All jots | Page 8
As an avid reader, I jot down bits from food for thought pieces on design and development to revisit and reflect on later.
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One of the first things you learn as a UX designer is to not let ego drive your decisions regarding design; one of the hardest thing to do as a UX designer is to pass on that knowledge to your client.
Jonathan Widawski, “I don’t need user testing” Part I: Understanding clients’ frictions, The A-Maze-ing Blog.184 jotted on 8 Oct 2018, 12:45. -
When you travel for extended periods of time, you lose your social circle, your sense of belonging, and the everyday routines that keep you grounded and healthy.
You also quickly discover that meeting new people is easy, but making new friends—real friends—is hard, especially if you’re starting from zero.
183 jotted on 8 Oct 2018, 12:10. -
If you succeed, if you ship your code, if you release your product, will you be happy? Will all your time and effort be worth it?
And you realize the answer is “no”. And suddenly your work is worthless, your goals are meaningless. You just can’t force yourself to work on something that doesn’t matter.
Itamar Turner-Trauring, Avoiding burnout: lessons learned from a 19th century philosopher, Code Without Rules.182 jotted on 8 Oct 2018, 12:10. -
The grid example is of two-dimensional layout. Layout in rows and columns at the same time. The Flexbox example is one-dimensional layout.
181 jotted on 5 Oct 2018, 12:10. -
The point is that qualitative and quantitative research serve different purposes. Qualitative is mostly useful for creating hypotheses, while quantitative is great for verifying your hypotheses and solutions.
180 jotted on 4 Oct 2018, 12:10. -
The earliest decisions of the digital product design process are, at best, based on guesswork. Until a product is in the hands of actual users, everything is theoretical.
179 jotted on 2 Oct 2018, 11:45. -
You have needs and your family has needs and the bills have to be paid. There’s dignity in taking care of those things, but that doesn’t mean that you shouldn’t have any creative aspect to your life whatsoever. Set your alarm a half hour early every day and work on that book or that new business idea.
178 jotted on 12 Sep 2018, 11:50. -
I think people perceive the process of creation from the outside to be instantaneous and free and wonderful. In fact, it is work.
Casey O’Donnel, Developer’s Dilemma, p. 40, The MIT Press, 2014.177 jotted on 5 Sep 2018, 17:20. -
To paint a picture, Jobs-to-be-Done, or JTBD for short, follows the idea that customers purchase products or services to get jobs done, not for the products or services themselves.
176 jotted on 19 Aug 2018, 17:00. -
I can’t recall an example of groundbreaking work coming from an environment of stress, anxiety, and fear of failure.
175 jotted on 16 Aug 2018, 18:10. -
If you’re here to help others, be patient and welcoming.
174 jotted on 16 Aug 2018, 18:05. -
[…] Nintendo said, “pay us a royalty not on sales, but on manufacturing.” Nintendo said, “we will decide what games we’ll allow you to publish,” ostensibly to prevent another crash like that of 1983, but in reality to quash any innovation but their own. Iwata-san said he has the heart of the gamer, and my question is what poor bastard’s chest did he carve it from?
173 jotted on 16 Aug 2018, 17:55. -
The main thing I want to know is, Larry: you do realize […] that when you keep our husbands and wives and children in the office for ninety hours a week, sending them home exhausted and numb and frustrated with their lives, it’s not just them you’re hurting, but everyone around them, everyone who loves them?
172 jotted on 16 Aug 2018, 17:35. -
[…] The designers are the pegboard though. They set up where everything has a space and how it is going to work together.
Casey O’Donnel, Developer’s Dilemma, p. 17, The MIT Press, 2014.171 jotted on 16 Aug 2018, 17:20. -
There is this huge library, this huge vocabulary of actions built up over the years that people you know don’t really do, but which happened so often in TV and movies that they’re familiar enough to an audience that they become, well, passable for human motivations.
170 jotted on 13 Aug 2018, 01:00. -
Not making it clear from the start that I have a process, and clients taking control of the design process […].
Vasil Nedelchev, How learning Design Sprint helped me improve my UI/UX design process, UX Collective.169 jotted on 9 Aug 2018, 11:50. -
As the landslide of bullshit surges down the mountain, people will increasingly gravitate toward genuinely useful, well-crafted products, services, and experiences that respect them and their time. So we as creators have a decision to make: do we want to be part of the 90% of noise out there, or do we want to be part of the 10% of signal?
168 jotted on 8 Aug 2018, 11:50. -
[…] Conversely, don’t link to outside sites that are not credible. Your site becomes less credible by association.
Stanford Web Credibility Research, Stanford Guidelines for Web Credibility, Stanford Persuasive Technology Lab.167 jotted on 6 Aug 2018, 12:00. -
With all that at play, how can any tool give us a truly accurate picture of unused CSS, to the point that actually removing that CSS isn’t just as dangerous as leaving it alone?
166 jotted on 31 Jul 2018, 18:55. -
[…] Then management decided that it would “look better” if we went to circular desks where several of us would be sitting with our backs to the hallway, so everyone walking past would be looking at our screen as they passed. It took a minor rebellion that lasted several weeks before management backed down from that horrendous idea.
165 jotted on 31 Jul 2018, 18:50. -
[…] if you’re investing time and budget to make a prototype and put it in front of people, you’ll want to do some preliminary research first. Only then will you have an informed hypothesis worth testing.
164 jotted on 31 Jul 2018, 12:35. -
Above all, when designing a web page we should design the body text first, usually before anything else in the layout. It’s the most common element and its appearance will have an evident effect on the rest of the composition.
163 jotted on 27 Jul 2018, 18:15. -
We initially tried to create these components as symbols in Sketch, which resulted in a mess. Even now, our Sketch files are sometimes challenging to maintain.
162 jotted on 27 Jul 2018, 17:45. -
The more context we have for the situation, the better I can design a solution.
161 jotted on 20 Jul 2018, 01:40. -
If someone wanted to segment them by market or customer, these segments couldn’t be more separate. Yet, if you thought of them in situational segments, you’d find these segments to be tangent—maybe even the same.
160 jotted on 20 Jul 2018, 01:20. -
Disagree and commit is a management technique for handling conflict. There are two parts to it. First, expecting and demanding teammates to voice their disgreement. Second, no matter their point of view, once a decision has been made, everyone commits to its success.
Tomasz Tunguz, Disagree and Commit—A Management Principle for Highly Functioning Teams, Tomasz Tunguz’s Site.159 jotted on 18 Jul 2018, 01:35.