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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
90% of designers are unhirable?
90% of designers are unhirable?
Many case studies read to me like school homework: they knew what the answer and the process were “supposed to be” according to the textbook, so made up the story to fit. In reality, as you point out, it’s never smooth and linear. It’s messy and loopish. If you’re doing a good job, you rarely end up with anything remotely like you anticipated when you started out.
abandon your dogmatic and idealistic view of the design process, and keep learning about how flexible, messy, and beautiful it is.
I don’t speak about the “ideal” design process for a simple reason: it doesn’t exist. Design is never linear, and all projects are unique. The point is to show and explain your path from the kick-off to the final result in the portfolio.
If you tell a story, include the details and the things that didn’t work and how you adapted to overcome the problem, the design manager will empathise with you. For the five minutes it takes to read your case study, they’ll be in your shoes. It’ll remind them of all the times when they had similar problems and it’ll make them appreciate you and your struggles as a designer.
·uxdesign.cc·
90% of designers are unhirable?
Interview with Leo Chang, Staff Designer at Darkroom Studios, on Visual Design
Interview with Leo Chang, Staff Designer at Darkroom Studios, on Visual Design
There are certain design principles you can apply to this like composition, hierarchy, color theory, and so on, but to the regular consumer, it’s the gestalt of all your design decisions that ultimately makes an emotional connection. We know emotion is so much of what drives purchasing behavior so the more nebulous goal of visual design is often pulling those levers in just the right ratio to elicit a desired connection to your product.
ven something as foundational as increasing white space in your design can instantly improve a customer’s perception of your brand’s worth when it’s done intentionally.
almost all clients agree that they need better look and feel in their digital experience, that they are looking to add some type of emotional signal that’s missing. But when it comes time to accept changes that address those problems, I’ve had several instances where clients are resistant to solutions that depart too significantly from what they’re already comfortable with. Usually that reservation is overcome when I correlate the visual changes to the ways in which the user experience is improved and the resulting impact on business performance. There will be also times when a client expresses to us that they’ve never been satisfied with their brand or website and they point to competitors that evoke certain emotional qualities that they are aspiring to capture. In those cases it’s quite rewarding to be able to translate those more nebulous feelings into concrete terminology that gives us specific visual principles to bring in or improve on.
·anthonyhobday.com·
Interview with Leo Chang, Staff Designer at Darkroom Studios, on Visual Design
The business value of design
The business value of design
The importance of user-centricity, demands a broad-based view of where design can make a difference. We live in a world where your smartphone can warn you to leave early for your next appointment because of traffic, and your house knows when you’ll be home and therefore when to turn on the heat. The boundaries between products and services are merging into integrated experiences.
Our research suggests that overcoming isolationist tendencies is extremely valuable. One of the strongest correlations we uncovered linked top financial performers and companies that said they could break down functional silos and integrate designers with other functions. This was particularly notable in consumer-packaged-goods (CPG) businesses, where respondents from companies that were top-quartile integrators reported compound annual growth rates some seven percentage points above those that were weakest in this respect.
