Systems
A new gestalt
Why aim small?
The number of ways in which things work
Inputs and outputs
Taylorism
Sets and systems
Every paper cut is felt
Technology is a system
Technology is not the sum of the artifacts, of the wheels and gears, of the rails and electronic transmitters. Technology is a system. It entails far more than its individual material components. Technology involves organization, procedures, symbols, new words, equations, and, most of all, a mindset.
Notes on the Legibility War
An Article by David R. MacIverThe basic idea of legibility is that the act of making something comprehensible enough to control is itself an act that shapes the thing to be controlled, often with far greater consequences than the control itself. This is because it removes complexity that is deemed as irrelevant that makes it harder to control, and that complexity may be in some way essential to the health of the system.
Primitive design
An Article by Matt Webb- I want it to feel intuitive
- I want any new features to be platform features, not one-offs.
And the second of those is weird, right? It’s like sketching out a toy spaceship, having a list of rules about play, and attempting to simultaneously invent the shape of the Lego brick.
That’s platform design I suppose. Redesigning a newspaper will mean bouncing between comps and style guides, designing both. Inventing the iPhone user interface will have seen apps and app paradigm evolving together.
Design Systems, Agile, and Industrialization
An Article by Brad FrostI’ve come to the conclusion that “enterprise web development” is just regular web development, only stripped of any joy or creativity or autonomy. It’s plugging a bunch of smart people into the matrix and forcing them to crank out widgets and move the little cards to the right.
In these structures, people are stripped of their humanity as they’re fed into the machine. It becomes “a developer resource is needed” rather than “Oh, Samantha would be a great fit for this project.” And the effect of all this on individuals is depressing. When people’s primary motivation is to move tickets over a column, their ability to be creative or serve a higher purpose are almost completely quashed. Interaction with other humans seems to be relegated to yelling at others to tell them they’re blocked.
Reading “AS PER THE REQUIREMENTS” in tickets makes me dry heave. How did such sterile, shitty language seep into my everyday work?
When Customer Journeys Don’t Work: Arcs, Loops, & Terrain
An Article by Stephen P. AndersonThinking [in terms of loops and arcs] allows us to let go of a specific journey or sequence, and imagine dozens of scenarios and possible sequences in which these skills can be learned. This doesn’t mean there aren’t more fundamental skills that other skills build upon, but we can let go the tyranny of how, precisely, a person will move through a system. We’re free to zoom in and obsess on these loops, which does two things for us:
- Approach the design of a system as the design of these as small but significant moments of learning.
- Consider the many ways these loops might be sequenced, with the exact order being less important.
Stress systems
An Article by Ethan MarcotteThe [Lake Erie] ecosystem underwent a series of changes, each of which were related. There was an increase in the human population; which led to higher phosophorus levels in the water; which led, at last, to an increased level of algae in the lake. In effect, Lake Erie’s ecosystem was rewritten. Changed by human activities into…something else.
But Franklin cites the study because it’s doing something slightly novel: applying Selye’s principle of stress to ecological systems, suggesting that they are, much like humans, just as susceptible to external stressors. And I’ve been thinking about that a lot lately, especially this week. Because Franklin’s suggesting that the work begins not by “fixing the system.” Rather, she suggests it’s about shifting the priority a little: to removing whatever stress you can.
The Art of Systems Architecting
A Book by Mark W. Maier & Eberhardt RechtinThe 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.
Design System as Style Manual With Web Characteristics
An Article by Dorian TaylorIn my opinion, what makes a designer competent is precisely their ability to credibly justify their conclusions. If you can’t do this as a designer—no matter how successful your results are—then neither I nor anybody else can tell if you aren’t just picking things at random.
What I am proposing, then, is no less than to make a designer’s entire line of reasoning a matter of permanent record. On the surface is the familiar set of prescriptions, components, examples and tutorials, like you would expect out of any such artifact. Attached to every element, though, is a little button that says You click it, and it tells you. The proximate explanation will probably not be very satisfying, so you click on the next until you get to the end, at which point you are either satisfied with the explanation, or you aren’t.
Now I get it
An Article by Ralph AmmerTo design a system means to orchestrate the interplay of its elements.
