Designers Make It Go To Eleven
Compromise is the soul of design.
There's no way to get everything that you want.
Design is a discipline you can learn. And you need to practice to level up.
You drive a TV with a remote. You drive an iPhone with your whole body. Medium provides a constraint to your design.
The most important constaints are audience constraints:
* Who * What * When * Where * Why
Constraints inform choices. Based on science.
- User Experience
- Delight & obviousness
- Interaction Design
- input/output often confused with UX paving cowpaths
- User Interface
- expose functionality cues & clues affordance discoverability conventions interactability
- Information Architect
- info hierarchy sort criteria findability
- Visual Design
visual hierarchy establishing connections mood & narrative beauty = performance
Things that are beautiful (seem to) work better