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design – Rob Brogan

April 18, 2016Comments are off for this post.

Link Drops, A TinyLetter

I just created a TinyLetter to dispense the occasional links I'm dying to share with other designers. For a while, it might exist as blog posts too. I might phase that out, though.


Hello You

This first email is a bit of a story, and then some links. I promised links.

When I first thought about making this newsletter – still wondering if I'll just make blog posts instead, I do hate email clutter – I had a bunch of great articles floating around my head that I wanted to share. Now I have no idea what those were, so I'm now getting lost in the blogosphere that, for 2016, is Medium.com.

I hate ending sentences with URLs.

 

What these Link Drops are for:

"Beginner's Mind" comes from Buddhism, but I think it works just great for the attitude required when sharing information about any field of practice, especially design:

It refers to having an attitude of openness, eagerness, and lack of preconceptions when studying a subject, even when studying at an advanced level, just as a beginner in that subject would. [wiki]

 

I consider job experience as a vague measurement or ranking of how many mistakes you've made so far. In this light, I can never imagine experience as a limiting factor on learning – yes, even learning the same thing twice.

 

Great stuff on the internet is usually doing one of two things for me:

  1. Showing me something really different, or something ordinary in a different way
  2. Reflecting my own way of thinking about things

It's healthy to get a mix of both. I know, the second one seems very insulating, but I have found that reading what a like-minded person writes gives you the benefit of learning how to better articulate your own thoughts.

 

Feedback

Yeah, that would be super helpful. Left to my own devices, I will go down tangents about philosophy, freedom on the internet, and such. I'm going to try and stick to articles and resources for learning about design, and specifically about UX Design. If you really want to see "more like this" or "less of that" then feel free to reply directly to this. It goes to my inbox.


Link Drop #1

In my quest for links today I started digging through Medium and found one, two, three, whoa tons of great articles from UX Launchpad. So it's safe to say that clicking any of those will be interesting and informative.

Design Explosions #3

Start here! It looks like an article, but really it's a video. This serious called "Design Explosions" takes a deep look at a finished product and breaks it down to see what's going on. I appreciate the diagrams.

Design Explosions #1

Craaaazy long, plenty of good diagrams though. Okay so this is a really long one and I don't blame you if you can't get through the whole thing in one sitting. What's most important here is: there are multiple ways to design anything.

Junior Designers vs. Senior Designers

Oldie, but excellent. Another person's idea of experience conveyed in squiggly line sketches.

A Faster FT.com

Last week, Nico gave an excellent talk about how people perceive time/waiting. Here's an article giving us a very tangible, and yes, monetary case for an efficient web"

We wanted to understand how much the speed of our website affected user engagement, specifically, the quantity of articles read, one of our key measures of success. Using that data we then wanted to quantify the impact on our revenue.

Designing complex products

I'll finish off on a strong note. This hits both #1 (something new to me) and #2 (reflects a lot back at me).
For example: I'm a big fan of the progressive reveal strategy and that's reflected in a lot of my designs. To each their own, but I enjoyed seeing another designer explain it.

Sincerely,
Rob

Addendum

Some of these were long articles talking about real world examples of a design process in action. I could also include some things in the genre of listicles, like Typography Tips for a Better User Experience, or just general repositories of info and tools. If that's more your speed, let me know.

deep thoughts kitty

I hope you like cats

 

Subscribe!

March 6, 2016Comments are off for this post.

Simple is awesome

Hi there, it's Rob again to go on and on about how amazing Simple is.

I often think of how great it would be to design for this product, but then maybe it'd be a room-mate kind of scenario where you risk souring the relationship - who knows!

In any case, I had a bit of surprise-fraud today. Long story short, I saw an Amazon transaction even though I didn't buy anything on there recently. They quickly disabled my card until everyone could investigate. As it turns out, I had pre-ordered something and it was one big false alarm.

When I let Brenna know (customer service), she was equally relieved. I really cannot say more about how much I appreciate a normal, human response to situations such as these.

