Go to books ↓
This guide is designed as a 'get started' or introductory read for the starting to intermediate designer who wants to learn or get more knowledge about cross-DPI and cross-platform design from the very beginning. No complex math and un-parsable graph, just straight forward explanations ordered in short sections for you to understand and apply directly to your design process.
Meta-design is much more difficult than design; it’s easier to draw something than to explain how to draw it
Software cannot take into account the way humans perceive shape, colour, and size — that is to say the software cannot understand the context of an object in relation to other objects, in the context of an overall visual language, or how a human would perceive the object.
Certainly there are universal truths about what good design is. Good design should solve a real problem. It should be easy to use. It should be well crafted.
Every now and then we see discussions proclaiming a profound change in the way we design and build websites. Be it progressive enhancement, the role of CSS or, most recently, web design itself being dead. All these articles raise valid points, but I’d argue that they often lack objectivity and balance, preferring one side of the argument over another one.
The “creative type” is a myth. Everyone is creative, including you. Research indicates that creativity and having novel ideas relies upon practice and exposing yourself to new information. So to be creative, you simply need to try to be creative and put yourself in the right environment.
If you’ve ever come across a client (or 20) who refuses to pay you what you know you’re worth, you might start to think that there’s no one out there who knows the value of good design. And you’re definitely not alone – so many designers compete on price that those who want to compete on quality often feel left out.
In this tutorial, we'll be covering how you can take concepts of Material Design and improve them to create better interfaces that are at the same time more distinct in their visual style. We'll also look at a few general tips before you start designing by using Material Design as a starting point.
“We’re all back at square one again.” That was the overwhelming lesson we learned while designing our first major Apple Watch app for launch.
The best products are built by teams with great communication bridges between designers and engineers. Whether you’re one or the other, at the end of the day… we’re all shipping software. When a design system is invited to the party, communication is even better.
If you’ve dreamed of the day when you could design more than one thing at once in Photoshop, the wait is over. You can now have multiple designs right next to each other. Design mobile layouts alongside your tablet and desktop layouts.
Every layout consists of objects — headers, footers, headlines, buttons, dropdowns, links. You can think of these objects as separate entities and design them on their own.
Accessibility enables people with disabilities to perceive, understand, navigate, interact with, and contribute to the web. Imagine a world where developers know everything there is to know about accessibility. You design it and they build it… perfectly. In this world, only the design itself can cause people with disabilities to have trouble using a product.
Visual language is like any other language. Misunderstandings arise if the language is not shared and understood by everyone using it.
Should designers be able to code? This topic never seems to die, with its endless blog posts, Twitter discussions and conference talks. But the developer’s involvement in the design process seems to be addressed very little. This is a shame, because developers have a huge amount to add to discussions about design.
By showing how members of our design organization often conduct critiques, we wanted to highlight what can make critique work well, and what can often get in the way.
It’s in our mission statement: empower every person on the planet to achieve more. Designing for inclusivity opens up our experiences and reflects how people adapt to the world around them.
Design is not just what it looks like and feels like. Design is how it works and sketching in code enables us to focus on that.
The great lie we designers tell ourselves: that “design,” as a concept, sits apart from the world. As though “design” is somehow separate from, indifferent to, more pure than the society it sits in. And like it or not, designers, have a long, storied, terrible history of telling this particular lie.
For designers, it’s easy to jump right into the design phase of a website before giving the user experience the consideration it deserves. Too often, we prematurely turn our focus to page design and information architecture, when we should focus on the user flows that need to be supported by our designs. It’s time to make the user flows a bigger priority in our design process.
The quest for better online identities needs a more creative approach
I HAVE A FRAMEWORK that I find very helpful in teaching my apprentices how to design. It’s 3 steps: Imitate, Remix, Invent
What could be so difficult about designing a decent date picker? Basically, we just need an input field and an icon that represents a calendar clearly enough, and once the user clicks on that icon, we pop up a little overlay with the days lined up in rows. Right?
Stretching perhaps from the introduction of the first iPod in 2001, through the release of the groundbreaking iPhone 4 (and subsequent refinement with the iPhone 5), Apple was regularly lauded as best-in-class when it came to hardware and software design and the synchronicity of those elements. But things changed.
When the American people go online to access government services, they’re often met with confusing navigation systems, an array of visual brands, and inconsistent interaction patterns. Websites intended to help people access information and services, like a veteran looking for help to go back to college, are splintered off of various agencies and organizations.
This is Part 1 of a series examining techniques used in game graphics and how those techniques fail to deliver a visually appealing end result.
Aims to be the biggest checklist of inclusive design considerations for the web ever. Includes items for accessibility, performance, device support, interoperability, and language.