·mckinsey.com·
The business value of design
Ideo breaks its silence on design thinking’s critics
Ideo breaks its silence on design thinking’s critics
criticisms of design thinking discussed in an interview with Fast Company Innovation Festival, Ideo partner and leader of its Cambridge, Massachusetts, office Michael Hendrix
By Katharine Schwab4 minute ReadOver the last year, Ideo’s philosophy of “design thinking“–a codified, six-step process to solve problems creatively–has come under fire. It’s been called bullshit, the opposite of inclusive design, and a failed experiment. It’s even been compared to syphilis.Ideo as an institution has rarely responded to critiques of design thinking or acknowledged its flaws. But at the Fast Company Innovation Festival, Ideo partner and leader of its Cambridge, Massachusetts, office Michael Hendrix had a frank conversation with Co.Design senior writer Mark Wilson about why design thinking has gotten so much flack.“I think it’s fair to critique design thinking, just as it’s fair to critique any other design strategy,” Hendrix says. “There’s of course many poor examples of design thinking, and there’s great examples. Just like there’s poor examples of industrial design and graphic design and different processes within organizations.”Part of the problem is that many people use the design thinking methodology in superficial ways. Hendrix calls it the “theater of innovation.” Companies know they need to be more creative and innovative, and because they’re looking for fast ways to achieve those goals, they cut corners.“We get a lot of the materials that look like innovation, or look like they make us more creative,” Hendrix says. “That could be anything from getting a bunch of Sharpie markers and Post-its and putting them in rooms for brainstorms, to having new dress codes, to programming play into the week. They all could be good tools to serve up creativity or innovation, they all could be methods of design thinking, but without some kind of history or strategy to tie them together, and track their progress, track their impact, they end up being a theatrical thing that people can point to and say, ‘oh we did that.'”
“If you make something rigid and formulaic, it could absolutely fail,” he says. “You want to rely on milestones in the creative process, but you don’t want it to be a reactive process that loses its soul.”
“There is a real need to build respect for one another and trust in the safety of sharing ideas so you can move forward,” Hendrix says. “Knowing when to bring judgments is important. Cultures that are highly judgy, that have hierarchy, that are rewarding the person who is the smartest person in the room, don’t do well with this kind of methodology.”
·fastcompany.com·
Ideo breaks its silence on design thinking’s critics
Why corporate America broke up with design
Why corporate America broke up with design
Design thinking alone doesn't determine market success, nor does it always transform business as expected.
There are a multitude of viable culprits behind this revenue drop. Robson himself pointed to the pandemic and tightened global budgets while arguing that “the widespread adoption of design thinking . . . has reduced demand for our services.” (Ideo was, in part, its own competition here since for years, it sold courses on design thinking.) It’s perhaps worth noting that, while design thinking was a buzzword from the ’90s to the early 2010s, it’s commonly met with all sorts of criticism today.
“People were like, ‘We did the process, why doesn’t our business transform?'” says Cliff Kuang, a UX designer and coauthor of User Friendly (and a former Fast Company editor). He points to PepsiCo, which in 2012 hired its first chief design officer and opened an in-house design studio. The investment has not yielded a string of blockbusters (and certainly no iPhone for soda). One widely promoted product, Drinkfinity, attempted to respond to diminishing soft-drink sales with K-Cup-style pods and a reusable water bottle. The design process was meticulous, with extensive prototyping and testing. But Drinkfinity had a short shelf life, discontinued within two years of its 2018 release.
“Design is rarely the thing that determines whether something succeeds in the market,” Kuang says. Take Amazon’s Kindle e-reader. “Jeff Bezos henpecked the original Kindle design to death. Because he didn’t believe in capacitive touch, he put a keyboard on it, and all this other stuff,” Kuang says. “Then the designer of the original Kindle walked and gave [the model] to Barnes & Noble.” Barnes & Noble released a product with a superior physical design, the Nook. But design was no match for distribution. According to the most recent data, Amazon owns approximately 80% of the e-book market share.
The rise of mobile computing has forced companies to create effortless user experiences—or risk getting left behind. When you hail an Uber or order toilet paper in a single click, you are reaping the benefits of carefully considered design. A 2018 McKinsey study found that companies with the strongest commitment to design and the best execution of design principles had revenue that was 32 percentage points higher—and shareholder returns that were 56 percentage points higher—than other companies.
·fastcompany.com·
Why corporate America broke up with design
Death to the double diamond
Death to the double diamond
The key design skill is less about beautiful all-encompassing Figma documentation with all the kinds of journey maps and personas, or mastering a “process”. It’s about being so keenly situationally aware of what unknowns are in front of you so you can pick out what tools or design activities target them precisely.
It's not helpful to think of design as process of discovering, defining, ideating and delivering (or whatever version of those double diamond steps you prefer) because following those steps often does not get you closer to a solution.
