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Everything that turned out well in my life followed the same design process
Everything that turned out well in my life followed the same design process
The useful thing about defining good design as a form-context fit is that it tells you where you will find the form. The form is in the context. To find a good relationship, you do not start by saying, “I want a relationship that looks like this”—that would be starting in the wrong end, by defining form. Instead you say, “I’m just going to pay attention to what happens when I hang out with various people and iterate toward something that feels alive”—you start from the context.
The context is smarter than you. It holds more nuance and information than you can fit in your head. Collaborate with it.
If you want to find a good design—be that the design of a house or an essay, a career or a marriage—what you want is some process that allows you to extract information from the context, and bake it into the form. That is what unfolding is.
The opposite of an unfolding is a vision. A vision springs, not from a careful understanding of a context, but from a fantasy
Anything that increases the rate and resolution of information you get from the context will help. And anything that makes it easier for you to act on the context.
A common reason we filter information and become blind to the context is that we bundle things when we think. Thinking about our career, we might think in abstractions like “a job.” But really a career is made up of a bunch of different things like a salary, an identity, relationships, status, a sense of meaning, and so on. It is often easier to find a fit if you unbundle these things, and think about the parts that matter to you individually. Do you actually need more status? Or can you find a better fit if you go low status?
Another common reason the feedback loop of unfolding often works poorly is that people have decided on a solution already. They have turned on their confirmation bias. They have decided that a certain solution is off-limits. Let’s say you are 34 and haven’t found a partner but want kids. If we unbundle this, it is clear that the problem of having a kid and the problem of love are not the same thing, so you could solve your problem by having a kid with your best friend instead. But this feels weird. It is not the vision you have for your life. And it seems dysfunctional. Observe that feeling—it is, perhaps, a part of the context. There is some information there. But to unfold, do not write off any solutions. Leave them all on the table; let them combine and recombine. Many good ideas look bad at first. To increase the rate at which you understand the context, you want to develop a certain detachment. When the context thrashes one of your ideas, you want to say, “Oh, that’s interesting.” It takes practice. But it is worth getting better at. Reality is shy—it only reveals itself to those who, like honest scientists, do not wish it to be something else.
The faster you can collide your ideas against reality, the faster you get feedback.
The school system is centered around visions, not unfolding. You are asked to make decisions about realities that are five, ten years down the line, and you get no feedback on your decisions.
you’re less torn by anxious attachments when you recognize how something must naturally and necessarily unfold.
Knowledge is freedom from getting mad at facts.
Detachment does not mean you don’t care what happens. It just means you don’t care whether a specific thing happens or not. You want to know the outcome of the coin-toss (you care), but you don’t care whether it is heads or tails even if you’ve bet on heads (you’re not attached to a specific outcome). The important thing is that something happens, which means you’ve successfully kept play going, but without keeping score.
Emotional Self-Management: I like to think of this as accepting the emotions you have instead of having emotions about having emotions in an endless stack.
Fear. Not fear, plus anxiety about fear, plus guilt about anxiety about fear, plus shame about displaying guilt about experiencing anxiety about having fear. This is emotional focus. Instead of retreating from an emotion through layers of additional emotions until you find one you can deal with, you experience the actual emotion for what it is.
·archive.is·
Everything that turned out well in my life followed the same design process
A Collection of Design Engineers
A Collection of Design Engineers
Design Engineer is the latest label we're chucking onto the pile of obfuscatory design titles alongside interface designer, interaction designer, software designer, web designer, product designer, design systems architect, UI/UX designer, UX engineer, UI engineer, and front-of-the-front-end engineer.
Throwing this extra label onto the pile feels necessary though. Design engineer captures something simple, important, and worth distinguishing: a person who sits squarely at the intersection of design and engineering, and works to bridge the gap between them.
They're people who know how to run a design process to decide how something should work, look, and feel, and have the engineering chops to implement it. They can quickly iterate on ideas by cycling between design exploration, research, and live code. The skillset is ideal for prototyping, exploratory interaction design, and building robust design systems.
