Archive

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Sanding UI

One of the ways I like to do development is to build something, click around a ton, make tweaks, click around more, more tweaks, more clicks, etc., until I finally consider it done. With software, the fact is that sometimes there are just too many variables to know and test and smooth out. So I click around, using the UI over and over, until I finally cannot give myself any more splinters. It’s a small thing, but lots of small splinters lead to an agonizing experience.

blog.jim-nielsen.com

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Madalena Studio push the boundaries of branding in their look for Crucible, cultured with bacteria

A petri dish bursting with vibrant bacteria – Crucible’s identity is as intriguing, unconventional and experimental as the creative hub itself. Housing a drinks, bar and restaurant consultancy, flavour lab and a collaborative workspace, the London-based company is designed for bartenders to unleash their creativity – working with equipment such as a centrifuge, a freeze dryer and a rotovap!

the-brandidentity.com

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On AI and the commoditisation of design

With the recent announcement of Figma’s AI feature-set at the corporate vibe-fest that is Config, there’s been something of a clamour to opine, positively and negatively, on the impact these features will have on designers and the industry as a whole. Now, a lot of these are actually half decent, minor features that might save us a few minutes here and there. As a serial ‘Group 24098’ layer-name-forgetter, the ‘rename layers’ functionality is sound. The enriched search even veers on actually useful.

scott.is

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Inside the Redesigned Figma

We’ve made so many changes to Figma since we launched nearly a decade ago, but even amidst new functionality, features, and products, the core Figma layout has remained remarkably consistent over the years. This isn’t by accident. With so many of you spending hours a day in Figma, we know how important it is to expand functionality while also preserving and respecting the workflows you’ve perfected to date. But as those updates compound over time, what once felt simple can become unnecessarily complex. To tackle this complexity and lay the foundation for the next decade of Figma, we’re rolling out UI3 […]

figma.com

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Willy Fleckhaus & Twen

Twen was a magazine for the first generation of postwar teens and young adults. It was a wild conglomeration of the controversial ideas and blooming freedoms of the 1950s. A big part of the impact came from Willy Fleckhaus’ design: a 12-column modular grid with already familiar blown-up headlines set in Schmalfette Grotesk; psychedelic illustrations; extremely tightly cropped or enlarged black-and-white photos, and, of course, a lot of white space perfectly arranged on the page. Twen was stunning, groundbreaking, sometimes shocking and definitely something that had never been seen before.

readymag.com

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Running a design meeting that doesn't waste time

Try to imagine a product design world where meetings are more than just mandatory; they drive collaboration and product innovation. Where every session presents an opportunity to bring together the team, fine-tune design and product visions, and drive projects forward with clear action items. In the end, rather than feeling like you wasted time, you leave with, “Well, it was a productive meeting. I look forward to the next one!”

blog.logrocket.com

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Design is a process of getting stuck

"Whenever I’m in a room without a whiteboard I feel trapped. Perhaps this is just the way I have to think through a problem but I can’t breakdown ideas or solutions without a whiteboard or a glass window to draw on. In fact, I’d say that the most unproductive conversations I’ve had with folks is simply down to the fact that I didn’t sit them in front of a whiteboard, put a pen in their hand, and tell them to draw their argument back to me."

robinrendle.com

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