The Unbearable Homogeneity of Design — Medium

The Unbearable Homogeneity of Design — Medium

Section 1: What The Fuck Are We Doing, Tho?
Call it the Dribbblization of design, but we’re all making more or less the same thing.

Certainly, design should follow some basic paradigms to make whatever we’re designing easy to use. All scissors look fundamentally the same because that’s what works.

But digital design—whether it’s for desktop, mobile, VR, games, whatever—is still relatively young. We simply do not know what the best solutions are. At best, we’ve reached a local maximum. And so long as we reward predictable designs, we will never move past this local maximum.

“Empathy” in design doesn’t just mean designing for marginalized people. It can simply mean designing with the understanding that there are other aesthetics and world views than yours.

Gnolia – Wikipedia, the free encyclopedia

Gnolia – Wikipedia, the free encyclopedia

Gnolia, named Ma.gnolia until 2009, was a social bookmarking web site with an emphasis on design, social features, and open standards. It is now perhaps most notable for losing members’ bookmarks in a widely reported[2][3][4][5][6] data loss incident in January 2009. It relaunched as a smaller service several months later and was ultimately shut down at the end of 2010.

Users could rate bookmarks and mark bookmarks as private. Unlike its main competitor[7] Delicious, Ma.gnolia stored snapshots of bookmarked web pages. One feature that distinguished it from other similar web sites was the group feature, which allowed several users to share a common collection of bookmarks, managed by a selected number of group managers.

The design of the web site allowed for integration of the service into other applications via both a REST API and an API similar to the Delicious API.

The Next Big Thing in Design — IDEO Stories — Medium

The Next Big Thing in Design — IDEO Stories — Medium

You may have heard that IDEO has joined the kyu collective (a unit of Tokyo-based Hakuhodo DY Holdings). kyu was formed by a group of diverse companies including SYPartners, Sid Lee, Digital Kitchen, C2, and Red Peak Group. It’s an exciting moment for us, and we wanted to explain why.

Since IDEO started over 30 years ago, we’ve walked the gangway from industrial products to digital experiences (which we started working on in 1985, when co-founder Bill Moggridge coined the term “interaction design” — a considerable improvement over soft-face, which he had come up with the year before to describe the application of industrial design to software products) to our current interest in designing complex systems. The rate of change has been dizzying, and today’s advanced technologies — AI, genomics, robotics, data science, the Internet of Things — have so outpaced our industrial-era organizations and infrastructure, they end up hitting institutional cul-de-sacs. The technologies don’t come to a halt, of course, they simply move on, seeking out other places where they race ahead. If our institutions are to survive, they’ll have to create new roadways.

That’s a design problem — one that requires new rules of engagement with a broad set of collaborators. We’re excited to have found those collaborators in a few like-minded design firms. Now we’re joining forces to form a creative collective called kyu.

Why now? Is it because we’re caught in the much ballyhooed death spiral of the independent design firm? Not so much. But we have learned a few things about what it takes to tackle today’s toughest systems challenges. Namely, that bringing human-centered design to education, government, healthcare — the sectors that need it most — requires a few important culture shifts:

1. We need to bust out of siloed design practices.

2. We need to develop ever-broader capacities, taking an interdisciplinary, deeply collaborative approach.

Blockwriter + Subtraction.com

Blockwriter + Subtraction.com

Alternate title: How to turn your computer into a manual typewriter. 

As we all know, the surfeit of distractions available on a personal computer these days can make it exceedingly easy to get nothing done. There’s the constant haranguing of emails, the intrusions of instant messaging, and the endless nagging of countless other attention-hungry applications and utilities.

In looking for ways to defuse this, I noticed a few years ago that some serious writers, at least in the early drafting stages of their work, were turning to manual typewriters as a method of sidestepping all of those distractions. It’s a great solution: what better way to thwart a computer than to step away from it completely? There’s no email to check on a typewriter, no beeps and pop-up reminders from other applications, and no access whatsoever to the Internet and its tantalizing abundance of productivity-killing diversions.

