A very interesting and quite long reading about perspectives of digital design, homogeneity and patterns in a designing a user experience. There are a few quotations from it, something that grabbed my attention and resonate with my recent thoughts. You might find there something for you as well. Continue reading
This article pops up today in my news thread during my morning coffee reading. First, I was laughing silently about the topic and wondering if anyone really needs to be detoxicated from the digital and ‘go back to nature’. It was ridiculous to think that people are so disconnected with their mind and body that they need a guide that helps them to look at the consumption of digital and virtual world from different perspective. And it looks like just one more useless research activity that people might promote because ‘why not’ and ‘anyway we get paid for it’.
But nonetheless I gave the article a try. 🙂 Continue reading
A very interesting article about good UX design and inspiration that it might got from ‘Motenashi’, – the Japanese term that uses for explaining the ideal rules how to host a guests and general hospitality pattern. Here is the article: good UX design and AI today.
I think I agree with the idea that I wouldn’t feel very comfortable with the app that totally anticipate my next move and knows me too well. As a human being I want to be spontaneous and creative every now and then, and, going though a routine can be a good in case of being productive, but quite hurting as well, because there is a creative part of me, that is considering myself as a unique personality that goes ‘her own way all the time’ and no way it can be anticipated by some algorithm. 🙂
So clumsiness of the modern AI can be thought through again and again, in order to make people feel better about using them (because it’s a great help indeed) and don’t feel that they are constantly watched.
And for designers it’s important not just fill the Apps with all those cool AI like features, but find the balance and carefully guide the user from ‘newcomer’ to the ‘regular’ without freaking them out. Empathy. Trying new stuff. Constant learning.
Here is why I love my job. 🙂
Sources for learning and become a wiser person 🙂
2. Read through this goldmine of articles to improve your photography skills. Digital photography.
3. Explore the largest collection of audio articles powered by real people. Dropbox has acquired Umano. Brain Pickings is a great replacement for 17.Umano.
4. Brain Pickings. Insightful long form posts on life, art, science, design, history, philosophy, and more.
More useful links are here, enjoy being smart! 🙂 33 websites.
From Flat design to Material design.
1. Material design is a design science. Article that introduce the main idea of Material Design.
2. Google introduction manual to the material design philosophy.
“We challenged ourselves to create a visual language for our users that synthesizes the classic principles of good design with the innovation and possibility of technology and science. This is material design.”
Our materials are space, time, light and shadows.
Space. The material environment is a 3D space, which means all objects have x, y, and z dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the positive z-axis extending towards the viewer. Every sheet of material occupies a single position along the z-axis and has a standard 1dp thickness. There are certain rules how this environment inside your mobile device is functioning, and all of those a natural extension to the surrounding.
Every command and every operation has its own depth scale in this 3D space and follows the common rules. Illustration of the elevation principle.
Light and shadow. Within the material environment, virtual lights illuminate the scene. Key lights create directional shadows, while ambient light creates soft shadows from all angles. Shadows in the material environment are cast by these two light sources. In Android development, shadows occur when light sources are blocked by sheets of material at various positions along the z-axis. On the web, shadows are depicted by manipulating the y-axis only. The following example shows the card with a height of 6dp.
Time is working as a connector between elements and create a smooth authentic motion while user’s browsing. Smooth and natural animation mechanics, connected to the physics theory and following the principles of reality around.
“Motion design can effectively guide the user’s attention in ways that both inform and delight. Use motion to smoothly transport users between navigational contexts, explain changes in the arrangement of elements on a screen, and reinforce element hierarchy.” Main ideas are visual continuity, hierarchical timing and consistent choreography.
And finally, colours.
“Color in material design is inspired by bold hues juxtaposed with muted environments, deep shadows, and bright highlights. Material takes cues from contemporary architecture, road signs, pavement marking tape, and athletic courts. Color should be unexpected and vibrant.” Less is more. Or just enough.
1. Stefan Sagmeister interview. Record cover designs will always be superior to film posters.
‘I’m somewhere in the middle when it comes to how much newness do I want in my life and work, and how much consistency. I’ve known people that want that newness all the time and I think that I’m not that radical.’
Future for graphic design: ‘Anything that’s possible to be animated will be animated. I think that the printing technology in the 3D world will play a bigger role, or will introduce and make it much easier for graphic designers to do products because again it’s that same space. Or I would say that that printing technology will continue to play a big role as far as individual execution, because inkjet will take over more and more spaces. It means that you can do something that’s much smaller in run and much more individual in their outlook. So my assumption would be that custom-made, low-run, high-end projects will play a bigger role considering specifically that only very specialised things will have the desire and the need to be a physical object.’
2. Anticipating design. Too much choices is a problem.
3.The first thing in design is..noticing. As human beings, we get used to “the way things are” really fast. But for designers, the way things are is an opportunity … Could things be better? Ted talk by Tony Fadell.
1. Autopsy of failure. How and why startups failed. autopsy web page. Might be interesting to look and analyse if my thesis topic is going to be related to startup culture.
2. What you should know to design your design portfolio>> Read here.
3.Trends in logo design, summer 2015>> Dots Lines&Volume Stars Chaos Nostalgia Circles Triangle pixels Photos etc.
5. Tips for creative writers >> Do it right.
6. How to break brainstorming ‘struggle’ sessions? >>
- Define the real problem.
- Lover risk of critics.
- Create culture of implementing ideas.
- Reward concrete people for their successful ideas.
- First let people work alone and then unite them to the group(s).
More is here.
7.If you need to send an invoice, here is your template.
8. Easy way to browse designer’s portfolios on dribble: stumbbble
9. New and Fresh Fonts: Click!
10. WordPress’have to do list or checkouts.for site/blog.
11. Google rules! Icons.
12. Finnish language. Interesting way to remember words. Rus/Fin.