Simple Bank customer service screenshot

Yes, you might have noticed. She even included a reaction GIF!

February 12, 2016Comments are off for this post.

Swag Socks!

An Instagram comment from someone at Tumblr inspired me to whip up a few potential sock patterns for Tumblr. All based on the brand colors and official logo. The sock shape is adapted from an icon file.

swagsock

February 1, 2016Comments are off for this post.

Creating “Letters”

I've been thinking about starting up another podcast (I had four of them in back in College) and after setting a personal deadline of the end of January, I finally got it together!

You can learn more about the podcast from visiting the site or listening to the introductory episode, but basically it will have a different topic in each episode and feature opinions, perspectives, and thoughts from other people.

Since all the podcast stuff has its own home online, I'd like to briefly share my process for getting everything set up here:


1. Site & Hosting

This was the easiest step for me, because I already have hosting (thanks Dreamhost!) and a domain name set up. I might buy a unique domain name for the podcast, but that's a bit premature right now. For the time being I set up a sub-domain (anything prefixing the main domain) as letters.robrogan.com.

If you don't have any of the above, you'll want to shop around for some affordable hosting and a domain name. Both of these should be super easy to find with Google and I don't feel like writing a tutorial. ;)

2. Setting up the CMS

A CMS is yet another tech acronym for Content Management System. You'll have lots of content—blogs, podcasts, etc.—and you'll want to manage it. WordPress is by far the easiest to set up in my opinion so I'm using that.

With WordPress, you can quickly get it set up to distribute your podcast with a single plugin. There are a few to choose from but so far I recommend: Seriously Simple Podcast. What a godsend. Literally all I had to do was fill in the title of my show, author, description, and a few other pieces of info and it was good-to-go.

There are a few other details that I put into my WordPress, but you should set it up however you like. I'm trying to find a balance between practical, low-maintenance customization with just a dash of unique design. Using the plugin Easy Google Fonts I changed the typeface to a much softer sans-serif called Nunito. Note: I would not recommend using more than one or two web fonts as each font file increases the loading time for your site.

3. Making the Podcast

Well this point could be all sorts of things, but let's just say that at some point you'll have to sit down and record some audio, then edit the track, save it as a reasonably sized *.mp3 and upload it to your blog's "Media" (if using WordPress).

In my case, I have a USB microphone (even a cheap one is a lot better than the built-in source) and I recorded with Adobe Audition. If you don't have Adobe then Audacity is 100% free and gets the job done. Podcast editing a pretty big topic that is covered elsewhere better than I could here, so I'm not going to go into detail.

4. Album Art, Finishing Touches

People can agonize for hours—nay, days—trying to create the perfect artwork for their show. Right from the start I told myself that it will never be perfect, and it's not going to ooze symbolism either. Erring on the side of simplicity, I just typed up the podcast name in a few fonts and colors and went from there.

I ended up using a strong serif font for the base, and then I masked-out most of an ornamented font, retaining just a few interesting characteristics, and overlayed that in a bright color. I think it has an interesting effect, so that's good enough for me! Lastly, I needed something else to give it a bit of weight and not feel like a word just floating in the middle of a square. In addition to adding the two lines (reminiscent of lined paper), I added a thick border so that the light background didn't get lost in the mix of a white web design or podcast app.

Letters podcast artwork

5. Now It Really Begins

So, setting up all of this was a bit of a chore, but in reality it's just the beginning. I think the interesting challenge remains in creating each episode, especially if I require the participation of other people. I hope it turns into something great, but if not, it's been a fun design and build process.


January 29, 2016Comments are off for this post.

Brain Dump

What's on my mind?

There's a misconception that the practice of meditation involves clearing your mind of thoughts. There are amazing resources to learn all about it, but in short: the aim is to remain aware of thoughts as they come and go like clouds and not grab on to one and get lost in a train of thought.

Perhaps that's not the best definition, but I think it explains how I've been this week. I used to meditate once a week at this place in Manhattan for about a year straight, and for whatever reason I lost the habit. Last Tuesday I returned and I'm already excited for next Tuesday's sitting.

