I'm increasingly of the impression that the most important aspect of product conception is figuring out how it is going to obtain users. Without a distribution strategy you don't really have a product.
Design is losing its seat at the table
51–60 of 78 posts
Re: Design is losing its seat at the table
#52Here's my latest pet peeve...
Remember when the Android Gmail client first got the feature where you would drag the inbox or any list view down as if you were trying to scroll past the top of the page, and it would put a little colorful horizontal animation bar at the top of the screen while it checked for new messages, and then the messages would show up there?
This was brilliant. After all, when a list of messages is sorted with the newest on top, if you want to see an even newer message you'll naturally try to look at what's above the topmost message. There's no real difference between scrolling somewhere in the midst of the list and scrolling when you're already at the top: if you drag the list down, you want to see something newer than what is currently displayed.
Then Material Design came along and turned that unobtrusive animated bar at the top into a circle thing that follows you and spins as you drag down and then spins back when you let go. Unlike the animation bar which was displayed exactly where any new messages would appear, the circle jumps up and down saying "Look at me! Look at me!" In fact, the spinning circle obstructs your view of the messages in the list: "Don't look at those messages! I, the spinning circle, am much more important!" A far cry from the previous unobtrusive animated bar.
But even though the visual appearance became annoying, at least the gesture still did the right thing.
Part of what made this gesture work is the fact that it's non-destructive: Checking for new messages has no effect on the messages already in the list on your screen.
But then things went very wrong.
The Chrome team for Android saw this and said, "Wow! Dragging down is the new way to refresh. And it has such a cool animation. We'll make that gesture refresh in Chrome too!"
So try to scroll to the top of a page and you'll get the spinning circle unless you stop just in time. If you're a very fast thinker, you may see the circle and realize you can cancel that pending reload by dragging back up a bit. (Don't let go!)
This is pure stupidity. Reloading a web page is a destructive operation. You may end up with a whole new version of a dynamically generated page. It may blank out the entire page if it can't connect.
This doesn't in any way resemble the nondestructive act of checking for new messages at the top of a Gmail list. It's something you're very likely to do by mistake - I've done it hundreds of times since this change rolled out.
Refreshing a web page should be something you explicitly request, not something that happens to you when you were just trying to scroll to the top of the page and accidentally dragged a little too far.
This chasing of fads is why I am fed up with Design.
Re: Design is losing its seat at the table
#53Design is not how something looks. It's not pastel colors, and slick animations and cutesy UI. Design is intrinsically tied to function. Design is how you think about and solve a problem. I go back to Dieter Rams' 10 Principles of Good Design often. [0] I've highlighted a few key ones here: Good Design Makes a Product Useful : A product is bought to be used. It has to satisfy certain criteria, not only functional but…
Re: Design is losing its seat at the table
#54Earlier quoted context omitted.
Maybe that's a failure of the community who heralded these three as "design led apps"... but for me, these are not "well designed apps", they're pretty apps. That's exactly the point he's making. He chose these apps because they are high-profile products made by people who are ostensibly industry leaders in design, yet they are not well-designed. He's saying those apps don't solve any problems, they are mostly just "…
Right, but my point is that who designated these as "design leaders"? One good app in the past? Is a bad app sufficient to strip them of the title? What makes Medium or Path design led? Can I just state that my app is design led? >> "It’s now 2014, and I doubt seriously whether I’m alone in feeling a sense of anxiety about how “design” is using its seat at the table." Why? Look at all the other amazing work that othe…
Paper sole existence is an original, better interface to Facebook.
Design, as in usability has always been important. The question is, who is able to provide this? Are people who studied design at school good at providing usable designs or pretty designs?
One of the major problems in this debate is that a designers role is sometimes the person who comes in at the end and paints everything to look pretty, and sometimes it's a person who designs the entire user experience.
The danger is if too many desginers can only make it look pretty then management might start to rely on engineers ability to design instead of having an actual, dedicated focus on the design.
Re: Design is losing its seat at the table
#55Design doesn't really solve a "real problem" for the user.
Design ONLY solves an important problem FOR THE COMPANY. It enables users to navigate the product the way the company wants them to.
So does it deserve a seat at the table? Yes Does it deserve to be the king? Nope. Sorry. No really big problem solved.
Re: Design is losing its seat at the table
#56- The Electrolux Model 30 vacuum, 1937, by Lurelle Guild.[1] This is the iconic vacuum cleaner of the 1930s-1950s. The streamlining dates it. It was a good vacuum cleaner; many survive and parts and bags are available. The computer equivalent is Pac-Man in console form.
- The Honeywell Round thermostat, 1953, by Henry Dreyfuss.[2] Still for sale, and the world's largest selling thermostat. The Nest is a clear derivative of the classic Round.
- The Olivetti Lettera typewriter, 1963, by Marcello Nizzoli. This is a classic in portable typewriters. Olivetti in the 1960s produced some beautiful typewriters, calculators, and computers. They didn't keep up on the electronics side, but their machines looked great. The computer equivalent is the original Macintosh.