·tangentdesign.substack.com·
Death to the double diamond
#032 Peeling Back
#032 Peeling Back
One of the most intelligent case studies in design is the Chinese tea cup. They’re made without handles simply because if it’s too hot to touch, it’s too hot to drink. Humans naturally want to add more. Add a cardboard sleeve, add a warning on the outside of the cup, add a handle. The result of all these things never cools down the actual contents. And in the end, you’ll still burn your mouth from drinking too early. It’s not that people don’t see the warnings, we’re just adding more layers of separation between us and the answer.Simplify until it’s obvious.
·commondiscourse.xyz·
#032 Peeling Back
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
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
The Taste Gap: Ira Glass on the Secret of Creative Success, Animated in Living Typography
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?
·themarginalian.org·
The Taste Gap: Ira Glass on the Secret of Creative Success, Animated in Living Typography
Taste for Makers
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?
·paulgraham.com·
Taste for Makers
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
Fractal creativity
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.
·uxdesign.cc·
Fractal creativity
When to Design for Emergence
When to Design for Emergence
In complexity science, ‘emergence’ describes the way that interactions between individual components in a complex system can give rise to new behavior, patterns, or qualities. For example, the quality of ‘wetness’ cannot be found in a single water molecule, but instead arises from the interaction of many water molecules together. In living systems, emergence is at the core of adaptive evolution.
Design for emergence prioritizes open-ended combinatorial possibilities such that the design object can be composed and adapted to a wide variety of contextual and idiosyncratic niches by its end-user. LEGO offers an example — a simple set of blocks with a shared protocol for connecting to one another from which a nearly infinite array of forms can emerge. Yet as we will see, design for emergence can generate value well beyond children’s toys.
In contrast to high modern design, user-centered design takes a more modest position; the designer does not inherently know everything, and therefore she must meticulously study the needs and behaviors of users in order to produce a good design. User-centered design remains the dominant design paradigm today, employed by environmental designers, tech companies, and design agencies around the world.
In this paradigm, design is about gaining knowledge from the user, identifying desirable outcomes, and controlling as much of the process as possible to achieve those outcomes. ‘Design’ remains synonymous with maximizing control.
But consider even the ‘desire path’ example pictured above. The modal user may be well supported by paving the desire path indicated by their behavior, but what good is a paved path leading to stairs for a wheelchair user? In practice, user-centered design tends to privilege the modal user at the expense of the long-tail user whose needs may be just as great.
User-centered design has a better track record than high modern design, but it still exerts a homogenizing effect. The needs of the modal user are accommodated and scaled through software or industrial manufacturing, while power users and those with edge cases can do nothing but actively petition the designer for attention. In most cases, diverse users with a wide variety of niche use cases are forced to conform to the behavior of the modal user.
In design for emergence, the designer assumes that the end-user holds relevant knowledge and gives them extensive control over the design. Rather than designing the end result, we design the user’s experience of designing their own end result. In this way we can think of design for emergence as a form of ‘meta-design.’
In other words, to address the long-tail problem, the tool must be flexible enough that it can be adapted to unexpected and idiosyncratic problem spaces—especially those unanticipated by the tool’s designer.
In contrast to user-centered design, design for emergence invites the user into the design process not only as a subject of study, but as a collaborator with agency and control.
What all these tools have in common is support for open-ended adaptation to highly contextual problems without the need for technical knowledge. Rather than building a static, purpose-built solution to a single common problem with lots of users (and lots of competitors), they’ve won robust user bases by supporting a broad swath of long-tail user needs.
Design for emergence is composable. It provides a limited ‘alphabet’ and a generative grammar that’s easy to learn and employ, yet can be extended to create powerful, complex applications. As Seymour Papert once remarked, “English is a language for children,” but this fact, “does not preclude its being also a language for poets, scientists, and philosophers.”
·rhizomerd.substack.com·
When to Design for Emergence