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Pedro Gonçalves

Flat Pixels: The Battle Between Flat Design And Skeuomorphism - 0 views

  • Defining Skeuomorphism This obscure word describes the way designs often borrow a particular feature from the past, even when the functional need for it is gone. Examples include pre-recorded shutter noises on smartphones to remind us of film cameras, or calendar apps that feature torn paper and metal rings. Or, as Wikipedia tells us [1]: A skeuomorph is a physical ornament or design on an object copied from a form of the object when made from another material or by other techniques.
  • the digital world has seen skeuomorphism popularized in the past couple years mainly thanks to the recent iOS-inspired trend of rich textures and life-like controls.
  • By opposition, the other side of the coin would be the newly popular "flat style", of which Microsoft's Metro UI is probably the main example. Flat Style embraces visual minimalism, eschewing textures and lighting effects for simple shapes and flat colors.
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  • this trend is not always about skeuomorphism – which implies a connection to a past incarnation of a similar design – but rather often about realism [2]: a purely visual style that tries to imitate real-world materials and textures, exemplified by Apple's tacky over-use of leather textures in some of their own apps.
  • skeuomorphic designs tend to look realistic (to make the connection with the original object clear), and realistic designs tend to be skeuomorphic (otherwise the realism would look out of place).
  • touch target couldn't be smaller than a certain size (Apple's Human Interface Guidelines recommend at least 44 by 44 pixels).
  • showing less on the screen, but doing more with it.
  • realism done wrong can morph into kitsch
  • the problem of getting skeuomorphism wrong: making something look like a physical object, but not work like it
  • That problem is that when borrowing elements from a design's previous incarnation, you often also bring its limitations along for the ride, even when these limitations have no reason to exist anymore
  • When done right, skeuomorphism and realism will trigger strong associations with real-world counterparts. This is both a strength and a weakness: sometimes, the association can be so strong that it will stop you from improving on what's already been done.
  • Gone were the shadows, highlights, gradients, and textures of iOS apps. Instead, Metro offered flat squares of color with big typography.
  • Microsoft's new design philosophy certainly seemed to strike a chord within the tech sphere, with many praising Metro's strong focus on typography and colors.
  • And while flat design is often purely visual, it does resonate with designer's love of minimalist concepts, embodied by the famous Antoine de Saint-Exupery that “perfection is achieved not when there is nothing left to add, but when there is nothing left to take away”.
  • Two of the most talked-about games in recent month, Letterpress and Hundreds both feature flat designs. In fact, Letterpress creator Loren Brichter even revealed that the whole game only uses a single image!
  • When you have a high-definition display and screen-optimized fonts, you quickly realize you don't need much else to create beautiful work.
  • is pushing many designers towards prototyping in the browser directly, foregoing static mockups entirely.
  • Add all this together and you begin to see why many designers are moving away from texture-heavy realism towards the more flexible and lighter-weight flat style.
  • keep in mind that the needs of users should always come before our aesthetic pursuits
  • visual style is nothing more than a means to an end [15]. If the situation calls for realism, go nuts on textures and highlights. On the other hand, if a flat aesthetic achieves the design's goal better then it might be time to go on a gradient diet.
  • With the recent releases of their newer mobile apps, Google has started pushing a style that some describe as "almost flat" [18], or maybe "skeuominimalism" [19]. Unlike the drastic visual wastelands of Gmail or Google Reader, this new style uses elements like shadows and gradients in a tasteful, subtle way. This style offers the best of both world: realism's affordances and subtle hints combined with the purity and simplicity off flat design.
  • another way to look at it is that it's simply design done right: seeking efficiency and simplicity without sacrificing usability to the altar of minimalism.
  • I will pick a camp and put my chips in with flat design (specifically, Google's less-extreme variety).
  • Google is not so much pioneering a new style as showing us what digital design looks like when it's done right
  • catch up with what the web has to offer, we'll have to get our hands dirty and start coding [21]. And when you're both designing and coding a layout, you start to appreciate the value of keeping things lightweight.
  • Flat design also forces you to really care about typography and layout, two areas where web design has traditionally lagged behind its more established print cousin.
Pedro Gonçalves

20 top web design and development trends for 2013 | Feature | .net magazine - 0 views

