All of us who do creative work, we get into it because we have good taste. But it's like there is this gap. For the first couple years that you're making stuff, what you're making isn't so good. It’s not that great. It’s trying to be good, it has ambition to be good, but it’s not that good.
Designers often debate what is "good" in the absolute. As a result, fashion and personal preferences influence the solution more than casuality and context. Finding empirical values for x and y enables you to consider what needs to happen step by step to produce the right specific outcome, thus guiding you to a unique solution tailored to the... See more
Outsiders manipulate us using stories, and we all like to think advertising only works on the other guy, but that's not how it is. Advertising works on all of us, so if you're too attached to stories, what will happen is people selling products come along, and they will bundle their product with a story. You're like, "Hey, a free story," and you... See more
Our actual world isn’t totally broken. I do not take for granted, not for one millisecond, the open source components and sample code that made this project possible. In the 21st century, as long as you’re operating within the bounds of the state of the art, programming can feel delightfully Lego-like. All you have to do is rake your fingers... See more
The product designer's task is to create a new f(). The designer doesn't get to define x: that's empirical. And they don't get to dictate y either. A given y is only a worthwhile target if it's worth paying for in the eyes of the user — also empirical. That means x and y are requirements for f(). They are fixed, f() is variable.