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Should designers code?
Should designers code?
Ah yes, this old chestnut. It pops up as reliably as daffodils in early spring. My perspective has changed very little over the years. Telling web designers they don't need to worry about code is like telling architects they don't need to worry about steel, wood or physics.— Brad Fr
·bradfrost.com·
Should designers code?
Fluid Design Tools for a Responsive Design System World
Fluid Design Tools for a Responsive Design System World
Modern design tools are great, but their efforts to reflect the responsive reality of web design have been lacking. Too often, they’re stuck in static design thinking, or adaptive layouts like mobile, tablet, and desktop. The rise of design systems has helped, allowing for easy preview of responsive patterns. But our design tools aren’t yet equipped to allow designers to move easily from design to code. Where are the tools that allow for truly fluid layouts? What would they even look like? In this talk, Jason will look at how our design processes have changed, how design tools should integrate with design systems, and how close we can get to an ideal fluid design tool today.
·youtube.com·
Fluid Design Tools for a Responsive Design System World
Ending design handoff: this is our fight
Ending design handoff: this is our fight
If we, as designers, don’t fight to end the design handoff sh** show, then who will?
unnecessary rework of both design and code is nearly guaranteed, and the monetary costs are high. The Dev Ops Research & Assessment Group calculates that for a medium-sized business at a medium level of technical performance, upwards of 37.8M is lost to unnecessary rework each year.
Forrester Research quantified how much cheaper it is to find and fix problems earlier in the build process, with costs 30 times higher if fixes happen after work ships.
starting with a Double Diamond design process, then shifting to the build phase with iterative engineering sprints:In No Handoff, discovery, and development phases happen in iterations with the involvement of an interdisciplinary team:Discovery is not conducted solely by the UX and Design team, nor compressed into a single sprint. It takes place in cycles as the team tests the prototype with users and gains more insights.Definition is when decisions are made on what to prioritize, and what to work on next. Basing these decisions on the latest rounds of feedback further reduces risk.During Develop/Deliver stages, both design and functionality emerge side by side, informing one another. In this way, designers avoid specifying needlessly expensive directions or components or designing things in detail that don’t have value or won't be built. Engineers avoid building functionality ahead of validated business needs, and also avoid unnecessary rework due to unexpected redesigns.
This iterative process clearly reduces risk, but other benefits are more surprising.Teams develop a shared vocabulary, tooling, and cadence, closing the gap between engineering and product.The voice of the end user is elevated; design and function co-emerge based on real usability needs. Traditional project handoff precludes the possibility of continuous listening, while the No Handoff Method is built around it.Designers are working directly on the product design, not on throwaway artifacts.Onboarding is happening continuously with end users during frequent testing phases. This further reduces the risk of users (or other stakeholders) unexpectedly rejecting the end results.Iteration and frequent user testing can give Marketing and Sales teams invaluable insights in advance of releases.An atmosphere of trust is built as developers and designers become comfortable openly sharing work earlier in the ideation phase without fear of reprisal for mistakes or imperfections.Leadership and end-users trust that they are being heard, too, because they see and experience the results of their feedback in future iterations.Trust allows teams to develop a culture of learning, continuously improving the product.
·uxdesign.cc·
Ending design handoff: this is our fight
The Best Handoff Is No Handoff — Smart Interface Design Patterns
The Best Handoff Is No Handoff — Smart Interface Design Patterns
Design handoffs are inefficient and painful. They cause frustration, friction and a lot of back and forth. Can we avoid them altogether? Of course we can! Let’s see how to do just that.
Design decisions have to be informed by technical implementations and its limitations. There is no universal language around design patterns and their interaction design either. And not every design detail can be implemented in an accessible and performant way. This is why beautiful mock-ups turn into painfully slow and inaccessible monsters.
·smart-interface-design-patterns.com·
The Best Handoff Is No Handoff — Smart Interface Design Patterns
Disability Visibility - Rachele DiTullio
Disability Visibility - Rachele DiTullio
In Ettie Bailey-King’s article “Disability is not a dirty word“, she reminds us that it’s okay to say the word “disability” because disabled peoples’ lives aren’t tragedies. There’s nothing to sugar-coat with euphemisms like “special needs.”