  • “If you’re designing a website and not thinking about the user experience on mobile and tablets, you’re going to disappoint a lot of users,” he warns. Designer Tom Muller thinks big brands getting on board will lead to agencies “increasingly using responsive design as a major selling point, persuading clients to future-proof digital marketing communications”. When doing so, Clearleft founder Andy Budd believes we’ll see an end to retrofitting RWD into existing products: “Instead, RWD will be a key element for a company’s mobile strategy, baked in from the start.” Because of this, Budd predicts standalone mobile-optimised sites and native apps will go into decline: “This will reduce the number of mobile apps that are website clones, and force companies to design unique mobile experiences targeted towards specific customers and behaviours.”
  • During 2012, the average site size crept over a megabyte, which designer/developer Mat Marquis describes as “pretty gross”, but he reckons there’s a trend towards “leaner, faster, more efficient websites” – and hopes it sticks. He adds: “Loosing a gigantic website onto the web isn’t much different from building a site that requires browser ‘X’: it’s putting the onus on users, for our own sakes.”
  • Designer and writer Stephanie Rieger reckons that although people now know “web design isn’t print,” they’ve “forgotten it’s actually software, and performance is therefore a critical UX factor”.
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  • Bluegg studio manager Rob Mills reckons 2013 will see a “further step in the direction of storytelling and personality on the web, achieved through a greater focus on content and an increase in the use of illustration”.
  • Apps remain big business, but some publishers continue to edge to HTML5. Redweb head of innovation David Burton reckons a larger backlash is brewing: “The gold rush is over, and there’s unrest in that apps aren’t all they promised to be. We now live in a just-in-time culture, where Google can answer anything at the drop of a hat, and we no longer need to know the answers. The app model works the old way. Do we need apps for every brand we interact with? Will we even have iPhones in five years’ time? Who knows? But one thing is certain – the internet will remain, and the clever money is on making web apps that work across all platforms, present and future.”
  • Designer/developer Dan Eden says that with “more companies focussing web efforts on mobile,” designers will feel the pressure to brush up on the subject, to the point that in 2013, “designing for desktop might be considered legacy support”. Rowley agrees projects will increasingly “focus on mobile-first regarding design, form, usability and functionality”, and Chris Lake, Econsultancy director of product development, explains this will impact on interaction, with web designers exploring natural user interface design (fingers, not cursors) and utilising gestures.
  • We’re increasingly comfortable using products that aren’t finished. It’s become acceptable to launch a work-in-progress, which is faster to market and simpler to build – and then improve it, add features, and keep people’s attention. It’s a model that works well, especially during recession. As we head into 2013, this beta model of releasing and publicly tweaking could become increasingly prevalent.“
  • “The detail matters, and can be the difference between a good experience and a great experience.” Garrett adds we’ll also see a “trend towards not looking CMS-like”, through clients demanding a site run a specific CMS but that it not look like other sites using the system.
  • “SWD is a methodology for designing websites capable of being displayed on screens with both low and high pixel densities. Like RWD, it’s a collection of ideas, techniques, and web standards.”
Pedro Gonçalves

The 3 Future Waves In Design, And How To Ride Them | Co.Design | business + design - 0 views

  • The first wave: Experience design
  • The modern design challenge is to define a great experience for a consumer comprised of a range of touch points, in various cases composed of interactions with several devices, retail experiences, personal contact points, software interfaces, physical mechanisms, data, and software intelligence.
  • We are systems designers now.
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  • The second wave: The Iceberg
  • We will need to adopt new skills. Data modeling, algorithm design, voice scripting, and gesture design need to become common design practices.
  • The third wave: Organic Products
  • Today, a design team delivers a production-ready thing, something finished and ready for manufacturing and consumption. Tomorrow's designer must be prepared to ride "shotgun" with the customer and the product for the life of that product, perhaps helping to grow and adapt the product over time.
  • "Design is how it works."
  • The "it" of that quote becomes not only the experience of a single device but a composite experience made up of a multitude of touch points, defined by not only what we can see and touch but by an increasingly unseen and diverse set of features. The "it" is no longer a fixed static thing, but a growing, evolving experience that ultimately can begin to mirror our ideas of life itself--and the discipline of design must grow and evolve along with it.
Pedro Gonçalves

New Defaults In Web Design - How Much Has The Web Really Changed? | Smashing Magazine - 0 views

