Cassie’s enthusiasm for fun and interesting SVG animation shines through in her writing!
I like the way that Simon is liberating his data from silos and making it work for him.
What you see is the big map of a sea of literature, one where each island represents a single author, and each city represents a book. The map represents a selection of 113 008 authors and 145 162 books.
This is a poetic experiment where we hope you will get lost for a while.
I’d maybe simplify this people problem a bit: the codebase is easy to change, but the incentives within a company are not. And yet it’s the incentives that drive what kind of code gets written — what is acceptable, what needs to get fixed, how people work together. In short, we cannot be expected to fix the code without fixing the organization, too.
A great talk by Ethan called The Design Systems Between Us.
This is a superb twenty minute presentation by Trys! It’s got everything: a great narrative, technical know-how, and a slick presentation style.
Conference organisers: you should get Trys to speak at your event!
A short web book on the past, present and future of interfaces, written in a snappy, chatty style.
From oral communication and storytelling 500,000 years ago to virtual reality today, the purpose of information interfaces has always been to communicate more quickly, more deeply, to foster relationships, to explore, to measure, to learn, to build knowledge, to entertain, and to create.
We interface precisely because we are human. Because we are intelligent, because we are social, because we are inquisitive and creative.
We design our interfaces and they in turn redefine what it means to be human.
A really lovely unmonetisable enthusiasm:
All 2,242 illustrations from James Sowerby’s compendium of knowledge about mineralogy in Great Britain and beyond, drawn 1802–1817 and arranged by color.
A good explanation of the hydration problem in tools like Gatsby.
Smart thoughts from Ethan on how design systems can cement your existing ways of working, but can’t magically change how collaboration works at your organisation.
Modern digital teams rarely discuss decisions in terms of the collaborative costs they incur. It’s tempting—and natural!—to see design- or engineering-related decisions in isolation: that selecting Vue as a front-end framework only impacts the engineering team, or that migrating to Figma only impacts designers. But each of these changes the way that team works, which impacts how other teams will work and collaborate with them.
Myself and Stuart had a chat with Brian about browser engine diversity.
Here’s the audio file if you’d like to huffduff it.
You see, diversity of rendering engines isn’t actually in itself the point. What’s really important is diversity of influence: who has the ability to make decisions which shape the web in particular ways, and do they make those decisions for good reasons or not so good?
Five moments in the lifecycle of a design system. They grow up so fast!
- Formation of the Design System Team
- First Page Shipped
- Consumable Outside the Main Product
- First Non-System Team Consumer
- First Breaking Change
Dave makes the observation that design systems are less like open source software and more like enterprise software—software you didn’t choose to use:
Often, in my experience, for an internal Design System to have widespread adoption it requires a literal executive mandate from the top floor of the building.
Also: apparently design systems have achieved personhood now and we’re capitalising them as proper names. First name Design, last name System.
“Please, call me Design. Mr. System was my father.”
Some good writing advice in here:
- Spell out your acronyms.
- Use active voice, not passive voice.
- Fewer commas. More periods.
Some good thought morsels from Robin on product design:
Bad product design is when folks talk more about the UI than what the UI is built on top of.
There’s a lot of talk about how great design is invisible—mostly boring conversations with little substance—but! I think that’s true when it comes to product design.
Bad product design is when your interface looks like your org chart.
Look, employers are always free to – and should! – evaluate the work product produced by employees. But they don’t have to surveil someone’s every move or screenshot their computer every five minutes to do so. That’s monitoring the inputs. Monitor the outputs instead, and you’ll have a much healthier, saner relationship.
If you hire smart, capable people and trust them to do good work – surprise-surprise – people will return the sentiment deliver just that! The irony of setting up these invasive surveillance regimes is that they end up causing the motivation to goof off to beat the very systems that were setup to catch such behavior.
I had the great pleasure of visiting the Museum Plantin-Moretus in Antwerp last October. Their vast collection of woodblocks are available to dowload in high resolution (and they’re in the public domain).
14,000 examples of true craftmanship, drawings masterly cut in wood. We are supplying this impressive collection of woodcuts in high resolution. Feel free to browse as long as you like, get inspired and use your creativity.