Most from a small set of companies like Vercel, Linear, The Browser Company and Replit, known for their attention to interface design detail and slick product interactions, who are clearly encouraging and cultivating design-engineer hybrids.
People are incentivised to only share their sexy, shiny, flawless creations, rather than their messy process or shameful failures. Some of the especially tedious and labourious work isn't easily shareable, such as advocating for robust design systems and cleaning up legacy code.
I am not under any illusions that these public works constitute the entirety of what design engineers create or spend all day making. I'm sure some spend their days “aligning stakeholders,” buried under a mountain of strategic documents and trapped by heirarchical approval chains. Say a small prayer for them.
·maggieappleton.com·
A Collection of Design Engineers
What I've learned so far about design advising and angel investing
What I've learned so far about design advising and angel investing
When I first started meeting founders, I wanted to help with anything and everything. Unfortunately, that's neither realistic or possible. For example, I have many responsibilities at my day job that must come first. Over time, I have honed in my pitch to be explicit about how I can and can't help. See the notes above about ways to be helpful, and find your own unique combination of value to bring to the table.
My contract typically looks like this: We agree to meet ~X hours per quarter/half/year Multiply by Y contracting rate Y ⨉ X = some dollar amount Z Divide Z by the startup's latest price per share to arrive at a number of advisor shares to grant
Be founder-friendly! It's a big deal and a lot of paperwork to get a smaller check or advisor on the cap table (unless they already have a lot of operational infrastructure in place) – this usually means being relaxed about the commitment paperwork or helping out pro-bono for the first few hours while they work through the logistics.
Finding founders you work well with can be a numbers game; you won't be sure what you like doing until you've met a handful of founders, done several advisory meetings, and poked at different types of problems. It's okay to dip your toe and warm up to the process before committing a lot of time and energy to this. I started slow, and have been steadily sharpening my own intuition about what kinds of products and founders get me excited, and where I can add unique value
·brianlovin.com·
What I've learned so far about design advising and angel investing
Designing in Winter
Designing in Winter
As the construction industry matured, and best practices were commodified, the percentage of buildings requiring the direct involvement of architects plummeted. Builders can now choose from an array of standard layouts that cover most of their needs; materials and design questions, too, have been standardized, and reflect economies of scale more than local or unique contextual realities.
Cities have lots of rules and regulation about how things can be designed and built, reducing the need for and value of creativity
The situation is similar in our field. In 2009, companies might ask a designer to “imagine the shoe-shopping experience on mobile,” and such a designer would need to marshal a considerable number of skills to do so: research into how such activity happens today and how it had been attempted online before and the psychology of people engaged in it; explorations of many kinds of interfaces, since no one really knew yet how to present these kinds of information on smartphones; market investigations to determine e.g. “what % of prospective shoppers have which kinds of devices, and what designs can accommodate them all”; testing for raw usability: can people even figure out what to do when they see these screens? And so on.In 2023, the scene is very different. Best practices in most forms of software and services are commodified; we know, from a decade plus of market activity, what works for most people in a very broad range of contexts. Standardization is everywhere, and resources for the easy development of UIs abound.
It’s also the case that if a designer adds 15% to a design’s quality but increases cycle time substantially, is another cook in the kitchen, demands space for ideation or research, and so on, the trade-off will surely start to seem debatable to many leaders, and that’s ignoring FTE costs! We can be as offended by this as we want, but the truth is that the ten millionth B2B SaaS startup can probably validate or falsify product-market-fit without hiring Jony Ive and an entire team of specialists.
We design apps downstream of how Apple designs iOS. There’s just not that much room for innovating in UI at the moment
Today, for a larger-than-ever percentage of projects, some good libraries and guidelines like Apple’s HIG can get non-designers where they need to go. Many companies could probably do very well with1 designer to do native design + create and maintain a design systemPMs and executives for ideationFront-end engineers working off of the design system / component library to implement ideasSo even where commodification doesn’t mean no designers, it still probably means fewer designers.