I'm definitely feeling more aware of so many thoughts passing by, but I'm very out of practice in letting them go. I feel some mental arms flailing around as I want to keep each one and nurture it into some nice, grand thought.

I heard something interested on a podcast recently about letting go of identifying with your thoughts. If you're a Game of Thrones fan, think of the House of Black & White where Arya is training to become "a girl" and lose her identity.
Jaqen-Hghar
A girl may think a thing, but Arya does not. If you have a blog, podcast, or just love to talk a lot, you might notice how the further you elaborate a thought, the more you're trying to inject your identity into the idea as though it is your own. At least that's the case for me.

Of course, a specific thought at a specific time can only happen inside your head, so in that regard you are the owner of the thought. The idea however is likely to be shared by thousands. There's a point where I disagree with the above however: I think sharing ideas is the most important thing humans can do. We developed the ability to communicate and that's probably our best attribute.

So, on a personal note, I hope to put things here in a spirit of sharing, not identifying or owning, or to be an expert or visionary, but for the sake of the same ideas that reside in so many others to light up and become connected; which is how great philosophies can be born. Also, fully knowing that all of this can happen without me entirely, but for my entertainment at least, I'd like to learn and to listen.

Now that the meta is taken care of...

Minimalism and Wabi-Sabi

I've been reading Kenya Hara, and John Maeda lately. I also started getting into Wabi-Sabi: Further Thoughts, which hasn't expanded much of what I learned from his first book, but has definitely rekindled my interested in thinking of this aesthetic applied to digital interfaces.

Just yesterday I saw this beautiful phone interface designed by Kenya Hara, for an elderly population, but something that I would love to use!

2

Now I have this crazy desire to make such an operating system in English, and include the sensibilities of Wabi-Sabi that I'm always talking about. I have no idea where to start in such an ambitious project and would probably need a whole design studio to be honest, but I think it's going to be a fun concept to explore for myself.

Podcasting

For a guy that starts out a blog post about not identifying with thoughts, and letting them pass by, I'm really anxious to create more things. What can I say, humans are complicated.

I've had this idea for quite a while now, but I've set a deadline to complete a first episode by the end of January. The recording and editing will be done by then, and depending on the technicalities of publishing it, you may not see it until February.

In short, I'm trying this new style where I record a Voice Mail for a person, send it to that other person and wait for a response. With a few responses, or a few people, I hope to have something interesting that can be stitched together into a short episode.

This is inspired by old-timey hand written correspondence, but we'll see how it really plays out. Recorded conversation is most interesting because it can have unexpected turns, and people can quickly adjust their stance on something and arrive at a natural conclusion. I'm afraid this won't be as interesting to listen to, but I have a hunch that I could be different enough to still be interesting.

January 28, 2016Comments are off for this post.

Una Corda Piano

January 21, 2016Comments are off for this post.

Design Thinking

On our work Slack today, someone linked this Wired article:

IBM’s Got a Plan to Bring Design Thinking to Big Business

To which I quickly replied with:

FullSizeRender.jpg

Anyone who knows me will know that I'm always crusading against saying words that don't mean real things, and buzzwords. Design Thinking, in my mind is just thinking! Maybe that's because I'm already a designer, but I feel like anyone can bring this type of thinking about a problem if they simply step outside of their typical problems and concerns of the day and dedicate some thoughtful time to an issue.

Later, someone shared this wonderful, 4 year old diatribe about design thinking by Dan Saffer.

Love. It.

On a more personal note, I suppose a lot of this comes from my perception that I'm not doing anything magical or special. I simply get paid to focus on certain things, and people in these "big corporations" we nebulously try to understand are just other people focusing on other things. I have no problem (and welcome) the inclusion of designers to help solve a problem. I also think that a business person can do a lot of this "design thinking" without involving a designer. You have to be willing to put your train on hold, switch tracks, and dedicate yourself to that problem. I fear the most toxic outcome of sharing vague words about an entire profession is to miss the point, and in some cases, acquire a design firm so that you have "in-house designers" to add value to your company – this won't work.