  • Many mouseover interactions are completely dysfunctional on a touch device
  • Instead of buying a state of the art monitor, buying a cheap monitor and several low-end devices to test your work on might be a better investment.
  • Hiding content and showing it on mouseover was considered to be a decent design pattern
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  • When you hover over a menu item, a submenu appears. But apart from hovering over an item, you can also simply click on it to follow the link. Now, what should happen when you tap on the item with a touch device? Should the submenus appear, or should the link activate? Or both? Or should something else happen? On iOS, something else happens. The first time you tap a link like that, the submenu appears; in other words, the hover event fires. You have to tap a second time to actually follow the link. This is confusing, and not many people will tap a second time. On Android, the submenu appears and the link is followed simultaneously. I don’t have to explain to you that this is confusing.
  • It’s very well possible to think of complex solutions11 whereby you define different interactions for different input devices. But the better solution, I think, is to make sure that the default interaction, the activate event, just works for everybody. If you really need to, you could choose to enhance this default experience for certain users.
  • The same principle that we follow for interactions — whereby we design the activate event first and enhance it later — applies to graphic design. We should start designing the things that we know everyone will see. That’s the content. No matter how big or small a screen is and no matter how minimal the feature set of a browser, it will be able to show letters.
  • rather than pollute the page with all kinds of links to get people out of there, we should really focus on that thing in the middle. Make sure it works. Make sure it looks good. Make sure it’s readable.
  • you start by designing the relationship between the different font sizes.
  • When the typography is done, you would start designing the layout for bigger screens; you can think of this as an enhancement for people with bigger screens. And after that, when the different layouts are done, you could add the paint. And by paint, I mean color, gradients, borders, etc.
  • When I say to start with typography, I don’t mean that you aren’t allowed to think about paint at the same time. Rather, I’m trying to find the things that all of these different devices, with all of their different screen sizes and all of their different features, have in common. It just seems logical to first design this shared core thoroughly. The strange thing is that this core is often overlooked: Web professionals tend to view their own creations with top-of-the-line devices with up-to-date browsers. They see only the enhancements. The shared core with the basic experience is often invisible.
  • All of the things we created first — the navigation, the widgets, the footer — they all helped the visitor to leave the page. But the visitor probably wanted to be there! That was weird.
  • To build a responsive website that works on all kinds of screens, designing for a small screen first is easiest. It forces you to focus on what’s really important: if it doesn’t fit in this small square, it is probably not terribly important. It forces you to think better about hierarchy, about the right order of components on the page.
  • Once you’re done with the content, you can start to ask yourself whether this content needs a header. Or a logo. Or subnavigation. Does it need navigation at all? And does it really need all of those widgets? The answer to that last question is “No.” I’ve never understood what those widgets are for. I have never seen a useful widget. I have never seen a widget that’s better than white space.
  • does the logo really need to be at the top16 of every page? It could very well go in the footer on many websites
  • the option to add extra luggage to a flight booking might be most effective right there in the overview of the flight, instead of in the middle of a list of links somewhere on the left of the page.
  • does the main navigation look more important than the main content? Most of the time it shouldn’t be, and I usually consider the navigation to be footer content.
Pedro Gonçalves

9 Ways To Get The Most Out Of Design Thinking | Co.Design | business + design - 0 views

  • Design thinking, however, is a slightly murky concept that means different things to different people. At heart, though, it is about fusing the creative and open-ended with the analytical and operational
  • For us, there are two broad skill sets--strategy and design--with no buffer in between to organize them and tell them how to work together.
  • a lot of organizations take a slightly patronizing view of design and creative types, assuming they can’t really be expected to understand and manage things like budgets. We assume the opposite--that everyone can and should be a good businessperson.
Pedro Gonçalves

Snow Fail: Do Readers Really Prefer Parallax Web Design? | Co.Design | business + design - 0 views

  • The parallax style has excited web developers and inspired any number of hype lists. It's also triggered a backlash among critics who feel its bells-and-whistles approach detracts from actual content. Pitchfork creative director Michael Renaud recently told the Atlantic Wire he expects people to "tire" of the trend within a year or two.
  • the parallax site was only superior in one sense--fun. None of the other survey measures indicated a significant difference in user experience between the two sites. Parallax didn't even edge the standard site in questions about visual appeal (although participants did think it looked slightly more "professional"). Frederick also discovered one critical disadvantage of parallax: test participants who suffered from motion sickness found the style disorienting.
  • Sobering as this first careful study of parallax might be to web designers, Frederick still believes it's a fad with a future. He cautions developers to think more carefully about the context in which parallax is applied. Text-heavy sites that employ parallax scrolling seem more likely to disorient users, he says. Sites that emphasize visual elements--images, infographics, or data visualizations, in particular--are probably a better fit for the style.
Pedro Gonçalves