Now, all of those were good, working products. There are other design icons that didn't.
- The S1 locomotive, 1938, by Raymond Loewy.[4] This was a case mod for a steam locomotive, apparently based on spaceship designs from Buck Rogers comics. The link shows locomotives with and without the decorative sheet metal. As an add-on, it was a huge maintenance headache, making access to the working parts harder. It ushered in a whole era of "streamlined" steam locomotives, many of which lost their non-functional sheet metal during WWII. The software equivalent might be console video game user interfaces with lots of pretty but marginally functional shiny things.
Loewy did better with the GG-1 electric locomotive. His main contribution was to insist on welded seams rather than rivets, providing a smooth exterior. This worked better on an electric locomotive, where all the important parts are inside, not outside. The software equivalent might be the Windows Aero theme. As it turned out, though, the future of locomotive design was to ignore aesthetics entirely.
- The GP7 locomotive, 1952, by Richard Dilworth and John Markestein.[5] This is a classic for a completely different reason. It's an ugly locomotive. It was designed to be ugly. Dilworth: "I wanted to make a locomotive so ugly in appearance that no railroad would want it on its main line or anywhere near their headquarters. But they would want it out as far as possible in the back country, where it could really do useful work." The GP7 is a long narrow box with walkways on both sides and a bigger box for the cab. Everything important is easily accessible from doors all along those walkways. No need for ladders, no need for lifts, easy access for maintenance. The GP7 looked like no locomotive before it. Every Diesel freight locomotive since looks a lot like a GP7. Like Craigslist, it's brutally functional and works.
[1] http://www.theelectroluxman.com/ [2] http://yourhome.honeywell.com/home/Products/Thermostats/Manu... [3] https://en.wikipedia.org/wiki/Olivetti_Lettera_32 [4] http://www.theguardian.com/artanddesign/gallery/2013/nov/05/... [5] http://www.american-rails.com/gp7.html
Re: Design is losing its seat at the table
#57I will look at 3 apps that were programmed by programmers, and have failed. This should be enough to prove to anyone that programming is on the way out, and the future is bleak for us all.
This paragraph contains some more waffle that has nothing to do with anything. Thx for listening.
Re: Design is losing its seat at the table
#58That Steve Jobs quote seems to have propelled a lot of people doing graphics into a broader field; if it is entirely fair and on whose expense I am not sure.
Secondly. Graphical design today is much more a commidity than it used to be.
Libraries such as Twitter Bootstrap puts professional high quality (albeit generic) graphical design into any boring old webapp. And for 90% it is good enough.
Mind you the reason d'etre for most software developed today is a set of specific tasks not aestethics, not branding or marketing. Good aesthetics may be a nice touch to add and I found that it often helps boring internal IT-projects that they look good and conway an immediate sense of quality. Luckily today it is in within the reach of the average programmer.
Re: Design is losing its seat at the table
#59Design is not how something looks. It's not pastel colors, and slick animations and cutesy UI. Design is intrinsically tied to function. Design is how you think about and solve a problem. I go back to Dieter Rams' 10 Principles of Good Design often. [0] I've highlighted a few key ones here: Good Design Makes a Product Useful : A product is bought to be used. It has to satisfy certain criteria, not only functional but…
But design doesn't always have to be useful. For example the work that a game designer does is all about distraction and entertainment, and has little to do with making things understandable. In fact game design is about creating problems for people more than anything else at times.
I'd also be wary of the fashion to bash fashion and the decorative arts: A good knowledge of the decorative arts and art history are critical if you want to be a good designer. And I would also add to that a good designer should be a well rounded person as well: You should know a little bit about theater, literature, music and many other things.
The real failure I see is that many lesser engineers think that they can sprinkle some design on what they're doing. Another sin I see is that while hacker culture is a great thing, design isn't something that you can learn in 48 hours from courseware. In fact I've spent my entire career doing design and I'm still learning new things every day.
Re: Design is losing its seat at the table
#60Design is not how something looks. It's not pastel colors, and slick animations and cutesy UI. Design is intrinsically tied to function. Design is how you think about and solve a problem. I go back to Dieter Rams' 10 Principles of Good Design often. [0] I've highlighted a few key ones here: Good Design Makes a Product Useful : A product is bought to be used. It has to satisfy certain criteria, not only functional but…
"Their campaigns find favour in cocktail parties in New York, San Francisco and London but are taken less seriously in Chicago. In the days when I specialized in posh campaigns for the New Yorker, I was the hero of this coterie, but when I graduated to advertising in mass media and wrote a book that extolled the value of research, I became its devil. I comfort myself with the idea that I've sold more merchandise than all of them put together."
"A few years ago, Harry McMahan drew attention to the kind of commercials which were winning the famous Clio awards for creativity: [...] of 81 television classics picked by the Clio festival in the previous year, 36 of the agencies involved had either lost the account or gone out of business."
- Ogilvy on Advertising, David Ogilvy