Found 416 bookmarks
Newest
Notes on “Taste” — Are.na
Notes on “Taste” — Are.na
Taste has historically been reserved for conversation about things like fashion and art. Now, we look for it in our social media feeds, the technology we use, the company we keep, and the people we hire.
Though taste may appear effortless, you can’t have taste by mistake. It requires intention, focus, and care. Taste is a commitment to a state of attention.  It’s a process of peeling back layer after layer, turning over rock after rock. As John Saltivier says in an essay about building a set of stairs, “surprising detail is a near universal property of getting up close and personal with reality.”
Taste in too many things would be tortuous. The things we have taste in often start as a pea under the mattress.
While taste is often focused on a single thing, it is often formed through the integration of diverse, and wide-ranging inputs. Steve Jobs has said, “I think part of what made the Macintosh great was that the people working on it were musicians and poets and artists and zoologists and historians who also happened to be the best computer scientists in the world.”
Taste is not the same as correctness, though. To do something correctly is not necessarily to do it tastefully. For most things, correctness is good enough, so we skate by on that as the default. And there are many correct paths to take. You’ll be able to cook a yummy meal, enjoy the movie, build a useable product, don a shirt that fits. But taste gets you to the thing that’s more than just correct. Taste hits different. It intrigues. It compels. It moves. It enchants. It fascinates. It seduces.
Taste requires originality. It invokes an aspirational authenticity. Writer George Saunders calls this “achieving the iconic space,” and it’s what he’s after when he meets his creative writing students. “They arrive already wonderful. What we try to do over the next three years is help them achieve what I call their “iconic space” — the place from which they will write the stories only they could write, using what makes them uniquely themselves…At this level, good writing is assumed; the goal is to help them acquire the technical means to become defiantly and joyfully themselves.”
It reflects what they know about how the world works, and also what they’re working with in their inner worlds. When we recognize  true taste, we are recognizing that alchemic combination of skill and soul. This is why it is so alluring.
f rich people often have good taste it’s because they grew up around nice things, and many of them acquired an intolerance for not nice things as a result. That’s a good recipe for taste, but it’s not sufficient and it’s definitely not a guarantee.
artists are more sensitive. They’re more observant, feel things more deeply, more obsessive about details, more focused on how they measure up to greatness.
·are.na·
Notes on “Taste” — Are.na
Staunton chess set - Wikipedia
Staunton chess set - Wikipedia
The Staunton pieces broadly resemble columns with a wide molded base. Knights feature the sculpted head and neck of a horse. Kings, the tallest pieces, top the column with a stylised crown topped with a cross pattée. Queens are slightly smaller than kings, and feature a coronet topped with a tiny ball (a monde). Rooks feature stylised crenellated battlements and bishops a Western-style mitre. Pawns are the smallest and are topped by a plain ball. Pieces representing human characters (the king, queen, bishop, and pawn) have a flat disk separating the body from the head design, which is known as a collar.
·en.wikipedia.org·
Staunton chess set - Wikipedia
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
UX design is becoming a commodity — here’s how we can break the mold
UX design is becoming a commodity — here’s how we can break the mold
TikTok looked at what makes their content unique. Applying an OOUX mindset, the most interesting object is the “post” populating the feed. Two things stand out. First, the videos are very short, with only a couple of seconds of runtime. Which meant the usual distinction between browsing and watching made little sense. Second, opting for a truly mobile experience, their videos would be portrait mode. This meant users could browse and watch in the same orientation, one video at a time. The design decision to merge the browse and watch experience into one stream with autoplay broke all kinds of conventions. Yet, by doing so, it created a unique and engaging experience that is even borderline addictive.
Tinder understood that the selection moment is what makes them unique. They wanted to provide a quick and easy method for their key interaction to decide if a user is a match or not.
·uxdesign.cc·
UX design is becoming a commodity — here’s how we can break the mold
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
Folklore.org: The Macintosh Spirit
Folklore.org: The Macintosh Spirit
the desire to ship quickly was counterbalanced by a demanding, comprehensive perfectionism. Most commercial projects are driven by commercial values, where the goal is to maximize profits by outperforming your competition. In contrast, the Macintosh was driven more by artistic values, oblivious to competition, where the goal was to be transcendently brilliant and insanely great.
Unlike other parts of Apple, which were becoming more conservative and bureaucratic as the company grew, the early Mac team was organized more like a start-up company. We eschewed formal structure and hierarchy, in favor of a flat meritocracy with minimal managerial oversight, like the band of revolutionaries we aspired to be.
·folklore.org·
Folklore.org: The Macintosh Spirit
Craft
Craft
You need to make your case for what the problem or opportunity is—most often validated with at least directional data and/or research insights—and why your specific solution could work. You need to ensure it weaves into broader company initiatives as well as goals for your team and org. And you need a plan to get your product out there in a timely manner along with ways you'll further learn and validate your approach. An executive team won't be thrilled to hear you want to spend a year building something based solely on a hunch.