January 21, 2016Comments are off for this post.

Reading

"People don't read, almost anything, unless they set out with the goal of reading." Andy Mangold

Also my favorite UX Myth.

January 7, 2016Comments are off for this post.

Design Considerations for Virtual Reality

Preamble:
Yes, much hype. Much much hype.
Yes, I'm always skeptical, and I'm assuming that VR headsets (e.g. Oculus) will take a few iterations, and price points to catch on. Now even a few years into it, wearables are still getting mediocre traction. At best, Apple has people wearing them for social status or fashion. Nevertheless, new technology is deserving of design consideration even more than existing, common devices. They need to be nurtured, and "done right" in order to have a longer life ahead.

What follows are a few things I would keep in mind if I found myself in a position to design for Virtual Reality. Perhaps with more exposure to VR, I can add to this list in the future.


Sharing the room
Others that are not wearing the headset have no insight to the VR experience; unlike a TV, which can be a shared experience. Devices will either have to become more affordable so that everyone can wear them at the same time, or the solitary device should provide some external feedback to others in the room; such as an outward-facing display that mirrors a 2D version of the virtual experience, distinct audio signals (for the room, not the wearer), or as some currently offer: an optional feed that displays on a TV/monitor.

Accessories to support and enhance
Accessories can enhance the experience, further immersing you into the virtual reality by giving you a great approximation of bodily control. These can range from the more necessary, to nice additions.

The ability to turn in place with ease (and not falling into real world objects) is probably the most important and can be solved with a basic swivel chair or the more expensive 360° treadmills.

Oculus accessories

In concert with existing wrist wearables, or custom-made wristbands, the VR headset would no longer need to be the main point of interaction (click, tap, or toggle). Using accelerometers and Bluetooth that are already included in any fitness wearable, one could wave an arm in front of them and have the action mimicked in VR. Or similarly, a shake or a tap on the wrist could replace the need to tap a button on the headset for making selections.

Keep things out of frame (move the eye)
The same principle that applies to photography, painting, or any kind of visual medium: you want the eye to move across the canvas. In this case, you want heads to turn. Succeeding at this influence are short films that have a rich and beautiful environment, but also play between primary and secondary subjects. At times, both are not within the same gaze and you must turn to see either subject.

This should be used in moderation however, as you can easily tire a VR participant with too many subjects in different directions, and also risk a poor experience that leaves observers feeling they might have missed out on parts of the story because they were forced to follow one subject while another of equal importance remains out of view.

Sound quality is as important as image quality
A truly immersive experience relies on tricking your senses. A well-crafted story also relies on directed attention. Audio quality aides both of these by bringing the observer into the virtual world with realistic ambient sound, and the ability to subtly distinguish voice will help people grasp if there’s a character standing next to them that they need to turn and face, or if the speech is coming from an omnipresent narrator.

Prompt to enable Do Not Disturb when starting the VR
This is a short one, but nothing ruins a virtual experience like a pesky notification pushing its way into view. Before starting a VR experience, there should be some reminder or prompt to enable Do Not Disturb mode for the phone. More aggressively, VR software could just disable notifications, but I prefer to let users make the choice.

Subtitles should remain fixed, detached from video movement
Another specific point is that layered content, like subtitles, should be fixed to an easily legible portion of the screen. In one demo, they were out of view, below the general plane of vision. Although moving around and exploring the setting is a hallmark of VR, some visual elements should be fixed or represented "out" of the virtual space - another plane, or layer, if you will.

October 26, 2015Comments are off for this post.

Crème of Abstraction Layers

Evolution of content publishing online

When I slow down to look at my interaction with most web sites, I notice an incongruity for accomplishing the same end goal: publishing.

While different sites offer different levels of sophistication, I’ve noticed that creating or editing content on the modern web is bubbling-up closer to the surface. I liken this to term as used in Computer Science: abstraction.

At first, you had to write binary that worked directly with the processor. Then they created a language that allowed you to write logic gates which were converted to binary. The higher you get, the more programming becomes natural to humans.

