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Skeuomorphism has a place? Say it ain’t so!

I really want to disagree with Tobias Ahlin’s defense of skeuomorphism, but he does actually have a point in Skeuomorphism & Storytelling:

Skeuomorphism is about communicating and reinforcing feelings ““ getting an application to become a memorable experience, not just a tool. It’s about communicating the purpose of a UI, not only the functions it enables.

He gives some good examples of appropriate (and inappropriate) uses.

In defense of doing things the hard way

The danger of creating a path instead of following one is far more important than the feeling you get resting at the apex.

AJ Leon

I’ve been thinking about the process of getting better at the things we do, the shortcuts we trick ourselves into taking to get there, and how those shortcuts inevitably lead us down the wrong paths.

This week another new service launched to “help you build an engaging online reputation” by letting individuals and brands buy followers on whatever social networks float their boats. Step 2 in their process is describes as follows: “Relax and watch your reputation grow.” Let’s skip some of the obvious gaps in this story, like what it means to have an “engaging reputation”, or the fact that number of followers is not the biggest driver of online influence. Let’s skip all that to talk about a deeper question: why are we so unwilling to work hard for the things that we want?

Think about a time when you learned to do something really difficult. Maybe it was learning to ride a skateboard, figuring out a new math equation, or debugging your first piece of code. Do you remember the strain, the frustration, and the countless failures? And do you also remember the enormous satisfaction you felt as you slowly mastered that task? Do you remember how doing it the hard way carried with it not only the benefits of learning that skill, but also many tangential thoughts or experiences that sparked new passions or interests?

When we do things the hard way, we invest in ourselves in the best possible way. We kick off an endless cycle of learning and mastery that helps us grow and lead fulfilling lives of purpose. When we take shortcuts, we become mere pretenders. We learn how to play the part, but there is no substance or continued growth. The instant gratification makes us build the house of cards ever higher, which brings anxiety about the whole thing coming tumbling down. Why would we shortchange ourselves like that?

Cal Newport nailed it when he said, “There is no avoiding the deliberate strain of real improvement.” If you want to become a better writer, read more and publish more. If you want to learn to design/code/fly, watch fewer episodes of Downton Abbey and practice the things that don’t come easy. And if you really want more Twitter followers, make and share things that are awesome, and be patient.

In short, to quote Frank Chimero, do things the long, hard, stupid way.

Interview with Heavy Chef

The Heavy Chef asked me some questions about design (and a little bit about this site). If you’re interested, you can read the interview here. Here’s a tiny excerpt:

I think the biggest epidemic in the design world right now is that we open our design software too early in the process. We have to spend time understanding the problem and user needs first, before we grab the mouse. There are so many products out there that look great, but don’t really solve a user need.

Instead, designers should raise their voices much earlier in the strategy discussion, and bring their design thinking skills to the essential practice of finding what Marc Andreesen calls product/market fit. Oh, and we need to use more paper to share those ideas. Sketches are fantastic low-fidelity prototyping tools, and it’s cheap to test and iterate on.

Digitial artifices on electronic representations of paper

Matt Gemmell posted some interesting reflections on the difficulties of translating paper-based media to digital devices. It includes another reason (not that we need any more reasons, mind you) why skeuomorphic design practices are so problematic. From Augmented Paper:

It’s so easy to saturate electronic representations of paper with what I call “digital artifice”; the gratuitous and ultimately heavy and objectionable skeuomorphisms and decorations that betray a simplistic thinking process: let’s just make this look the same. That’s a damaging frame of mind, because it enforces a false dichotomy between the real and the virtual. Software should be an enhancement, not a replication.

Paying more for the things we value

Maureen Johnson on the current state of eBook pricing:

It’s coming down to a lot of bedrock issues about how you VALUE things in general. What’s the VALUE in paying more? What should electronic items cost if the physical value is largely held in the device? How do we maintain a thriving literary life in the face of these new developments? Is this a sign that publishing is an outmoded business of “gatekeepers,” or is this a rallying point to stand up and say w’re willing to pay more for things that are of value to us? 

There is no word other than delightful to describe this post. Ok, maybe informative will do as well. Also, it could do with a little less screaming in all caps. Other than that, it’s perfect.

Why people are so upset about the Facebook/Instagram deal

Paul Ford wrote the best article I’ve seen so far on the Facebook/Instagram deal. When Your Favorite App Sells Out includes gems like this:

Unfortunately everything about Facebook defies logic. In terms of user experience, Facebook is like an NYPD police van crashing into an IKEA, forever “” a chaotic mess of products designed to burrow into every facet of your life. The company is also technologically weird. For example, much of the code that runs the site is written in a horrible computer language called PHP, which stands for nothing you care about. Millions of websites are built with PHP, because it works and it’s cheap to run, but PHP is a programming language like scrapple is a meat. Imagine eating two pounds of scrapple every day for the rest of your life “” that’s what Facebook does, programming-wise. Which is just to say that Facebook has its own way of doing things that looks very suspect from the outside world “” but man, does it work.

Anyway, he goes on to explain why he thinks people are so upset about the deal. Just go ahead and read the thing – it’s worth it.

Design is…

Tom Creighton, making us feel better about work that ends up in the trash can in Design is an Action:

Finding out what doesn’t work is still worthwhile work.

Design isn’t the end result, it’s the process of cutting and pasting, reconfiguring and recontextualizing the raw materials. Design isn’t a thing. Design is where things come from.

Following the herd into bad corporate culture

Sobering words from the one OMGPOP employee who didn’t go to Zynga when they were bought out. From Turning down Zynga:

It’s not easy to pass up a lucrative salary and solid benefits, of course. But I realized that ultimately I was letting myself be guided by simple inertia. I was part of a herd, and that herd was all going in one direction (and doing so with great urgency). I would really only be doing it for the sake of going with the flow, and responding to pressure to either conform to corporate expectations, or be left behind.

These are not good reasons to join a company whose values are the opposite of your own, or to compromise your ideals, or to give up control of something you rightfully own.

See also: Want to build great software? Get your culture right first.

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