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NoDesign.dev – Tools and resources for non-artistic developers

nodesign.dev

141–150 of 164 posts

Re: NoDesign.dev – Tools and resources for non-artistic developers

#141
post #26

Design is a "talent" the same way software development is a "talent". Some people may have natural abilities, but overall it is something to be practiced and studied if you want to get better at it. CSS is just a programming language. I am as talentless a designer as any of you but I stopped reaching to libraries and frameworks to solve my design issues, and started learning modern CSS and some basic design skills. L…

Which Lynda courses would you recommend taking for starters?

Re: NoDesign.dev – Tools and resources for non-artistic developers

#142
post #140

Earlier quoted context omitted.

I don't know. Just looking at one of the things that they've posted: https://twitter.com/steveschoger/status/981606881255976961 > Overlapping images is a great way to add depth to an interface and make it look more “designed”. I don't know if this is sarcasm. No one is asking why do we need to add "depth"? What problem is "depth" of overlapping icons solving? I would stay away from this.

I can’t speak to this suggestion but I purchased the book and watched the videos and all of the guidance and material I remember is very sound and, in my experience, very enlightening for me as an engineer who’s worked in SaaS with very talented UX people but still struggle with coming up with clean UX on my own.

Over many years, I've come to know that "Design" is a very subjective field. There are efforts to make meaningful measurements, A/B testing, etc but the domain space of possibilities is so large that it is impossible to test all configurations - layout alone has endless possibilities and which layout is better? My guess is as good as the designer's. I need to be able to see either one of the following to consume the advice - 1) Deep logic that describes the fundamental problem, an unchained reasoning leading to the solution with little ambiguity or "gray areas". or 2) Concrete experimental or empirical data that a particular solution works while making sure things like accessibility are accounted for. Otherwise, how do I know that some authority in "Design" is correct and I should follow their advice?

I am just speaking my mind, what kind of things prevent me from trusting others despite of their benevolent intentions. Time and again, I've been bitten by bad subjective advice - there is a lot of bullshit out there. Tread carefully, adopt what makes sense to you and ignore others unless evidence shows otherwise. That said, there are a lot of gems out there as well.

If the thing I am making is art and is subjective, then why can't I just be original? If a particular activity is totally arbitrary, then all bets are off.

Blindly following advice is why we as a society get stuck in a local optimum and don't try other things. Domain exploration and experimention, originality and authenticity are paramount to getting out of the local optima. Every once in a while someone does and they revolutionize the world.

Re: NoDesign.dev – Tools and resources for non-artistic developers

#144

Earlier quoted context omitted.

Just because you got used to this tool, does not mean it is good UX. To me this looks really cluttered, and I would be overwhelmed, if I looked at all those options for the first time. And I don't even see a reason that all these different modes need to be visible at the same time. It also takes up alot of space. There are probably many ways to make this more user friendly, but if it works for you, thats great

Airplane cockpit design is also "cluttered", but the people who will be using the cockpit interface (trained pilots) want that. The cockpit is designed for the pilot, and in every case design should be catered to the needs of the user. I work in UX specifically and try to oppose designing same-y interfaces at every turn. Different apps have different users with different needs. Unfortunately, this is an uphill battle…

Airplanes are driven by people who are trained specifically for this purpose, Software tools don't have this requirement.

Re: NoDesign.dev – Tools and resources for non-artistic developers

#145

Submitting a new tool: For how long have you been using this tool? (Enter a number) What does this number mean? Number of years/months/projects/...? I entered 2 and 1 and have no idea what you meant.

How long? 2

What? Years

So 2 years.

Or 2 write “months” if 2 months, or “projects” if 2 projects.

Re: NoDesign.dev – Tools and resources for non-artistic developers

#146

Earlier quoted context omitted.

What's a "non-artistic developer"? I think: 1) Design is like a muscle, you can always develop it 2) Digital experiences [1] are all around us! And they play a more pivotal role in our lives as time goes on. So, hit the gym (practice) & with time everyone can improve. [1] As the https://mintdata.com founder here, I'm highly biased -- I'm not a designer but certainly aspire to improve along this dimension.

Why should we? I agree that it's trainable, but to create a good icon a first timer can spend several hours. Several hours in which they could be doing work that they have trained for. If one intents to be a sole developer then yes, they have to improve in all fields, but when one is in a team one has to let some things go, and let people better than them on that field do them.