People hire services not just based on what they can do but how it makes them feel. Quality has a direct relationship to that. Quality products can take your users from "I'm merely using this thing to accomplish a task" to "this is something I love using and I'm telling everyone I know about it."
To maintain a shared, company-wide understanding of the company's specific stance is on quality, how does quality get rewarded, celebrated and prioritized? Is there a process in place for delaying a release and having a retro when the quality bar slips? Who decides when quality has slipped? Who's accountable for addressing it?
What does quality mean to them? How does it tie into the career ladder, promotions and prioritization frameworks? Do they focus more on execution speed over quality?
Is quality baked into the normal product development process, or is it often relegated to low priority "polish" tickets that pile up.
Do different roles (like engineering, product, design) have different motivations for getting their work done? This, again, ladders up to what the org thinks about quality.
Liberal use of "MVP" or "it's just an experiment". Does the team use those terms to skirt around typical quality standards and ship something subpar? Does everything worked on, even experiments, demand the same care as a more mainstream release that goes out to all users? That's a slippery slope because it's all too easy to simply ramp up that experiment to 100% of your users if it performs well, without addressing quality issues that were neglected prior to shipping to that initial set of users. No one wants a slice of cake that is just a piece of the bottom layer. You need to have a taste of each layer with each bite, including the icing. So even if it’s not your entire vision, it has all the right pieces involved. Ditch the term MVP and use SLC (Simple, Lovable, Complete).
I’m not saying designers, PMs and engineers should be holding up their projects for months to “get it right”. I'm saying that teams should be working in a way where everything is considered and there's a framework for identifying, discussing and prioritizing quality-related issues so that quality is a bit less of a sisyphian task.
Does your team have the skills and incentives to identify and adequately fix those issues? Does the organization continually reinforce and celebrate work that ladders up to quality, craft and great design?
·paulstamatiou.com·
Craft
Design Thinking Is Fundamentally Conservative and Preserves the Status Quo
Design Thinking Is Fundamentally Conservative and Preserves the Status Quo
Design thinking, in a slight divergence from the original model, suggests instead that the designer herself should generate information about the problem, by drawing on her experience of the people who will be affected by the design through the empathetic connection that she forges with them
In fact, problem-solving is always messy and most solutions are shaped by political agendas and resource constraints. The solutions that win out are not necessarily the best — they are generally those that are favored by the powerful or at least by the majority.
Design thinking has allowed us to celebrate conventional solutions as breakthrough innovations and to continue with business as usual.
In much the same way that the project shelters the young, it protects nascent ideas by providing a protected space for the on-going and collaborative engagement with the ambiguity and uncertainly
the Living Breakwaters project offers an alternative to the closure built into design thinking. It illustrates a design process where the designer is dethroned and where design is less a step-by-step march through a set of stages and more of a space where people can come together and interpret the ways that changing conditions challenge the meanings, patterns, and relationships that they had long taken for granted.
It represents a commitment to a process with no clear beginning and end, with a goal that is often no more explicitly defined than imaging and articulating new ways to meet changes that are still murky and immeasurable.
·hbr.org·
Design Thinking Is Fundamentally Conservative and Preserves the Status Quo
Our web design tools are holding us back ⚒ Nerd
Our web design tools are holding us back ⚒ Nerd
With photoshop we could come up with things that we couldn’t build with CSS. But nowadays we can build things with CSS that are impossible to create with our design tools. We have scroll-snap, we have complicated animations, we have all kinds of wonderful interaction, grid, flexbox, all kinds of shapes, and so much more that you won’t find in the drop down menus of your tool of choice. Yet our websites still look and behave like they were designed with photoshop.
·vasilis.nl·
Our web design tools are holding us back ⚒ Nerd
Creating interface studies
Creating interface studies
Avoid getting too specific at a feature level. For example, it's too specific if you say "Page navigator" and it's too high level if you try to explore "A blog builder app." The sweet spot to go for is something that is conceptual where you can explore an interaction for a concept, such as, "Exploring spatial viewing of pages".
·proofofconcept.pub·
Creating interface studies
Magic Ink - Information Software and the Graphical Interface
Magic Ink - Information Software and the Graphical Interface
A good industrial designer understands the capabilities and limitations of the human body in manipulating physical objects, and of the human mind in comprehending mechanical models. A camera designer, for example, shapes her product to fit the human hand. She places buttons such that they can be manipulated with index fingers while the camera rests on the thumbs, and weights the buttons so they can be easily pressed in this position, but won’t trigger on accident. Just as importantly, she designs an understandable mapping from physical features to functions—pressing a button snaps a picture, pulling a lever advances the film, opening a door reveals the film, opening another door reveals the battery.
When the software designer defines the interactive aspects of her program, when she places these pseudo-mechanical affordances and describes their behavior, she is doing a virtual form of industrial design. Whether she realizes it or not. #The software designer can thus approach her art as a fusion of graphic design and industrial design. Now, let’s consider how a user approaches software, and more importantly, why.
·worrydream.com·
Magic Ink - Information Software and the Graphical Interface