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.
The Sense of Style
Classic style
The guiding metaphor of classic style is seeing the world. The writer can see something that the reader has not yet noticed, and he orients the reader’s gaze so that she can see it for herself. The purpose of writing is presentation, and its motive is disinterested truth. It succeeds when it aligns language with the truth, the proof of success being clarity and simplicity.
The truth can be known, and is not the same as the language that reveals it; prose is a window onto the world.
The assumption of equality
Classic writing, with its assumption of equality between writer and reader, makes the reader feel like a genius. Bad writing makes the reader feel like a dunce.
Nominalization
The English language provides bad writers with a dangerous weapon called nominalization: making something into a noun.
Instead of affirming an idea, you effect its affirmation; rather than postponing something, you implement a postponement.
"Comprehension checks were used as exclusion criteria” would be better said as “we excluded people who failed to understand the instructions.”
“There is not any anticipation there will be a cancellation” would be better as “I don’t anticipate that I will have to cancel.”
Zombie sounds, unlike the verbs whose bodies they snatched, can shamble around without subjects. That is what they have in common with the passive constructions that also bog down these examples.
The curse of knowledge
The better you know something, the less you remember about how hard it was to learn.
The curse of knowledge is the single best explanation I know of why good people write bad prose. It simply doesn’t occur to the writer that her readers don’t know what she knows - that they haven’t mastered the patois of her guild, can’t divine the missing steps that seem too obvious to mention, have no way to visualize a scene that to her is as clear as day. And so she doesn’t bother to explain the jargon, or spell out the logic, or supply the necessary detail.
Structural parallelism
If the new phrase has the same structure as the preceding one, its words can be slotted into the waiting tree, and the reader will absorb it effortlessly. The pattern is called structural parallelism, and it is one of the oldest tricks in the book for elegant (and often stirring) prose.
“He maketh me to lie down in green pastures; he leadeth me beside the still waters.”
You live only once
The logician would argue, You only live once should be rewritten as You live only once, with only next to the thing it qualifies, once.
The logician would be unbearably pedantic, but there is a grain of good taste in the pedantry. Writing is often clearer and more elegant when a writer pushes an only or a not next to the thing that it quantifies. In 1962 John F. Kennedy declared, “We choose to go to the moon not because it is easy but because it is hard.” That sounds a lot classier than “We don’t choose to go to the moon because it is easy but because it is hard."
Such tortuous syntax
How does a writer manage to turn out such tortuous syntax? It happens when he shovels phrase after phrase onto the page in the order which each one occurs to him.
The problem is that the order in which thoughts occur to the writer is different from the order in which they are easily discovered by a reader. It’s a syntactic version of the curse of knowledge. The writer can see the links among the concepts in his internal web of knowledge, and has forgotten that a reader needs to build an orderly tree to decipher them from his string of words.