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Design Principles
- olivermarks 9y agoThis feels more like corporate mission statements and unique selling propositions than 'design principles' to me, am I missing something?
- chillingeffect 9y agoIt's probably the context. These examples are mostly (not all) for corporate contexts, complete with highly generalized wording to reduce individual responsibility and promote selective enforcement, as opposed to design principles for democracy or managing physical disabilities.
- elishacook 9y agoThese read like brand attributes to me. They are too general to be design principles. It’s not clear if the interaction design principles are intended to be universal or specific to Airbnb? If the former I must call shenanigans. There are no universal design principles.
- soupflavor 9y ago100% of the people interviewed work @ microsoft... and that's where I stopped reading
- laser 9y agoWrong thread https://news.ycombinator.com/item?id=15892898 https://news.ycombinator.com/item?id=15892898
- toddmorey 9y agoGenuine question: Is there an applicable takeaway from principles this vague? "Tolerant: Handle errors respectfully. Effortless: Don’t make demands or place restrictions on your users. Accommodating: Be approachable, uncluttered and give people room to manoeuvre. Consistent: Follow standards, guidelines, conventions and best practices."
- didgeoridoo 9y agoThis is a great point. "Principles" should be about taking a stand about the trade-offs between two desirable things. They can then be used to help guide you when these things come into conflict. Who is trying to make a product that is intolerant, burdensome, aloof, and inconsistent? A framework I usually use is a "this over that", where both "this" and "that" represent things generally considered "good". The Agile Manifesto contains a brilliant example of this: - Individuals and interactions over processes and tools - Working software over comprehensive documentation - Customer collaboration over contract negotiation - Responding to change over following a plan Notice how everything on the right is also a "good" thing, but the manifesto is making you CHOOSE.
- crdoconnor 9y agoI've seen #1 used many times to solve the problem of "too many regressions" with "the team just needs to communicate more" or "we should set up regular meetings to deal with this issue". It was hard to argue that those teams weren't following both the message and spirit of the agile manifesto, as individuals and interactions were plainly taking precedence over tools and processes. It doesn't, after all, say "individuals and interactions over tools and processes, except when tools and processes make more sense".
- TeMPOraL 9y agoI think the proper understanding of those principles is "when in doubt, choose this over that", and not "always choose this over that". That said, the problem you described isn't really with the manifesto, but with people refusing to use common sense - or even more likely, with incentives within the organization being so aligned that decisionmakers benefit from making bad calls. It's something that happens surprisingly often.
- crdoconnor 9y ago>I think the proper understanding of those principles is "when in doubt, choose this over that", and not "always choose this over that". That's exactly how the teams I worked with applied it. They were in doubt and they decided on individuals and interactions. >That said, the problem you described isn't really with the manifesto, but with people refusing to use common sense It absolutely is a problem with the manifesto and it isn't a common sense decision. Expending a not insignificant level of resources on automated regression testing and CI, or indeed, any other kind of tooling or process is far from a common sense decision - it's a pretty delicate trade off, in fact. Some tooling is worth it, some isn't. If the manifesto said "think carefully about tooling and recognize the delicate trade offs involved" then maybe the problem wouldn't be with the manifesto. It doesn't. It says "individuals and interactions over tools and processes". Ergo meetings > tools.
- quickthrower2 9y agoThe color hurts my eyes. The heading font sizes look out of place. I think this site needs some design principles.
- Double_a_92 9y agoI don't understand why designers have started with those huge fonts. Seriously not everyone visits your site from some mobile device ffs!
- golergka 9y agoBecause they don't have a lot of text and it doesn't make sense to leave most of the page blank?
- Double_a_92 9y agoBut then make the user scroll through it?
- woodrowbarlow 9y agowell, yes, actually. use the viewframe to your advantage. understand the reader's scope of interest. whatever part they're focused on now can fill the canvas... anything else is visual noise until the reader is ready for it.