If, for example, they land AR / VR, we will once again face a world of businesses who need to figure out how their goods and services make sense in a new context: how should we display Substack posts in AR, for example? Which metaphors should persist into the new world? What’s the best way to shop for shoes in VR? What affordances empower the greatest number of people?
But there will at least be another period when engineers who “just ship” will produce such massively worse user interfaces that software designers will be important again.
“design process” and “design cycles” are under pressure and may face much more soon. Speed helps, and so too does a general orientation towards working with production however it’s happening. This basically sums to: “Be less precious, and try to fit in in whatever ways help your company ship.”
being capable of more of the work of making software can mean becoming better at strategy and ideation, such that you’re ever executive’s favorite collaborative partner; you listen well, you mock fast (maybe with AI), and you help them communicate; or it can mean becoming better at execution, learning, for example, to code.
·suckstosuck.substack.com·
Designing in Winter
How Panic got into video games with Campo Santo
How Panic got into video games with Campo Santo
So when ex-Telltale Games designer and writer Sean Vanaman announced last month that the first game from Campo Santo, his new video game development studio, was "being both backed by and made in collaboration with the stupendous, stupidly-successful Mac utility software-cum-design studio slash app/t-shirt/engineering company Panic Inc. from Portland, Oregon," it wasn't expected, but it wasn't exactly surprising, either. It was, instead, the logical conclusion of years-long friendships and suddenly aligning desires.
"There's a weird confluence of things that have crisscrossed," he said. "One is that we're lucky in that Panic is the kind of company that has never been defined by a limited mission statement, or 'We're the network tool guys' or anything like that. I mean, we made a really popular mp3 player. Then we kind of fell into network tools and utilities, but we've always done goofy stuff like our icon changer and these shirts and all that other stuff. "I kind of love that we can build stuff, and the best reaction that we can get when we do a curveball like this is, 'That's totally weird, but also that totally makes sense for Panic.'"
"To me," Sasser said, "when you have actually good people who are more interested in making awesome things than obsessing over the business side of things or trying to squeeze every ounce of everything from everybody, then that stuff just goes easy. It's just fun. The feeling that you're left with is just excitement.
·polygon.com·
How Panic got into video games with Campo Santo
The State of UX in 2023
The State of UX in 2023
When content is shorter and maximized for engagement, we often lose track of the origin, history, and context behind it: a new designer is more likely to hear about a UX law from a UX influencer on an Instagram carousel than through the actual research which brought it about.The lack of nuance from algorithm-suggested posts undermines any value we could get from them. For a discipline known for asking "why" and for striving to understand users’ context, it’s time we become more intentional about our own information sources.
Shifts in visual narratives happen every decade or so, so it’s not surprising that the design world is moving away from the corporate flatness of web2. Instead of reminding us of the problems of our current world and the harm that’s been caused by Big Tech, the new, abstract forms of web3 distract us from the crises of the day with the promise of a new virtual world.
·trends.uxdesign.cc·
The State of UX in 2023
How to evaluate the UX maturity of a company | Matej Latin
How to evaluate the UX maturity of a company | Matej Latin
n order for designers to do high-quality design work, they need to work at companies that truly understand design. Here’s the catch though, there’s a tiny amount of such companies out there.
They treat it as something that makes things look pretty, so they hire UI designers to do UX design for them.
·matejlatin.com·
How to evaluate the UX maturity of a company | Matej Latin
Foundational skills
Foundational skills
Not all design work is done in code, prototyping tools, or sketches. Likewise, not all engineering work is done in code or technical diagrams. Natural language, text, and conversations should be some of your primary mediums for creative work.
one of the most important sub-skills for writing and conversation as a design medium is learning how to create great analogies. Douglas Hofstadter thinks that analogies are actually the core of cognition, which I buy.
the web has some amazing advantages for launching new projects, which include (but aren’t limited to): Super fast distribution and updates Cross platform Huge tooling ecosystems Enormous, worldwide community If you’re into games, awesome! If you’re into mobile or native development, that’s cool too. There are lots of platform-specific toolkits and environments to make those. There’s also a lot of effort in creating cross platform tools and community-driven projects for both domains (like Unity and Flutter). They all have their advantages, but to me, nothing beats the portability and speed of launching new websites and using web tech to get ideas out the door.
