I had two weeks of downtime where I could finally give my design portfolio some much-needed TLC.
The goals behind the update were to have an online space to showcase work highlights, curate content, and learn the basics of Framer—a new tool for me.
https://t.co/0pKOh8jQzZ
The obvious path for designers in the AI age is to move closer to code.
But the more valuable path may be upstream: closer to the customer, the business, and the problem.
If everyone can prompt agents to code, the scarce skill becomes knowing why, what, and how to build.
Dot was deeply loved by the people who worked on it. We expressed that love through careful curation and editing, through spending months iterating on and developing an intuition for the material.
However, it was simultaneously was very much a product of the old “Apple” style paradigm where craft and perfection were king, because in the old world designers had years to play with materials and develop an intuition for them. Multi-touch, aluminum, glass…
Now the material (intelligence) changes too fast for that process. So products that live in symbiosis with the material, that embrace its rate of change and probabilistic nature as something to be loved vs optimized away are the ones that win.
It’s a new material. We learn to work with it in new ways that celebrate it for what it is vs try to mimic the materials that came before, to express our love for humanity in new forms.
so, tldr. Update your definition of design, of craft, or watch it die.
When you show stakeholders a design / prototype and their snap reaction is "I don't like this," there are only 3 reasons:
1. They disagree with the problem you're trying to solve
2. They disagree with your assumptions on how to best solve the problem
3. They disagree with your specific execution of how to best solve the problem
The first thing you need to do is figure out the root cause of the disagreement -- it is #1, #2, or #3?
The stakeholder usually can't articulate the reason for you b/c they don't know your intention. All they see is a design they don't like.
Make the root cause analysis easier by always stating:
1. What is the user problem?
2. What assumptions are you basing your design on?
Disagreement on #1 and #2 is like 60% of design disagreements in my experience.
I had two weeks of downtime where I could finally give my design portfolio some much-needed TLC.
The goals behind the update were to have an online space to showcase work highlights, curate content, and learn the basics of Framer—a new tool for me.
https://t.co/0pKOh8jQzZ