- quickthrower2 9y agoThis might work will for Kindle books, but this is anti-skimmer though. And on the web you need to appeal to the skimmer who is trying to decide if your article is even worth reading.
- iaml 9y agoThe fact that you don't like how it looks means only that you don't like how it looks. I'm sure most of the people don't mind or like it (me included).
- pasta 9y agoI think I will stick with the 10 principles of Dieter Rams: Good design is innovative Good design makes a product useful Good design is aesthetic Good design makes a product understandable Good design is unobtrusive Good design is honest Good design is long-lasting Good design is thorough down to the last detail Good design is environmentally-friendly Good design is as little design as possible
- majewsky 9y agoI agree with the last 9, but I have my quarrels with the first one. It just begs for people to make innovative designs even though the original one worked perfectly. Like a microwave oven with dozens of buttons even though the one with two dials (power, time) and the door-opener button works 99% of the time.
- pasta 9y agoBut a microwave oven with dozens of buttons don't follow the other rules. So I think you can see all ten rules as a complete set.
- majewsky 9y agoYeah, but then I don't really see what purpose the first rule serves. I'd maybe put it last and rephrase it to something like "Good design is innovative when necessary".
- PakG1 9y agoIt's there to fulfill the tenet that: Good design is thorough down to the last detail. Gotta cover all bases. :)
- hateduser2 9y agoGood design doesn’t follow necessity it leads it.. removing head phone jack as example of good (controversial) design.
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- donquichotte 9y agoMan, I like the idea, but these typos are seriously bugging me. On the main page it says "Who use them?". In Tim Berners Lee's page, it says "They look simple, [...], but the complicate what was a very clean design of elements and attributes". It's "but they complicate", right?
- err4nt 9y agoBoth of those typos pass spell check ;) The "Who use them?" one bothered me too! The first few words on the Tim Berners-Lee page I saw were: “Simplicity is easily to quote but often ignored in strange ways.” which is another typo that passes spell check, but makes no sense as-written.
- keepsmiling 9y agoGood design does not hurt your eyes ;)
- notoriousjpg 9y agoAlways hard to use these when they often can't be translated into day to day tradeoffs.
- mattmanser 9y agoIt's funny Asana is somehow the 2nd design principle example, as they're an utter mess. I've used Asana on and off since it started. Because I'm an occasional user, it feels as if every time I come back to it, something seems to have changed and I lose all reference to where my tasks are. Right now, whenever I go there every few months, I have to remember that my client's tasks are buried in a dropdown in the top right. Worst part is, it doesn't look like a dropdown, it doesn't look like a menu, it doesn't look like a link. It's just black text saying "Overview" next to my picture. Also, for some reason the default task list I land on is completely empty. I have no idea why. At one point I was using it for quite a lot of stuff and there are a load of unfinished tasks in it when I start clicking in categories in the right. But there is no indication anywhere on the screen of what lists might actually contain something. It's a bloody awful design. Their design principle no. 6: Be consistent and standard, and innovate when it’s worth it. So you can have design standards all you want, but when your designers think "consistent and standard" means something completely different than your users, it turns out they're not really meaningful.
- tzahola 9y agoLooks like this site put more effort into the "Design" part than the "Principles".
- carapace 9y ago> Malcolm Wells, the father of underground building, wrote an article that appeared in the "Next Whole Earth Catalog" about, among other things, this simple and ingenious device for rating the desirability of a building. It's a form that you fill out by rating a building or site according to a bunch of common-sense criteria about what makes it good, healthy, and sustainable. http://firequery.blogspot.com/2009/05/wells-scale.html http://firequery.blogspot.com/2009/05/wells-scale.html
- davidwitt415 9y agoI appreciate what this site is doing, however, it's missing one of the major benefits of Design Principles; they are also guidelines for evaluating a design. This is important because it creates a framework for stakeholders to understand what they are judging.