using web tech for 80-90% of my projects has a lot of skill transfer effects. Since I’m using similar tools for lots of different projects, I can still refine my core skillset no matter what I’m making. If I’m making a drawing tool concept, a game, or a text editor— I’ll can still probably build all three with React. Of course there are specific libraries or APIs I might need to learn to make each kind of project, but there’s enough in common between all the projects that I can focus on the new content instead of yakshaving and deliberating over unnecessary details.
There are also market pressures that imply focusing on web will have long term payoff, like the rise of wasm, new browsers, and collaborative apps becoming the norm.
·tyler.cafe·
Foundational skills
taste is the beating heart of all creative value – @visakanv
taste is the beating heart of all creative value – @visakanv
Visakan's roundup of quotes on taste
“Taste is the ability to infuse a product with emotion. In a taste-based industry, its products are stripped down to their very core: how it makes its users feel. We see this phenomenon happen in books, music, movies, games and increasingly tech products
Life can be much broader once you discover one simple fact: Everything around you that you call life was made up by people that were no smarter than you. And you can change it, you can influence it
Film geeks don’t have a whole lot of tangible things to show for their passion and commitment to film. They just watch movies all the time. What they do have to show is a high regard for their own opinion. They’ve learned to break down a movie. They understand what they like and don’t like about a film. And they feel that they’re right. It’s not open to discussion. When I got involved in the movie industry I was shocked at how little faith or trust people have in their own opinions. They read a script and they like it – then they hand it to three of their friends to see what they think about it. I couldn’t believe it.
Rick Rubin on trusting your own taste: “You can’t second-guess your own taste for what someone else is going to like…Do what’s personal to you, take it as far you can go and people will resonate with it if they are supposed to resonate with it.”
I never had an arts education. I can barely draw straight lines. What I do have is a love for words, the history and delightful orgy of words, and a constant sense of discomfort about how things are hardly ever the way they should be.
I’m thinking now about how school encourages students to bullshit. I have friends who are literature teachers who constantly get frustrated by how their smart students give them stupid but vaguely plausible answers – I remember what it was like to be such a student. The student isn’t interested in being honest about his feelings – he just wants to be done with his homework and go on to play.
·visakanv.com·
taste is the beating heart of all creative value – @visakanv
Technology and Interdisciplinary Design | Communication Arts
Technology and Interdisciplinary Design | Communication Arts
I kept looking for that one thing that defined me as a creative: you know, that thing that all designers seek. I felt the pressure of needing to have an aesthetic style or skill to stand out as a creative. I wish more people talked about how we don’t have to be pigeonholed, that we can just let the idea dictate the media.
I realized AR requires a combination of disciplines if you want to go beyond “awe.” Knowing how to make 3-D models is not enough. While I used publication design tools to organize information, I didn’t realize how much wayfinding would come into play. In the end, AR requires design for real physical spaces that go beyond a screen. Rules on viewing distance and material design, among other things, became important. Moreover, we experience AR through our mobile phones or glasses—both are experientially different. Having knowledge of interface design helped me navigate that.
·commarts.com·
Technology and Interdisciplinary Design | Communication Arts
Systems thinking is what makes designers great — Tanner Christensen
Systems thinking is what makes designers great — Tanner Christensen
Poor design meets one need while creating a dozen others. Good design resolves problems without negatively affecting anything else in its ecosystem. We call this lens of thinking "systems thinking." It tends to separate the genuinely great designers from the pretty-great ones. The designers who do tremendous work know that what they're creating does not exist within a bubble. They understand that the context of what they're making plays a vital role in how the team should build it. They know how what they create affects everything it touches, particularly the people. The design is intentional. Trade-offs are known, weighted, and decided on. Not only in the immediate problem space but in the surrounding spaces too.
·tannerchristensen.com·
Systems thinking is what makes designers great — Tanner Christensen