I’ve thought often of how our design and prototyping tools for the web are often not of the web. Tools like Photoshop and Sketch and Invision create approximations but need to walk the line between being a tool to build native apps and to build web apps. They do well in their ability to quickly validate designs but do little to validate technical approach.
A website is not a magazine, though it might have magazine-like articles. A website is not an application, although you might use it to purchase products or interact with other people. A website is not a database, although it might be driven by one.
Yeah. Fuck this. That’s creepy. Technically I opted into this feature because Google Maps asked “Google Maps would like to know your location, YES or NO?” Of course my answer was “YES” because, hey, it’s a fucking map. I didn’t realize I consented to having my information and location history stored indefinitely on Google’s servers.
I began all the work of disabling this “feature” but it seemed like a fruitless task. Also worth noting, Google Maps for iOS keeps Location History as well.
A run-down of digital preservation technologies for very, very long-term storage …in space.
Cameron contrasts Syd Mead with Frank Lloyd Wright.
Mastery of materials is a valuable thing to have. It will help you build what’s needed now and forge ahead into the near future. But vision is also valuable – it helps inspire and drive teams, and lays out a longer term future that can alter the path of humanity. What I take from the futurists and the realists is that there’s a place for every person and every process; what you need to do is find your own place, get comfortable, and own it.
I’ve just come back from running a workshop at Webstock in New Zealand, followed by another one in Hong Kong. I heartily concur with Tim’s advice here. I’ve certainly migrated to having a more modular approach to workshops. In fact, these days I have little to no slides. Instead, it’s all about being flexible.
You can spend forever carefully crafting and refining your workshop and coming up with solid exercises but at the end of the day, you need to be ready to go with the flow.
Some sections you wanted to cover you may not get to. Some topics you hadn’t allotted a lot of time to may need to become more detailed. That’s all fine because the workshop is about helping them, not yourself.
A well-written (and beautifully designed) article on the nature of the web, and what that means for those of us who build upon it. Matthias builds on the idea of material honestly and concludes that designing through prototypes—rather than making pictures of websites—results in a truer product.
A prototyping mindset means cultivating transparency and showing your work early to your team, to users – and to clients as well, which can spark excited conversations. A prototyping mindset also means valuing learning over fast results. And it means involving everyone from the beginning and closely working together as a team to dissolve the separation of linear workflows.
When you start a redesign process for a company, it’s very easy to briefly look at all their products (apps, websites, newsletters, etc) and first of all make fun of how bad it all looks, and then design this one single design system for everything. However, once you start diving into why those decisions were made, they often reveal local knowledge that your design system doesn’t solve.
In this talk transcript, Rune Madsen enumerates the reasons for his informed scepticism towards design systems:
- The first concern, which is also the main argument of this talk, is that humans – especially designers and engineers – are obsessed with creating systems of order. This is not really driven by a demand from users, so they often tend to benefit the designer, not the user.
- My second concern relates to what I believe design systems is doing to our digital experience. We’ve always had trends in graphic design (Swiss design, Flat UI, etc), but I’m getting increasingly concerned that this broad adoption of design systems is creating a design monoculture that really narrows the idea of what digital products can be.
- My third concern is that with all this talk about design systems, there’s very little talk about the real problem in digital design, which is processes and tools. Designers love making design manuals, but any design system will completely and utterly fail if it doesn’t help people in the organization produce faster and better products.
Here’s Amber’s great talk from the great Material conference last month in Iceland.
Amber Wilson worked in the field of Psychology for many years and is now a budding Web developer at a design agency in Brighton. New to Web development, she is continually eager to improve her skills.
(The silhouettes of Jessica, me, and Joschi in the front row make it look like Mystery Science Theater 3000.)
Joschi gives the backstory to last week’s excellent Material conference in Iceland that he and Brian organised. I love that this all started with a conversation at Indie Web Camp Brighton back in 2014.
Amber describes Material much better than I could:
There’s an element of magic in the air that you get to grasp and breathe in when you gather in the same place with so many different people – people with stories and paths they could write books about. The passion, the ideas, the stories of difficult journeys (the behind-the-scenes that you never see on social media). All of this makes not a basic recipe for a good time, but one for a delicious, enlightening experience that I’ve not seen replicated in any other environment.
The only thing she neglects to mention is that her talk was very much part of what made the event so special.
I’m am soooo there!
Iceland, July 22nd: a conference about the material of the web …right up my alley.
You can get a ticket by backing the project on Kickstarter. Be sure to check out all the options.
See you in Reykjavík!
A report from the BBC on this year’s Brighton Digital Festival including interviews with Honor, Timo, and Seb.
Iain M.Banks and dConstruct, together at last.
A versatile material to help you fix things.
Matt Jones on sociality, data, radio and time.
Background material for Watchmen.