Husband to Joy. Dad to Silas and Ike. Guy who feeds Hondo. Product designer at Basedash. Founder of Figtuts. Previously Principal Product Designer at Asurion. Nashville, TN. Renovating a 1973 Travco 270. Occasional rambler about design topics.
Large organizations are a maze. At each turn, projects are met with the mangled overgrown walls of “who”, “where”, and “what”. Who do I talk to about this? Who has done this before?Who is the expert? Who do I have to talk to...
I'm a bit frustrated with the shortcomings of design tools. Don't get me wrong, I still love them, but I think it's time for us to start pushing for more features that emulate development, and less that are rooted in visual design. Hear my rant.
I started this document a while ago for the design team I’m on at Asurion, but I thought it would be helpful for others on the interwebs as well. Nothing here is advanced or anything, but it’s a help repo if nothing else.
I design products, prototypes, and interactions in Webflow. It’s throw-away code (mostly). It’s clunky for lots of screens. It’s slow to get started. It’s not super collaborative. It’s expensive for teams. The code it generates doesn’t really translate to React, Angular, or Native Apps.
This is a tough one to talk about, folks. This is not an aspirational post, or even one that will give advice on how to avoid my mistakes. I don’t think I can show exactly where I went wrong, or how I could have changed anything. There is no happy ending. Abandon hope all ye who scroll here.
If you’re a designer/car enthusiast this post is for you. I’ve broken down the details of the dashboard controls and interface of the Tesla Model 3, the first mass-market, touchscreen only electric car. The car’s UI design tells us a great deal about Tesla’s long term strategy, and their eyes toward a driverless future.
I built an agency website in Webflow. I used minimal classes, flexbox, the CMS, and the API to create it. In this four-part series, I’ll give you tips about using each, and how to get started.
I’ve read a lot of comparison articles about the two, but I don’t think they really do Figma justice. Some of them briefly mention the team features, the browserness, the components, and constraints, but they don’t really focus on how they’re better than versions in Sketch. At best, they make it seem like both are about the same. The reason I’m writing this is because they’re not.
All of my ideas are bad. Every. Single. One. And yet, I still keep having them. My brain is chalked full of inconsistencies, inaccuracies, & incomprehensible iterations of interactions. I stonewall good decisions and necessary processes, spout nonsensical thoughts while opining about the obscure, and pontificate...
Recently I downloaded Goldstar on my iPad. It’s a ticket buying app, similar to stubhub or ticketmaster. This is the first screen I saw:I looked for a ‘skip’ button or some other way that I could use the app without actually having to create an account. Maybe there was a subtle arrow or a ‘no thanks’, ‘remind me later’, or a ‘show me the tix’ button?
“We need to make it more intuitive”“That’s not intuitive”“Our primary goal is that it be intuitive”…stop. Please. Almost every design discussion I’ve had lately has had one of these quotes. I hear it from clients, large corporations, key stakeholders, developers, other designers, managers, interns, and ESPECIALLY entrepreneurs.
About a month ago, I was at a Wendy’s while on vacation in Wisconsin. Work could not be further from my mind, as all my attention was on the tower of beef-n-cheese melty goodness that I had just sat down to eat. I was all-consumed in my beefy effort when, planning and debating on the next bite, when, to my great distress, I noticed a little drama going on in the corner of my eye. A little old lady was trying to get a coke.