Figtree – Erik D. Kennedy
The Taste Gap: Ira Glass on the Secret of Creative Success, Animated in Living Typography
Nobody tells people who are beginners — and I really wish somebody had told this to me — is that all of us who do creative work … we get into it because we have good taste. But it’s like there’s a gap, that for the first couple years that you’re making stuff, what you’re making isn’t so good, OK? It’s not that great. It’s really not that great. It’s trying to be good, it has ambition to be good, but it’s not quite that good. But your taste — the thing that got you into the game — your taste is still killer, and your taste is good enough that you can tell that what you’re making is kind of a disappointment to you, you know what I mean?
A lot of people never get past that phase. A lot of people at that point, they quit. And the thing I would just like say to you with all my heart is that most everybody I know who does interesting creative work, they went through a phase of years where they had really good taste and they could tell what they were making wasn’t as good as they wanted it to be — they knew it fell short, it didn’t have the special thing that we wanted it to have.
And the thing I would say to you is everybody goes through that. And for you to go through it, if you’re going through it right now, if you’re just getting out of that phase — you gotta know it’s totally normal.
And the most important possible thing you can do is do a lot of work — do a huge volume of work. Put yourself on a deadline so that every week, or every month, you know you’re going to finish one story. Because it’s only by actually going through a volume of work that you are actually going to catch up and close that gap. And the work you’re making will be as good as your ambitions. It takes a while, it’s gonna take you a while — it’s normal to take a while. And you just have to fight your way through that, okay?
Taste for Makers
I was talking recently to a friend who teaches
at MIT. His field is hot now and
every year he is inundated by applications from
would-be graduate students. "A lot of them seem smart,"
he said. "What I can't tell is whether they have any kind
of taste."
Mathematicians call good work "beautiful,"
and so, either now or in the past, have
scientists, engineers, musicians, architects, designers,
writers, and painters.
Is it just a coincidence that they used the same word, or is
there some overlap in what they meant? If there
is an overlap, can we use one field's discoveries
about beauty to help us in another?
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.
Product designers, meet your new friend, HCI
higher-level observations around underlying behavior.
Connected to film studies
Braun font
James 🤌🏻 on Twitter
How Silicon Valley turned true innovation into an overhyped delusion | brandknewmag
r/compsci - What is typically taught in Human Computer Interaction?
Graduate HCI classes are far better because there is so much depth to the field. Basically, through a combination of understanding human psychology, knowing the right questions to ask, and understanding how to properly model how people will use a system you can make software that flows naturally. That last point, sometimes referred to as Cognitive Engineering, is extremely important.
My chat with Joseph Cohen, Founder & CEO of Univer.se
Exapt existing infrastructure
Here are the adoption curves for a handful of major technologies in the United States. There are big differences in the speeds at which these technologies were absorbed. Landline telephones took about 86 years to hit 80% adoption.Flush toilets took 96 years to hit 80% adoption.Refrigerators took about 25 years.Microwaves took 17 years.Smartphones took just 12 years.Why these wide differences in adoption speed? Conformability with existing infrastructure. Flush toilets required the build-out of water and sewage utility systems. They also meant adding a new room to the house—the bathroom—and running new water and sewage lines underneath and throughout the house. That’s a lot of systems to line up. By contrast, refrigerators replaced iceboxes, and could fit into existing kitchens without much work. Microwaves could sit on a countertop. Smartphones could slip into your pocket.
Level Up: Product Design Portfolio Tips & Tricks with Jessica Miller and Lara Mendonça from Working Not Working on Vimeo
Will the Millennial Aesthetic Ever End?
Expansive Brands • garden3d research
Defining your own career path - Tanner Christensen
If you're pursuing the career path someone else has taken, you're going to be frustrated when you don't get the same opportunities they did.
Why designers quit | Matej Latin
It’s not just a question of “how do we make this usable?” it’s more about “how do we make this usable for users and increase feature adoption which will drive more revenue?“
Folk Interfaces
You can look at an interface and see it as a clearly signposted user journey you should follow. Or you can see it as a collection of functions and affordances to repurpose. As raw material, rather than a guided path.
Ben Gilbert on Twitter
Navigator - Colin Dunn
Enter Dynamic Island, a major hint at Apple's Extended Reality (XR) strategy
Inspirational Websites Roundup #41 | Codrops
CIETY
Design system interviews - Formaat
How Games Can Give Insights and Solutions to UX Problems
What’s the Role of Branding in the TV Streaming Age?
Index - Grant Custer
Fractal creativity
Let’s say you present 3 directions to a client: directions A, B, and C. These are our initial 3 branches. You have a client review, direction C is the winner, and so you iterate again. 3 more branches: C1, C2, and C3. Another review, another winner, another round of iterations: C2.1, C2.2, C2.3. Branch out, choose one, zoom in, branch out, repeat.
Sometimes, the design process requires us to zoom out. Let’s say you present those 3 creative directions, A, B, and C, but nothing lands. Back to the drawing board. You might keep pushing forward with branches D, E, F. Nothing lands. You’re forced to zoom out and realize that you’re not even on the right parent branch.