Design isn't about drawing pictograms, so nice strawman. The type of design thinking implied in the comment is more about knowing –or at least have the faintest idea about what a visually cohesive system is and could look like. There's no such thing as a "sole developer" in software development because your code is inherently tied to function and that function tied to its design. The more you value that concept the more you "train" your understanding of modern graphic design.

Re: NoDesign.dev – Tools and resources for non-artistic developers

#147

I've recently created a free tool to create good-looking CSS color gradients that might fit your audience: https://mybrandnewlogo.com/color-gradient-generator

Your website is really cool and useful, and I already used it for several times in the past 1 year, I think I knew it from a Show HN post. Btw, I hope you can add more combine elements of LOGO, yeah, current combos are already amazing!

Glad you found it helpful. Enough ideas on the roadmap!

Re: NoDesign.dev – Tools and resources for non-artistic developers

#148

Earlier quoted context omitted.

Airplane cockpit design is also "cluttered", but the people who will be using the cockpit interface (trained pilots) want that. The cockpit is designed for the pilot, and in every case design should be catered to the needs of the user. I work in UX specifically and try to oppose designing same-y interfaces at every turn. Different apps have different users with different needs. Unfortunately, this is an uphill battle…

Airplanes are driven by people who are trained specifically for this purpose, Software tools don't have this requirement.

That's not really true. Every custom built tool receives some form of training. Easily accessible designs lend themselves more for getting right into and learning by doing as a lot is self-explanatory and the user isn't overwhelmed. On the other hand, nice designs with lots of space, often also end up with slow response times and lots of scrolling of clicking, making certain work quite tedious.

As the parent comment said, software should really be built for the user and not just so everyone and their children can use it (unless that's your target group).

Financial terminals don't have the super nice designs to it, but they are highly functional, customizable and fast. A lot of cashier terminals are still running on old hardware with bad designs, yet they are highly functional.

I think there's always room for improvement and with every change you'll see a certain amount of push back, but I think it's important to consider the user and not write "simplified" software, when you have power users in front of you.

Re: NoDesign.dev – Tools and resources for non-artistic developers

#149

Earlier quoted context omitted.

> "...that gives the content some air." lots of whitespace and "air" has become especially fashionable in the past many years. it makes design easier in some ways without necessarily pushing it forward. yes, it forces more conscientiousness of essentiality and contribution of each element (a good thing), but it's also used as an ipso facto justification to resist change and meeting needs (a bad thing). i love seeing…

Can you tell me more about how more whitespace makes design easier?

it's a consequence of how people handle complexity

here we call it the deer - headlight problem. why doesn't the deer dodge? because it's a novel situation, he's under pressure to understand and there's no frame of reference for instincts to take over

same with non driven users (users that aren't doing a specific job) having a novel interface, they don't know which operations and options are irreversibile and so get frozen trying to understand everything the computers tells them at once and once they're overwhelmed they just get stuck

giving UX air is a good catchall that both forces you to parcel only what's important for your user and help user not getting overwhelmed by options

a more detailed advice would be to present branching decisions in order of commitment and only showing the relevant options at each step, but more whitespace is a good rule of thumb because it forces you into wizards without becoming a mouthful like this one, and gives you enough agency to come up with alternatives design to wizards of you can get by with other representations of the data to be manipulated

Re: NoDesign.dev – Tools and resources for non-artistic developers

#150
post #69

Earlier quoted context omitted.

When I was first starting out it was, "can we make it edgier ?" The IDEO philosophy – which has really influenced a lot of Silicon Valley's best teams – is all about what you're saying. Design Thinking is really about making everyone on the team a designer. Everyone has their speciality, but the Designer's role is to bring everyone together with a process that involves everyone. This was the approach used by Apple wh…

I mostly agree with your parent post and your response. I think when technical people who have excellent understanding of user needs usually produce better product/service than designers getting together in a room with post-it notes - this may be an unpopular opinion but I've seen it time and again - "Design Thinking" is largely a buzz word in all places I've worked. Also, just to nitpick - Apple has produced some of…

> when I want to unmute to say something, I have to hover my mouse on the bottom of the screen and the unmute button pops up.

Microsoft Teams does the same thing, only with the entire toolbar, not just a single button.

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