People are disabled by structures. A wheelchair user is disabled by design choices, like buildings without ramps. The problem is social systems, not people’s bodies. Disability is a mismatch between a person and the environment they’re in.
Disability is a spectrum and may be permanent, temporary or situational: From Microsoft Inclusive design Disability is the largest minority group there is and it’s the only one that we can enter at any time.
Disability is not a monolith and there is no singular disabled experience. Some areas of intersectionality with disability include: Race Gender identity Sexual orientation Size Socioeconomic status The experiences of a Black disabled person will vary from those of a trans disabled person or a poor disabled person in meaningful ways. Disability also intersects with every aspect of someone’s life: Employment School Family Community Mass incarceration
aid accessibility efforts, we can incorporate inclusive design. Inclusive design principals seek to create solutions that are usable by a wide range of people. There’s a saying in the disability community: Nothing about us without us. This means that our design process must include disabled people. We need to hire disabled people to create and build solutions. We need to pay disabled people for their feedback on how our solutions can work better for them.
Disability is never a barrier. Design is.
·racheleditullio.com·
Disability Visibility - Rachele DiTullio
Can You Be A Designer If You Have No Training? | Henry From Online
Can You Be A Designer If You Have No Training? | Henry From Online
I recently saw it asserted that “if you don't have formal design training, you’re not a designer”. That’s a flawed statement because of the ubiquitous nature of design.
design happens in a thousand little ways every day by non-designers. When folks choose the order of items on their restaurant menu, or make the newsletter for their community theater, or rearrange their living room to flow more naturally, they’re thinking about a system and enacting improvements to it. These are just people, though — they’re not necessarily academics nor are they necessarily not, but despite the lack of training in or even awareness of design thinking and discipline, they’re doing design.
·henry.codes·
Can You Be A Designer If You Have No Training? | Henry From Online
How drawing helps you think | Ralph Ammer
How drawing helps you think | Ralph Ammer
You don't have to be an artist to draw! In this beautifully illustrated talk, Ralph Ammer shows how drawing your thoughts can be a powerful tool for improving your thinking, creativity and communication. He wants you to believe in your drawing abilities, and provides numerous exercises to help you get started.
·youtube.com·
How drawing helps you think | Ralph Ammer
The Creative Switch - Ralph Ammer
The Creative Switch - Ralph Ammer
How to have more ideas. This is how you stop staring at a blank paper and unleash your creative potential.
Just create a lot of options and then pick the best one. But why is that so hard? Because for each of those two steps we need to be in a different mood.
We have to step outside convention and disrupt our normal way of thinking.
Knowledge is the raw material for ideas.
shut the censor up: Focus on quantity! For example, make it a game to come up with 100 stupid ideas in 10 minutes. Then we simply don’t have time to judge. And this opens the floodgates for our crazy creative mind.
Ideas are attracted to laughter.
·ralphammer.com·
The Creative Switch - Ralph Ammer
Slow design
Slow design
A call to slow down in a fast-moving world.
·design.family·
Slow design
Sometimes the job is an assembly line
Sometimes the job is an assembly line
A riff on a post by Robb Owen
creative work is much better suited by a prototyping demo loop or a hot-potato process to overcome the tension between design and development
Anyways. If you do find yourself stuck on an assembly line, I recommend a good set of headphones and chill lo-fi beats or whatever music helps you focus.
·daverupert.com·
Sometimes the job is an assembly line
Icon transcendence: customizing icons to complement fonts
Icon transcendence: customizing icons to complement fonts
There are many lovely open source icon sets out there, but sometimes, we just need to 'transcend' them. Product Designer Gleb Stroganov shows us how to craft customized icons by leveraging product font styles, bridging two key interface elements—and giving our products some serious style.
·evilmartians.com·
Icon transcendence: customizing icons to complement fonts
Give it the Craigslist test
Give it the Craigslist test
All the AI design hype got me twitching enough to write about the business risks of working so high-fidelity so fast.
·ericaheinz.com·
Give it the Craigslist test