What’s more, a manual typewriter is a powerful antidote to authorial dawdling, that propensity to continually re-edit a sentence or a paragraph — thereby imparting the feeling of working without really working — instead of continuing to write new sentences or paragraphs instead. Unlike word processors or even the simplest text editors, manual typewriters don’t allow you to easily re-edit, insert and revise a sentence once it’s been committed to paper. This makes for an entirely different writing experience: the ideas come first, and the act of finessing them, of word-smithing, comes after all the ideas have been set to paper.

Why Hardware When Software Will Do?

At some point, it occurred to me that it really shouldn’t be necessary to purchase another piece of hardware to accomplish the same things that writers look to manual typewriters for: the ability to focus without distractions, and the ability to work in a mode that disallows excessive editing and encourages continued writing.

Neither of those things are beyond the capability of software, so why not just write software that does those things? I almost don’t have to write any more in this blog post and most readers will get the entirety of my concept: build an application that functions almost exactly like a typewriter.

For lack of a more marketable name, I call it Blockwriter. And because I’m no programmer and I’ll never get around to learning enough Cocoa skills to build Blockwriter for myself, I figured I’d just do what I know: throw together some mock-ups of the user interface to get my ideas across.

Draft Only

Of course, Blockwriter is intended only as a drafting tool, as it’s clearly impractical for the vast majority of text editing and word processing. To quickly knock out a rough version of any piece of writing that requires concentration and complexity, from a lengthy blog post to an article or even to a full-blown book manuscript, it’s the perfect tool. It provides a very narrow feature set that keeps you on task, along with one-touch methods of shutting out the rest of the system. And it’s a lot less bulky than a typewriter.

Alas, Blockwriter itself is only a draft. As I said, I haven’t nearly enough programming talent to make it happen. But I had a good time putting together the interface — more and more Web sites are referred to as “software” these days, but designing a desktop application is an entirely different experience, even a faux one like this. So the hour or two I put into Blockwriter was an interesting foray into a different kind of design. What resulted isn’t perfect, clearly, but maybe someone will find some of these ideas interesting enough to build it for real. I can’t imagine it would be particularly hard for anyone who’s comfortable with Cocoa.

This Means This, This Means That: A User’s Guide to Semiotics: Sean Hall

This Means This, This Means That: A User’s Guide to Semiotics: Sean Hall: 9781856697354: Books – Amazon.ca

Semiotics is the theory of signs, and reading signs is a part of everyday life: from road signs that point to a destination, to smoke that warns of fire, to the symbols buried within art and literature. Semiotic theory can, however, appear mysterious and impenetrable. This introductory book decodes that mystery using visual examples instead of abstract theory.

This new edition features an expanded introduction that carefully and clearly presents the world of semiotics before leading into the book’s 76 sections of key semiotic concepts. Each short section begins with a single image or sign, accompanied by a question inviting us to interpret what we are seeing. Turning the page, we can compare our response with the theory behind the sign, and in this way, actively engage in creative thinking.

A fascinating read, this book provides practical examples of how meaning is made in contemporary culture.

A Conversation With Erik Spiekermann

A Conversation With Erik Spiekermann

Erik: Learn as much about our culture as you possibly can, by reading, by traveling, by involving yourself in things that go on. But don’t become an artist. Don’t think, “I’ll do it intuitively.” You have to learn if not to code at least to appreciate code, to understand code. Because code is what nuts and bolts were a hundred years ago.

If you don’t know anything about mechanics, you can’t survive in this world. If you don’t know anything about how a computer works or code works, as a communicator, which is what a designer is — the interface between machines and man, that’s what we are. We are the interface, we interpret what the machine says into visible language. If you don’t understand how the machine works, you’re going to be laughed out of the room by the engineering guys, because you can’t communicate with them.