Nick Nelson, Web Developer

As Nick sums it up, there is a pretty deep (and technical) background to programming that few of us think of today — even the programmers. Even though a well-versed developer that works in an Object Oriented language might know the logic behind the code, we have long since been removed from considering logic gates and binary code.

Translating this to web development, the abstraction layers could go as far as the binary code, but the fundamental difference between software and what we predominantly see on the web seems to start with HTML. Taking human steps back from HTML, by my count, we are just now seeing mainstream implementation of a fourth layer of abstraction.

facebook

facebook

Layer One

HTML and other languages

It used to be that you had to write everything in the language our browsers speak. Yes, we still build websites like this, but you don’t have to know this language to write a blog or update your status. I consider HTML, CSS, and other browser languages to be the first or bottom layer of abstraction on the web. Kids used to learn HTML if they wanted their MySpace to look a certain way. Later, WordPress says, “no more!” Enter the second layer of abstraction.

Layer Two

Admin panels and WYSIWYG

WYSIWYG editor tool for the Blogger CMS

WYSIWYG editor tool for the Blogger CMS

WYSIWYG (what you see is what you get) has been around before the internet, letting you select a different font style or change your margins, colors, and other preferences. Its implementation in Content Management Systems (CMS) brings about the second layer of abstraction. I’m sure you can count plain text input somewhere in earlier CMS platforms, but this is the more common method of creating content on the Web. Blogger might have been the first prolific example (above), but I haven’t spent enough time Googling to tell you for sure.

Aside:
To be true to the definition of abstraction this comparison should only be made from language-to-language. In that regard, languages like SASS, LESS, and the like are another layer of abstraction on top of CSS. I’m using abstraction liberally to talk about the mode of interaction you have with a computer when creating content online. In that regard, SASS and CSS are in the same bucket of “manually writing out instructions for the browser.”

An important element of this second layer of abstraction is not only the WYSIWYG, but its placement within an administrator’s section of the website. On Blogger, WordPress, or even the relatively modern Tumblr, you must sign in and access a different side of the website to enter new content and publish.

Tumblr’s Content Entry, circa 2013

Tumblr’s Content Entry, circa 2013

What makes Tumblr interesting is that the primary experience of viewing and interacting with other posts within the community takes place in the same logged-in state / administrator view.

Other services fall elsewhere in the spectrum of a definitive edit mode and read mode. WordPress for example has a completely different experience in the edit mode or administrator side of the site, whereas Flickr was one of the first to blur the line and display the same interface for editing as reading — with minor differences when clicking on things.

Wordpress Content Entry

WordPress Content Entry


Flickr Edit in Place Fields. Konigi, 2008

Flickr Edit in Place Fields. Konigi, 2008

It seems that in the development of a new content platform, there’s a defining choice whether to embrace the Content Management System (CMS) or to try and hide it as much as possible, creating the illusion that your draft could just as well be live, published content. This design decision is what carries some products from the Second Layer of abstraction and the Third Layer of Abstraction, where creating and reading content begin to merge.

Layer Three

Always logged-in + squishy CMS

Flickr, circa 2013

Flickr, circa 2013

As you can see above, Flickr has made quite a few changes over the years and I think it’s an excellent example of a third layer of abstraction to creating content online. Yes, there’s a smaller gap between this layer and the second than there was between the first two, but it’s distinct enough to deserve recognition.

In the Flickr example, people are still interacting with a CMS and they are logged in as an “administrator” of their content. What is significant however, is that our identities online have become more solidified and with a more liberal use of browser cookies, we are almost always identified when walking in to a website we commonly use. For example, WordPress, despite its many improvements, will still ask you to sign in to access the administrator part of your blog; whereas Facebook, Flickr, Medium, and many others will remember you, and what’s more: the main mode of interacting with those sites (communities really) is within the logged-in state.