"Glanceable" Design - A Primer - The Deutsch Blog - 0 views

  • Glanceable design is really quite a simple idea. People are increasingly overwhelmed by the amount of information they need to process on a daily basis. So why not create simple “glanceable” interfaces that let them see their most important data at a glance, with little or no interaction required.
  • glanceable displays should “convey minimum and specific information in a way that is designed to exploit the ‘preattentive’ processing ability of the human brain.”
Pedro Gonçalves

Designing for a Responsive Web Means Starting with Type First | Design in the... - 0 views

  • differences in screen size, device resolution or text rendering don’t matter in and of themselves, but only because they influence how someone will read our content.
  • Typography carries the literal message, and its legibility and readability impacts not just the audience’s understanding of the content but how easy it is for them to hear the brand’s personality.
  • Typography’s role in imparting the implied message is just as profound, and we can see its impact most clearly on mobile devices. Here, the design is often stripped back to its simplest form. Gone are the graphics, gradients and pixel-perfect details. It is the aesthetic personality of the type and the colour palette that influences our emotional response as readers and defines the experience.
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  • Designing for our readers requires us to understand the information that they will find useful and relevant and then shape that content into a beautiful experience.
Pedro Gonçalves

A Primer on Responsive Design | UX Magazine - 0 views

  • According to IDC, mobile web browsing will soon eclipse desktop browsing in the U.S. and worldwide. This consumption of mobile content isn’t just happening on the go; 93% of people are now using their mobile devices to browse the Web from their homes, according to a study from Google.
  • The main development methodology behind responsive design is the use of media query functionality in CSS3. Media queries target not only certain device types (e.g., Android vs. iPhone), but actually inspect the physical characteristics of the device that renders the page. For example, the code below “asks” the device if its max horizontal resolution is equal to 480px: <link rel="stylesheet" type="text/css", media="screen and (max-device-width: 480px)", href="http://uxmag.com/iphone.css" /> If it is 480px, the device will load iphone.css. If not, the link is ignored. You can also include media queries in CSS as part of an @media rule:
  • a responsive design approach does not involve putting all of your content in front of the reader. Responsive design is about putting the right content in users’ hands according to the context of their interaction.
Pedro Gonçalves

11 Rules For Great UX Design, Adapted From An Original Mad Man | Co.Design: business + ... - 0 views

  • In a 2013 survey by Econsultancy, 55% of marketers globally are planning on increasing their digital marketing budgets this year, with 39% of them planning on reallocating existing budgets toward digital channels.
  • This is a permanent shift, not a passing trend. Products and services must deliver value while telling engaging stories through a multitude of digital devices and within a network of multiple brands, services, and platforms.
  • Marketing and product teams need to work more closely. Copywriting and story teams must collaborate with user experience teams.
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  • every product and service experience must be recognized as a contribution to the total brand image. It should be designed, maintained, and managed across platforms and over time with a central truth. Ultimately, a pattern will build through these successive experiences, and that pattern will be rooted in the core brand promise.
  • It is critical to define a sharp personality in order to create a unique experience and build a strong brand over the long term.
Pedro Gonçalves