Rethink the OS with Jason Yuan // Metamuse podcast episode 17
The World's Most Satisfying Checkbox - (Not Boring) Software
The industrial designers talked about contours that felt gratifying in the hand and actions that provided a fidget-like comfort such as flipping the lid of a Zippo lighter or the satisfying click of a pen.
In video games, the button you press to make a character jump is often a simple binary input (pressed or not), and yet the output combines a very finely-tuned choreography of interactions, animations, sounds, particles, and camera shake to create a rich composition of sensations. The same jump button can feel like a dainty hop or a powerful leap. “Game feel” (a.k.a. “juice”) is the “aesthetic sensation of control” (Steve Swink, Game Feel) you have when playing a game.
The difference comes down to choice—which is to say, Design (with a capital “D”). Game feel is what makes some games feel gratifying to play (a character gliding down a sand dune) and others feel frustrating (sticky jumping, sliding). These decisions become a signature part of a game’s aesthetic feel and gameplay.
The Browser Company has written that software can optimize for emotional needs rather than just functional needs. Jason Yuan has promoted the idea of “fidgetability” where, similar to a key fob or lighter, digital actions can be designed to feel satisfying. Rahul Vohra has talked about making interfaces that are first fun as a toy—enjoyable to use without any greater aim.
The 2D portion is a particle simulation that “feeds” the growing sphere made with Lottie. It’s inspired by the charging animation common in games before your character delivers a big blow. Every action needs a windup. A big action—in order to feel big—needs a big wind up.
This is the big moment—it has to feel gratifying. We again combine 2D and 3D elements. The sphere and checkmark pop in and a massive starburst fills the screen like an enemy hit in Hollow Knight.
Our digital products are trapped behind a hard pane of glass. We use the term “touch”, but we never really touch them. To truly Feel a digital experience and have an app reach through that glass, requires the Designer to employ many redundant techniques. Video games figured this out decades ago. What the screen takes away, you have to add back in: animation, sound, and haptics.
Optimizing For Feelings
Humor us for a moment and picture your favorite neighborhood restaurant. Ours is a corner spot in Fort Greene, Brooklyn. It has overflowing natural light, handmade textile seat cushions, a caramel wood grain throughout, and colorful ornaments dangling from the ceilings. Can you picture yours? Do you feel the warmth and spirit of the place?A Silicon Valley optimizer might say, “Well, they don’t brew their coffee at exactly 200 degrees. And the seats look a little ratty. And the ceiling ornaments don’t serve any function.”But we think that’s exactly the point. That these little, hand-crafted touches give our environment its humanity and spirit. In their absence, we’re left with something universal but utterly sterile — a space that may “perfectly” serve our functional needs, but leave our emotional needs in the lurch.
Operating systems were bubbly and evanescent, like nature. Apps were customizable, in every shape and size. And interfaces drew on real-life metaphors to help you understand them, integrating them effortlessly into your life.But as our everyday software tools and media became global for the first time, the hand of the artist gave way to the whims of the algorithm. And our software became one-size-fits-all in a world full of so many different people. All our opinions, beliefs, and ideas got averaged out — producing the least common denominator: endless sequels that everyone enjoys but no one truly loves.When our software optimizes for numbers alone — no matter the number — it appears doomed to lack a certain spirit, and a certain humanity.
In the end, we decided that we didn’t want to optimize for numbers at all. We wanted to optimize for feelings.While this may seem idealistic at best or naive at worst, the truth is that we already know how to do this. The most profound craftsmanship in our world across art, design, and media has long revolved around feelings.
When Olmstead crafted Central Park, what do you think he was optimizing for? Which metric led to Barry Jenkins’ Moonlight? What data brought the iPhone into this world? The answer is not numerical. It’s all about the feelings, opinions, experiences, and ideas of the maker themself. The great Georgia O’Keefe put it this way: "I have things in my head that are not like what anyone has taught me... so I decided to start anew."
Starting with feelings and then using data/metrics to bolster that feeling
James Turrell took inspiration from astronomy and perceptual psychology. Coco Chanel was most influenced by nuns and religious symbols. David Adjaye drew from Yoruban sculpture, and Steve Jobs from Zen Buddhism and calligraphy.
And yet, in so much modern software today, you’re placed in a drab gray cubicle — anonymized and aggregated until you’re just a daily active user. For minimalism. For simplicity. For scale! But if our hope is to create software with feeling, it means inviting people in to craft it for themselves — to mold it to the contours of their unique lives and taste.
You see — if software is to have soul, it must feel more like the world around it. Which is the biggest clue of all that feeling is what’s missing from today’s software. Because the value of the tools, objects, and artworks that we as humans have surrounded ourselves with for thousands of years goes so far beyond their functionality. In many ways, their primary value might often come from how they make us feel by triggering a memory, helping us carry on a tradition, stimulating our senses, or just creating a moment of peace.This is not to say that metrics should not play a role in what we do. The age of metrics has undeniably led us to some pretty remarkable things! And numbers are a useful measuring stick to keep ourselves honest.But if the religion of technology preaches anything, it celebrates progress and evolution. And so we ask, what comes next? What do we optimize for beyond numbers? How do we bring more of the world around us back into the software in front of us?