As we lean toward an always logged-in state by default, the CMS necessarily has merged with the published content. Even when interacting with the CMS, it has become standard to do the composing or editing in the same place you’re viewing other content. When making a Facebook status, your browser doesn’t ask you to leave the newsfeed. When publishing a tweet, your browser no longer requires you to refresh the page to view that content. Overall, there a higher sophistication of Front-End web development being employed that makes these CMS interactions quite “squishy” compared to the very distinct moments you will have with a WordPress CMS and reading the blog, for example.

Sitting here in 2015, this doesn’t sound like much of a revelation. My apologies if I didn’t warn you ahead of time, but I don’t see myself as a visionary. I just think its important to document what we see.

Layer Four

Collaborative content

If I am to follow this winding definition of creating content and getting further away from complying with computers to get things done, then the last layer as I see it must be collaborative documents. Hear me out:

  1. Writing code – You’re using HTML, SASS, anything that’s meant for a browser and not a human.
  2. WYSIWYG / Hard CMS – You’re filling in text boxes, clicking formatting buttons, previewing, publishing, and then going somewhere else to see how it looks.
  3. Always logged-in / Squishy CMS – You don’t have to go anywhere else when finished creating or editing content. The line between browsing the web and composing has been blurred, but there is still a very strong line between you and your readers: the save/post/publish button.
  4. Collaborative content – In this state, the CMS is the viewing platform and composing platform at the same time. There’s no line between browsing and composing, nor is there a line between you and your readers:
Google Docs

Google Docs

I think where this notion of the Fourth Layer feels a bit forced is that it’s not a typical use case. Collaborative tools such as Google Docs, Dropbox, Box, and the like are associated with professional use only, and even in a professional setting they are not the norm.

What’s interesting to me however, is a hypothetical type of social media where that line between author and reader is selectively removed. Let’s take Facebook as an easy target. Imagine if you didn’t have to click the Post button on a status.

Oh wow Rob, that would make my life 9,000 times easier!

Yeah, I thought as much. It might even do more harm than good.

Side-note: isn’t there some publication that uses data Facebook has on what people draft as a status update versus what people actually publish?

I think it would be fun in some safe spaces, such as a curated group of your best friends where you could post content live and anyone that happens to be on the page at the same time can be drawn into your activity and then instantly (or simultaneously) begin to respond/react/build on what you’re putting out there.

Facebook

Okay, so let’s back away from the Facebook example a bit. I’m getting very specific just to try to explore what using the web would feel like if we managed to abstract ourselves just a bit more from the already ‘squishy’ CMS. Perhaps there will always be a line, a very minimum confirmation moment when an author does acknowledge something will be born into the Internet or not.

I think this depends on the concept of the web for most people. If you imagine it’s more akin to a book or newsletter than a dinner conversation or phone call, then yes, there will always be an interaction with the machine no matter how minimal. If you’re of the latter opinion however, then maybe at some point all lines will dissolve and we interact with the web as we do in person – maybe that leads to more explaining, and less editing, but that’s a whole other can of worms.


PS

I didn’t want to get too technical while exploring these different ways of creating content online, but I’d like to acknowledge that these layers of abstraction do not imply that we’re detaching from machines, markup languages, or programming of any sort. If anything, a greater layer of abstraction requires more sophisticated code to support such an elegant interface on the outside.

Good design should not aspire to rendering a complicated system into a seamless one; on the contrary, I hope we continue to focus our attention to the seams and learn how to best mold them to fit our needs.*

We used to log in to create blog posts and that was a necessity for security and identifying the author. Now we are logged in everywhere, for social reasons, for our own sense of digital identity.

Some Links:
http://en.wikipedia.org/wiki/Abstraction_(computer_science)
http://en.wikipedia.org/wiki/Abstraction_layer
http://en.wikipedia.org/wiki/WYSIWYG
http://konigi.com/interface/flickr-edit-place-fields
* I’d love to take credit for such an intelligent-sounding stance on design, but I first read about it here: Matthew Chalmers (2003)

March 27, 2015Comments are off for this post.