The Infinite Grid · An A List Apart Article - 0 views

  • Creating a layout is like doing a jigsaw puzzle; you have a bunch of pieces and you have to figure out how they should fit together.
  • designing native layouts for the web—whatever the device—we need to shed the notion that we create layouts from a canvas in. We need to flip it on its head, and create layouts from the content out.
  • When designing from the canvas in, the canvas dimensions are the constant on which the whole grid is anchored. Everything is sized and positioned relative to them. Designing from the content out means finding a constant in your content—be it the ideal measure of a paragraph or the dimensions of an ad unit—and building your grid out from there to fill the space available.
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  • Fluid layouts are often compared to water, but water isn’t always fluid. H2O has three different states, and depending on the temperature can be a solid, liquid, or gas, transitioning seamlessly from one to another at specific points (0ºC, 100ºC). An infinite grid also has multiple states (single column, multi-column, etc.), and should transition as seamlessly as possible between them at specific breakpoints as well. For example, just as ice is an appropriate state for water when the temperature is low, a single-column layout may be the appropriate state for an infinite grid on smaller devices. Water’s state change is caused by the rearrangement of its molecules. When an infinite grid changes state, we rearrange its components.
  • Each state in a responsive layout tends to be made up of the same components, such as an image gallery or navigation menu. However, as Ethan Marcotte recently outlined, the form these components take can vary dramatically between one state and another, usually involving a change in one or more of the following attributes: Hierarchy: What’s its order and prominence in the layout? Density: How much detail do you show? Interaction: Should it be a list of links or a dropdown? A carousel or a group of images? Width: Is it fixed (a specific width), flexible (set with max-width), or fractional (set with percentages)?
  • Absolute units like pixels effectively give a layout a sell-by date, locking it to a finite resolution range in which it will “work.” Proportional units (ems, rems, and percentages) enable you to define the important relationships between elements, and are a crucial first step on the road to resolution independence.
  • Pixels size an element relative to a particular resolution Ems size an element relative to its font size; large rems size it relative to the document’s base font size Percentages size an element relative to its container VH and VW units size an element relative to the viewport
  • lets say my largest state is 75em wide (any larger and the white space starts to dwarf the content), and my smallest is 34em (any smaller and the measure is less than optimal). In the largest state it makes sense for my navigation to be a horizontal list (interaction) at the top (hierarchy), but in the smallest state it might make more sense to move it to the bottom of the layout (hierarchy), or collapse it into a show/hide list (interaction). Designing these independently of one another helps you be more objective about what is best for each state, rather than stretching a one-size-fits-all solution across every state.
  • Just like water changes to steam when its molecules get too far apart, one state should change to another when the relationships between its components begin to break down, such as when the measure is getting too wide, or the left-aligned logo is getting so far from the right-aligned menu that the visual connection between them is broken.
  • The number of states you require will depend on how much your layout changes from one extreme to the other. For example, my smallest state has a single column with a collapsed menu, and my largest state has three columns and an expanded menu. However neither state looks quite right between 34em and 53em, so I’ve added an “in-between” state which maintains the smallest state’s single column article, but expands the menu and divides the footer into three columns to make the most of the space available. This smooths out the transition from one extreme to another quite nicely.
  • With each state change, remember to reconsider the hierarchy, density, interaction, and width of each component
  • the goal is to make the most of the space available, relative to your content, to maximize readability and presentation.
Pedro Gonçalves

IBM VP's Three Essentials For Creating Innovative Products | Co. Design - 0 views

  • Often when innovation is the goal, there’s pressure to create an original product with an unusual name. But sometimes following a completely obvious path is an effective, albeit counterintuitive, way to achieve a design that is easy to use and ultimately popular. Take, for instance, Facebook’s design approach. On Facebook.com, which will likely soon have one billion global users, all of the company’s successful features -- “Photos,” the “Like” button -- have names that are less about clever and more about direct, descriptive utility. And doing the obvious is not just what Facebook does in the arena of naming and branding. The company has been working on bringing real-world human actions and interactions in an online social context. People share photos in real life. They tell their friends what they like. They share information. Facebook is simply creating software and interface design that replicate these aspects and then naming them in the clearest way possible, almost to the point of where they don’t seem named at all. The result is proven usability and immense popularity.
  • Understanding the unarticulated needs of a product user, anyone interacting with a service, or even a team that converges in a space to collaborate and solve problems, enables solutions that inspire, surprise, and surpass expectations.
Pedro Gonçalves

Facebook's top 10 social design secrets | Feature | .net magazine - 0 views

  • One of the most common mistakes made when designing social applications is focusing immediately on rich, heavyweight interactions rather than lightweight ones. All the best social experiences online map closely to how offline social experiences work: offline, people build relationships slowly, one lightweight interaction at a time.
  • Every now and again we have more heavyweight interactions, such as family dinners, big nights out with friends, birthdays, anniversaries, family vacations and so on. But if we hadn’t built the relationship through many lightweight interactions over time, we’d have no interest in the heavyweight ones. The aggregation of many lightweight interactions is very powerful. It builds deep relationships, and helps people curate parts of their identity.
  • It is important that social experiences are emotional, and content that arouses emotion rather than reason is supported and encouraged throughout the experience. Resist the temptation to fill experiences with factual data about people, companies or brands, and focus on how people feel about these things.
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  • Content that is positive, informative, surprising or interesting is shared more often than content that is not, and while content that’s prominently featured is shared more often than content that is not, this is a minor factor compared with how emotionally resonant the content is.
  • It takes months and years to build relationships with people, and they all are built on many lightweight interactions over time. And people build relationships with brands in the same way as they build relationships with people: slowly, one interaction at a time. Just as we don’t suddenly become best friends with someone, we don’t suddenly fall in love with a brand – so build products that support lightweight ways for people to interact and show the aggregations of those interactions over time.
  • You can debate things in conference rooms all day long. You can run iterative, qualitative research to reduce risk. But when it comes to social design, if it isn’t public, it doesn’t exist. Building beats talking; it’s better to launch fast and grow slowly than try launching an all-singing, all-dancing extravaganza.
  • The longer things stay in meeting rooms and internal prototypes, the more competitors with public-facing products are learning about what works.
  • Launch early, learn fast, and iterate.
  • Many designers and urban planners spend a huge amount of time detailing buildings and landscapes, setting down paths for how people will move. But they often get it wrong. People will cut across the expansive lawn, laying down a muddy path through the grass. People will force their way through hedges, in the process creating fresh pathways. Rather than detailing out every last interaction, it’s better to construct the basic frameworks and then watch how people move. Then you can iterate, because you already know where the paths should be.
Pedro Gonçalves

