I'd kill for a few articles on building design systems from scratch, just walking through your mental process and making decisions (colors, fonts, spacing).
I know you already have one practical demo (the mobile app redesign), but I'd like you to expand on the "Visual Language" part of it.
Basically, how you approach empty sheet as a designer and then defend and explain your result.
this is awesome but I would really like to hear your thoughts on this post
especially this part "static UI has deep primitive reasons for why it’s so calming, because of our preference for object permanence and short term memory. Things don’t just morph like this in the physical world."
I've used an interface with 0 animation a few days ago and it felt soooo good
https://t.co/V43eqy1bPF
> “Motion can help people track what’s changing”
I think I wrote some stuff in the past about how this argument was first presented in Android I/O conf in like 2014. However, it’s grossly misused and IMO overrated. Animations were initially marketed as “functional” design as in they provide context.
There are more relevant and pressing things like not wasting 300ms of time for 4000th time I am clicking this button.
I’ve also written about how static UI has deep primitive reasons for why it’s so calming, because of our preference for object permanence and short term memory. Things don’t just morph like this in the physical world.
I think it’s one of those things that designers latched on since this precise 2014 moment in UI/UX history. Before that we had dumb things like coverflow and pageturn animations, but nothing felt like molasses that the entire iPhone UI feels like. Animations destroyed snappiness big time.