Such a system is considered “interactive” if it is open, which means that there are ways to engage with the processes that are happening inside of it. There is of course a range of interactivities which spans from very basic reactive behaviour to highly complex conversational interactions.
Kigumi House
A sense reflected in the plans
When a space resonates with our humanity, when it feels really pleasant or splendid and beautiful—when you place yourself in such an environment, I've always believed that people will be drawn in. So I guess you could say it's this sense that I try to reflect in the plans; I believe that this will lead in the right direction, to an honest lifestyle.
I'm reminded of their faces
Mrs. Shimada is very cheerful, and Mr. Shimada is very intelligent; he is able to perceive things objectively, and discern what is precious. I get the sense they live critically, evaluating what is important. Keeping these characteristics in mind, I think about what kind of plan should be provided, in what proportions, and in what kind of house—to best suit these people. I'm constantly reminded of their faces as I prepare the plans. I'm always thinking about human happiness. If it doesn't make you happy, I don't think it's worth building.
Maybe I should sharpen soon
I've been doing this for decades, so I've found tools that can't get any better. Tools by a good blacksmith cut well for the entire day, as well as the next; occasionally, even on the third day. I'll think, maybe I should sharpen soon, even though it's still cutting okay.
So that's what it's like — it's all about how good your tools are.
What's suitable for each unique condition
What of machines and prefabrication? How do they compare?
Well, the machine has its limits. We, using handcrafted methods, do things that machines cannot do. Of course, it's not fast like a machine. And in complicated areas like here, things wouldn't go the same using a machine as it would by hand.
We use numerous variations of all these connecting and splicing joints. Using a machine, [the wood joints] can all be made uniform, but really, we need to consider whether that's a good thing. It's better to make each mechanism and joint by considering what's suitable for each unique condition.
The structure becomes more solid
I suspect that these tools and these shapes each have their own era. And, well—recently, mass production has made fabrication more practical by using machines, and producing joints that are even easier and faster. Currently, [composite joints] are the most practical—economically as well. That's probably how it became so simple.
The precision [of a prefabricated joint] is by no means bad; a prefabricated joint is more precise than one made by hand with poor skills. Of course, with craftsmen, some are good; others, not so good. It's fine if only people with excellent skills make these joints and build houses; but occasionally, you'll get someone who doesn't. In this case, there's a possibility that prefabrication will provide a more uniform, better outcome.
With prefabrication, they don't really have as much variety in types of joints. Most splicing joints are kama-tsugi, and most connecting joints are ari of a dovetail type; it's even all the same dovetail. In comparison, we use roughly ten times that in variety—perhaps more than ten times.
You have something that is fast, easy, and cheap...
Tōru Abo: Yes, the question is which is better in comparison. I mean, there's no point having a joint made without precision. If you can't chisel with a certain degree of accuracy, there's no point cutting by hand. We often say, "Work accurately and precisely." It's labor-intensive and costs some money, but it's overwhelmingly stronger. The structure becomes more solid.
Kanawa-tsugi
The kanawa-tsugi allows for easy replacements, without having to raise the building a great deal. However, these days buildings are demolished in less than 30 or so years, so we live in an era where such measures aren't necessary. Because we're living in an era where you demolish the house before things are replaced, we don't have to do this. But in doing so, the two wood members fit together smoothly; the fit becomes incredibly good. This splicing joint, it's surprisingly rigid once assembled; so, even in an era where we have foundations like these, we still use the kanawa-tsugi.
Completing work properly in unseen areas
If you consider the inheritance of skills, we can keep this heritage by having young people do the work properly, as they did in the past. If you don't do this, or you become too practical, you'd only make simple things. It's very low tech, this inheritance of skills—using carpentry tools to do manual work. We deliberately put effort into these things, completing work properly in unseen areas.
Architecture equals structure
Architecture equals structure. Design is also important, but structure is the basis of architecture.
By taking the good aspects of both traditional and conventional construction methods, we assemble it securely...So the reason we lay out the marking lines, and carve by hand, is to utilize the good aspects of wood framing from the past when building contemporary wood-framed structures.