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Close to the metal: web design and the browser

It seems like the misguided perception of needing to use complex tools and frameworks to build a website comes from a thinking that web browsers are inherently limited. When, in fact, browsers have evolved to a tremendous degree

Item Flow, Part 1: A new unified concept for layout | WebKit

I really like the idea of unifying some layout values in CSS. If you’ve got any feedback, please chip in!

Design for a Small Planet – Scott Jenson

So, let’s start with a simple premise: how can we make design less opaque and encourage teams to make small changes more efficiently? Not every product decision needs to be a big, complicated design process.

This checklist, in four parts, is meant to be a simple, lightweight way for the team to get the ‘gist’ of the issue and make a shared decision quickly. It’s a starting point, a way to get the critical information in once place so the entire team can understand and discuss. The four parts are:

  • Gather: Bring the right info together into a single place
  • Impact: List the size of the problem and possible risks
  • Sketch: Create a preliminary sketch of a solution
  • Team Huddle: Get the product team to discuss and agree on a solution.

Why I Like Designing in the Browser – Cloud Four

This describes how I like to work too.

It’s about time I tried to explain what progressive enhancement actually is - Piccalilli

Progressive enhancement is a design and development principle where we build in layers which automatically turn themselves on based on the browser’s capabilities.

The idea of progressive enhancement is that everyone gets the perfect experience for them, rather than a pre-determined “perfect” experience from a design and development team.

SpeedCurve | The psychology of site speed and human happiness

Tammy takes a deep dive into our brains to examine the psychology of web performance. It opens with this:

If you don’t consider time a crucial usability factor, you’re missing a fundamental aspect of the user experience.

I wish that more UX designers understood that!

The New CSS · Matthias Ott – User Experience Designer

CSS is now the most powerful design tool for the Web.

I think this is now true. It’ll be interesting to see how this will affect tools and processes:

What I expect to see overall is that the perception and thus the role of CSS in the design process will change from being mainly a presentational styling tool at the end of the waterfall to a tool that is being used at the heart of making design decisions early on.

“Artificial Intelligence & Humanity,” an article by Dan Mall

AI is great anything quantity-related and bad and anything quality-related.

Sensible thinking from Dan here, that mirrors what we’re thinking at Clearleft.

In other words, it leans heavily on averages; the closer the training data matches an average, the higher degree of confidence that the result is more “correct,” or at least desirable.

The problem is that this is the polar opposite of what we consider creativity to be. Creativity isn’t about averages. It’s about the outliers, sometimes the one thing that’s different than all the rest.

Hand-thrown frontends - Robb Owen

I’ve personally never really seen frontend as an assembly job. Lego is admittedly awesome, but for me the mental model of assembling Lego bricks in the required order until a Jira ticket can be marked as “done” feels too linear and too rigid for how I like to work. And that’s not to mention the pain that comes when you have to partially dismantle your bricks to correct some earlier misstep.

I like the pottery analogy.

Understanding Layout Algorithms

Josh is great at explaining tricky concepts and here he’s really set himself a challenge: explaining layout modes in CSS.

The difference between correct-ness and useful-ness in a design system • Robin Rendle

I remember Lara telling me a great quote from the Clarity conference a few years back: “A design system needs to be correct before it’s complete.” In other words, it’s better to have one realistic component that’s actually in production than to have a pattern library full of beautiful but unimplemented components. I feel like Robin is getting at much the same point here, but he frames it in terms of correctness and usefulness:

If we want to be correct, okay, let’s have components of everything and an enormous Figma library of stuff we need to maintain. But if we want to be useful to designers who want to get an understanding of the system, let’s be brief.

Why you should prioritise quality over speed in design systems by Amy Hupe, content designer.

Speed for the sake of speed means nothing. If our design systems don’t ultimately lead to better quality experiences, we’re doing it wrong.

When we rush to release one-size-fits-all components, without doing the work to understand different contexts before curating and consolidating solutions, we sacrifice quality at the hands of speed.

The irony? In the long run, this will slow us down. We end up having to undo the work we’ve done to fix the problems we’ve created.

Ultimately, when we prioritise speed over quality, we end up with neither.

Front-of-the-front-end and back-of-the-front-end web development | Brad Frost

These definitions work for me:

A front-of-the-front-end developer is a web developer who specializes in writing HTML, CSS, and presentational JavaScript code.

A back-of-the-front-end developer is a web developer who specializes in writing JavaScript code necessary to make a web application function properly.

npm ruin dev | CSS-Tricks

Chris is gathering end-of-year thoughts from people in response to the question:

What is one thing you learned about building websites this year?

Here’s mine.

In 2020, I rediscovered the enjoyment of building a website with plain ol’ HTML, CSS, and JavaScript — no transpilin’, no compilin’, no build tools other than my hands on the keyboard.

Full bleed layout using simple CSS | Kilian Valkhof

A follow-up to full-bleed layout post I linked to recently. Here’s how you can get the same effect with using CSS grid.

I like the use of the principle of least power not just in the choice of languages, but within the application of a language.

Robin Rendle ・ A Rocket-Powered Jumbo Jet

Before the hagiographical praise for working with an iPad Pro, Robin nails the fundamental shape of the design process:

I had forgotten that there are two modes of design, just as there is in writing.

The first mode is understanding the problem, getting a ten-thousand foot view of the land. It’s getting people to acknowledge that this really is the problem we need to agree upon. This work needs to happen in a sketchbook in the form of messy, back-of-the-napkin drawings or in writing. All this helps you to form a proper argument and focus your thoughts.

The second mode of design is taking that ten-thousand foot view and zooming all the way in to the hairs on the back of the rabbit; figuring out the precise UI and components, the copywriting, the animations, the everything else. This should be done in a design tool like Figma or Sketch. And this is when we should be talking about color palettes, icons, design systems, and consistency.

The problem with almost all design work is that first phase never really happens. People don’t take that ten thousand foot view of the problem and are focusing instead on the pixels; they’re trapped by the system they know too well.

Yes, yes, yes! Spot on:

I think people get stuck in that second mode because productivity in design is often tied to “how many pages or frames did I design today?” when productivity should instead be thought of as “how did my understanding of the problem change?

Five Key Milestones in the Life of a Design System - daverupert.com

Five moments in the lifecycle of a design system. They grow up so fast!

  1. Formation of the Design System Team
  2. First Page Shipped
  3. Consumable Outside the Main Product
  4. First Non-System Team Consumer
  5. First Breaking Change

Dave makes the observation that design systems are less like open source software and more like enterprise software—software you didn’t choose to use:

Often, in my experience, for an internal Design System to have widespread adoption it requires a literal executive mandate from the top floor of the building.

Also: apparently design systems have achieved personhood now and we’re capitalising them as proper names. First name Design, last name System.

“Please, call me Design. Mr. System was my father.”

Level of Effort | Brad Frost

Brad gets ranty …with good reason.

Simplicity (II)

When you ever had to fix just a few lines of CSS and it took two hours to get an ancient version of Gulp up and running, you know what I’m talking about.

I feel seen.

When everything works, it feels like magic. When something breaks, it’s hell.

I concur with Bastian’s advice:

I have a simple rule of thumb when it comes to programming:

less code === less potential issues

And this observation rings very true:

This dependency hell is also the reason why old projects are almost like sealed capsules. You can hardly let a project lie around for more than a year, because afterwards it’s probably broken.