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.
Two Cycles
Gorgeous artwork by Minori Asada.
Among the trees
To accommodate the spaces between the trees, I built three walls in a radial pattern. Filling out the spaces on both sides of these three spline-like walls, I came up with a structure that appears to be slipped in among the trees. This design allowed us to proceed without cutting down any of the woods.
Small economies
I refer to small money-earning business that consist of the work of a visible individual, or have evolved from a personal hobby or skill, as "small economies". We can include in this category newer forms of at-home work—side businesses, telecommuting and the like. The amount of income is unimportant; meager profits are compensated for by the motivation of the owner. A small economy may or may not be someone's main form of livelihood, but it is always a spontaneously conceived and continuing activity.
An extremely closed structure
Nearly all housing in Japan today consists of exclusively residential units for salaried workers and their nuclear families. Such residences have, by definition, no reason to interface with their surroundings.
Salaried workers commute to workplaces outside, and often a considerable distance from, their homes. Residences built for these workers do not contain a place of livelihood—in the broader sense, a place for exchange. This "residence-only housing" is only a place for the nuclear family to eat and sleep, with no occasions for interaction with the outside world, and no need to foster a sense of belonging to the community at large. Thus the only organizational principle is the maintenance of privacy. Both in external appearance and in lifestyle, it is an extremely closed structure.
Ecological cycles
This house exists in the midst of a year-long cycle of natural phenomena. One might say that this cycle entails the periodic "rise and fall" of the ground surface. In winter it sinks below a snow cover that grows head-high or more; as spring approaches, this height gradually decreases until we can see the actual ground surface, not yet covered with undergrowth. With summer the vegetation grows higher and higher until the plaza seems once again to be lower than its surroundings. With the falling of the leaves, autumn restores our ability to penetrate these surroundings at eye level, at least until the snow begins to fall again... Through the four seasons, we experience the sensation of the ground rising and falling, like the ebb and flow of the tide.
I call this cycle of natural phenomena an ecological cycle.
Doing community
There is a Japanese catchphrase, community suru, literally "making" or "doing" community. I will never forget the queasy feeling that came over me when I first heard that term, phrased as if community were a kind of event.
Hold an event, bring people together, get people who might otherwise never meet to interact. It's a wonderful thought. I have nothing against events per se. However, if they are not spontaneous and voluntary, they will not last. That is my objection to the keep-it-lively concept of community. The perception of community as event stems, I think, from a yearning for the festivals and rituals that once flourished in rural communities in Japan. But those events occurred precisely because a community existed, not the other way around.
What are those borders made of?
Functionalist modern architecture has prioritized the functionality of interiors and treated surfaces and external appearances as an outcome of that priority. Diagrams illustrating functional layouts generally frame them with thick borders. Updating conventional program theory entails questioning what those thick borders are actually made of, and how they should be designed. A dynamic program theory should be one that turns these thick borders into more organic interfaces that will foster exchanges and interactions.
An ecological cycle
In the design of his own residence / workplace, Toshiharu Naka created a small ecological cycle. Rows of green planters in front of the wall protect the house from the sun and help cool it in summer. Rainwater is collected via catch-basins from the roof, and used to water the planters.
In the water buckets is a micro-cycle — fish live in the buckets, eating mosquitos from the planters, eliminating the need for pesticides.