Problem solving

There's some discussion around the office, mostly among Interaction Designers, about the "Invisible User Interface." Here's an excerpt from The Best Interface is No Interface by Golden Krishna on The Verge. I readily agreed with almost everything he says ...until reading the article that I share below.

As a criticism to our obsession with apps and interfaces (I'm certainly guilty), I think his point of view is refreshing. It strikes at something that should be discussed. Golden Krishna identifies a symptom of lazy design, and dare I say, kowtowing to less-than-savvy clients that are prepared to give you $1M to design an app.

An honest scenario

Some institution or company comes to a design agency with a problem.
Usually it boils down to a basic problem: We need more people to sign up for our service, or we want people to use our service more, and the classic we want people to buy our things instead of our competitors'.

The design agency has been designing apps and websites for years. The fact that a business even approaches a design agency implies that the business owner or otherwise important stakeholder has a solution in mind: an app, a web site, an interface.

The design agency will "take a step back", carefully rephrase the business problem to their client. They'll brainstorm and consider many solutions. At the end of the day, the unspoken understanding is that the design agency knows how to make apps and websites, and the business person came to the agency because that's what they want.

Long story short, both parties end up jumping to the conclusion that an interface is the solution to the problem.

Slow down.

Designers are problem solvers.
You might have a title like visual designer, graphic designer, experience designer, interface designer, interaction designer... and that first word in your title pushes you to keep making the sort of things you always make. My greatest personal and professional challenge is to acknowledge the second word of these (often silly) titles. Living up to being a Designer means considering everything, and not jumping to the familiar toolbox to fix or improve something.

Side-note: This is why I was so enamored by Service Design that Fjord champions. Unfortunately, it's less tangible and must be difficult to sell, because this type of thinking is still in the minority of their portfolio.

The point.

I meant to just drop a link in here and sprinkle in a pull-quote from an article that I liked. I'm eager to explore where I really stand between the ideas of Invisible Interface and seamfull experiences, but I'm still quite fresh on the topic. For now, here's the link I came here to share:

No to NoUI – Timo Arnall

February 6, 2015Comments are off for this post.

Design Career Inspiration

I recently watched a documentary about Hayao Miyazaki and Studio Ghibli called The Kingdom of Dreams and Madness1. It's a beautiful movie, and I recommend everyone who has a career of "making things" watch this. No, you don't have to be familiar with his films, but it may be more interesting if you watch The Wind Rises2 beforehand.

I found myself pausing this movie to write down a few quotes that really struck me. This also happened within the context of a weekend where I happened to be reading a design publication that got me thinking about my own work. The design magazine was, of course, more explicitly focused on my own industry and happened to call out one of my major qualms with working at design agencies in general: they exist to serve big corporations, but the employees within are always dreaming about smaller, more beautiful things they could build.

A photo posted by Rob Brogan (@robrogan) on

As seems to be the theme for me this last year, I find myself in an adolescence of design where I'm of course working (I'm an Interaction Designer) but I feel there's little control over what I work on (projects come from the company of course), and I don't exactly know what I'd ideally work on. Some inspiration that came out of this documentary was that (1) doing good work, work that you want to be a part of is of utmost importance, and (2) the people you do this with are very important.

Toshio Suzuki, Producer, Studio Ghibli —

I'll say this, based on my experience. In your work, obviously, you'll meet many people. But ultimately, it's about who you work with. Only those who choose the right people to work with will be able to do the work they want.

I understand they go hand-in-hand, but thus far I haven't found the two to overlap in one place. I guess that's what I need to be more aware of, and always seeking out.

Hayao Miyazaki, Establishing Studio Ghibli —

We're going to build a three-story studio [...] Basically, our foremost objective here is making good films. No guarantees of lifetime employment here.
But companies are just conduits for money. Its success isn't our priority. What's important is that you're doing what you want, and that you're gaining skills.
If Ghibli ceases to appeal to you, then just quit. Because I'll do the same.


1. The Kingdom of Dreams and Madness IMDB | Trailer
2. The Wind Rises IMDB | Trailer
Bonus: The Wind Rises Soundtrack: Stream