacing type, like composing and performing music or applying paint to canvas, is largely concerned with intervals and differences.
The page is a piece of paper. It is also a visible and tangible proportion, silently sounding the thoroughbass of the book. On it lies the textblock, which much answer to the page. The two together – page and textblock – produce an antiphonal geometry. That geometry alone can bond the reader to the book. Or conversely, it can put the reader to sleep, or put the reader’s nerves on edge, or drive the reader away.
Pure but silent
Architects build perfectly proportioned kitchens, living rooms and bedrooms in which their clients will make, among other things, a mess. Typographers likewise build perfectly proportioned pages, then distort them on demand. The text takes precedence over the purity of the design, and the typographic texture of the text takes precedence over the absolute proportions of the pure but silent page.
A sterile sameness
Another kind of random variation involves the interaction of the craftsman’s skill and the texture of materials. The letterforms of Griffo and Colines were cut with immense care. But the letters they cut were struck by hand in copper or brass, then cast and dressed and set by hand, inked by hand with handmade ink and printed by hand in a handmade wooden press on handmade paper. Every step along with way introduced small variations planned by no one. In the world of the finely honed machine, those human-scale textures are erased. A sterile sameness supervenes.
The computer is, on the face of it, an ideal device for reviving the old luxury of random variations at the threshold of perception (quite a different thing from chaos). But conventional typesetting software and hardware focuses instead on the unsustainable ideal of absolute control – and has been hamstrung in the past by the idea of a single glyph per character. There have been several recent attempts to introduce a layer of random variation, but all have had to work against the grain of technological development.
Waiting to repay the gift of vision
Like a forest or a garden or a field, an honest page of letters can absorb – and will repay – all the attention it is given. Much type now, however, is delivered to computer screens. It is a good deal harder to make text truly legible on screen than to render streaming video. Both fine technology and great restraint are required to make the screen as restful to the eyes as ordinary paper.
The underlying problem is that the screen mimics the sky instead of the earth. It bombards the eye with light instead of waiting to repay the gift of vision – like the petals of a flower, or the face of a thinking animal, or a well-made typographic page. And we read the screen the way we read the sky: in quick sweeps, guessing at the weather from the changing shapes of clouds, or in magnified small bits, like astronomers studying details. We look to it for clues and revelations more than wisdom. This makes it an attractive place for the open storage of pulverized information – names, dates, or library call numbers, for instance – but not so good a place for thoughtful text.
Respect
Respect the text first of all, the letterforms second, the type designer third, the foundry fourth.
The needs of the text should take precedence over the layout of the font, the integrity of the letterforms over the ego of the designer, the artistic sensibility of the designer over the foundry’s desire for profit, and the founder’s craft over a good deal else.
Little by little
Check every text you set to see where improvements can be made. Then return to the font and make them. Little by little, you and the instrument – the font, that is – will fuse, and the type you set will start to sing. Remember, though, this process never ends. There is no such thing as the perfect font.
An end in itself
Typography, like language, is more important to me for what it allows to happen than for anything it accomplishes on its own. I hope that in writing a book on the subject I have not given the impression that either typography or design is an end in itself.
Not as a star
But I’m warning you,
this is my last existence.
Not as a swallow, not as a maple,
not as a cat-tail and not as a star.