How Much Does a Responsive Web Design Cost? - 0 views

  • I’m not saying that going down the responsive road is all peaches and cream, but the idea is that once the foundation is set, the ongoing maintenance costs decrease over time, while dedicated sites have several additional reoccurring costs.
  • Project planners are typically used to chunking things out into “streams”, and I’ve seen several project plans that launch a desktop version, then subsequently mobile and eventually tablet versions. That’s not really how responsive design works. The team need to address all channels up front as one “stream” influences the rest of the design. This is important even if you are making a dedicated mobile site that utilizes responsive techniques.
Pedro Gonçalves

Cultural factors in web design | Feature | .net magazine - 0 views

  • Some cultures are High Context. This means most communication is simply understood rather than explicitly stated. These cultures have a much higher tolerance for ambiguity and understatement. You could say that, in a High Context culture, the responsibility for understanding rests with the listener and it’s left to them to divine deeper meaning from the conversation or statements coming at them.
  • Low Context cultures, on the other hand, are much more explicit and often rely on directness and true feelings to communicate.
  • In these types of cultures, the responsibility for understanding is on the speaker to convey their ideas clearly and without ambiguity.
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  • I propose we use cultural variables to show the appropriate content for specific groups of users in the same way that we use media queries to show content according to viewports or breakpoints.
  • Slow Messaging cultures are more easygoing about the speed at which messages and information travel. Fast Messaging cultures demand that information travels quickly and efficiently.
  • High Power Distance societies tolerate a high level of authority in their leaders, and their orders are often unquestioned. Symbols of this power are important. On the other hand, Low Power Distance societies have bosses that are much closer to their employees in power levels, and instructions can be debated or challenged.
  • How do we make our fellow humans comfortable with our interfaces and site? Start using cultural queries in our designs.
Pedro Gonçalves

7 Design Principles, Inspired By Zen Wisdom | Co.Design: business + innovation + design - 0 views

  • “The quality of shibumi evolves out of a process of complexity, though none of this complexity shows in the result.
  • Koko emphasizes restraint, exclusion, and omission. The goal is to present something that both appears spare and imparts a sense of focus and clarity.
  • Refrain from adding what is not absolutely necessary in the first place.
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  • the power of suggestion is often stronger than that of full disclosure. Leaving something to the imagination piques our curiosity and can move us to action.
  • Eliminate what doesn’t matter to make more room for what does.
  • Kanso dictates that beauty and utility need not be overstated, overly decorative, or fanciful. The overall effect is fresh, clean, and neat.
  • In the months leading up to its June 2007 launch, it was hailed as one of the most-hyped products in history. To hype something, though, means to push and promote it heavily through marketing and media. Apple did the exact opposite: Steve Jobs demonstrated it at Macworld 07 just once.
  • The goal of fukinsei is to convey the symmetry of the natural world through clearly asymmetrical and incomplete renderings. The effect is that the viewer supplies the missing symmetry and participates in the creative act.
  • Leave room for others to cocreate with you; provide a platform for open innovation.
  • Datsuzoku signifies a certain reprieve from convention. When a well-worn pattern is broken, creativity and resourcefulness emerge.
  • Doing something isn’t always better than doing nothing.
  • Antoine de Saint-Exupéry: “Perfection is achieved not when there is nothing left to add, but when there is nothing left to take away.”
Pedro Gonçalves

Forrester: Responsive Design Represents Future of Multi-Touchpoint Web Design - 0 views

  • the usage of a single URL improves site analytics and SEO performance, and sites can easily be resized for new viewing formats.
  • These include longer time required to develop individual responsive pages, the need for code workarounds to account for older legacy browsers, the need for live device testing, non-compatibility with many existing e-commerce and CMS platforms, the need for a front-end rewrite, the need for a phased development approach in large enterprises, and the extra effort required to provide unique experiences for each form factor.
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