Riding the Flux: Design is changing in myriad ways. Are you?
by Lance on April 29, 2011
I find this quote by Virgina Postrel about the design profession funny and striking:
(Design as a profession have) a peculiar combination of arrogance and insecurity. One minute, they’re declaring that they have uniquely appropriate skills for every problem, and the next they’re worried that people without the right credentials are using design..
More Kevin McCullagh’s Core77 post
Dear Designer, You Aren’t That Special
by Lance on March 17, 2011
Creativity isn’t ours. Just because you can draw better, doesn’t make you a better thinker. Design isn’t just aesthetics, it’s more than that. Even if the shiny stuff we do is what gets the most attention in our industry, it’s not what makes design what it is.
Whether you consider Frank Chimero‘s latest gig as a heroic undertaking or Andy Rutledge as a vocal dick(according to a comment), this article is worth reading.
What’s your excuse as a Designer?
by Lance on March 11, 2011
From Wilson Miner’s post Optimizer
Some people are idea people, some people are artists, some people think in systems, some people have a more organic approach. Everybody is wired up to naturally tune in on one or another of those aspects, or some combination that gives you your focus.
Why Wireframe?
by Lance on March 7, 2011

Wireframing, on the other hand, is all about corralling these ideas into a cohesive flow of pages with a clear, well-executed focus. A ruthless eye for editing is paramount: throwing every “nice to have” feature haphazardly into the mix will do nothing but create a mediocre product that frustrates users.
More on ZURB’s Entry
User-Led Innovation Can’t Create Breakthroughs; Just Ask Apple and Ikea
by Lance on March 7, 2011
The user is king. It’s a phrase that’s repeated over and over again as a mantra: Companies must become user-centric. But there’s a problem: It doesn’t work. Here’s the truth: Great brands lead users, not the other way around.
More on FastCo Design Entry
Managing UI Complexity
by Lance on March 6, 2011
Interface complexity is an issue every designer wrestles with when designing a reasonably sophisticated application. A complex interface can reduce user effectiveness, increase the learning curve of the application, and cause users to feel intimidated and overwhelmed.
I’ve spent the past year redesigning a particularly complex application with my primary focus being on reducing complexity. In this article, I’ll go over some of the issues surrounding complexity and techniques that can be used to manage it.
More on Brandon Walkin’s Entry
Microsoft: Internet Explorer 6, time to move on.
by Lance on March 5, 2011
With IE9 just around the corner, Microsoft is doing their fair share of publicity on eradicating their old bud, the champion of the last browser wars, Internet Explorer 6.
Rockstar Designer Hourly/Contract Rates
by Lance on March 3, 2011
What is the current market hourly rate (contract) for a great web designer who can design (visual/ux/product) award winning user interfaces as well as develop them? Me: Price is what you pay for value.
Ryan Singer’s answer to Internet Startups: Should I focus on getting a good UX or getting something quick out of the door?
by Lance on March 3, 2011
This raises a question about the order of events in design. Design is a path-dependent process. That means the early moves constrain the later moves. Think about the cycle. On the very first iteration the design possibilities are wide open. The designer defines some screens and workflows and then the programmer builds those. On the next iteration, it's not wide open anymore. The new design has to fit into the existing design, and the new code needs to fit into the existing code. Old code can be changed, but you don't want to scrap everything. There is a pressure to keep moving with what is already there.
Our early design decisions are like bets whose outcome we will have to live with iteration after iteration. Since that's the case, there is a strong incentive to be sure about our early bets. In other words, we want to reduce uncertainty on the first iterations.
Uncertainty and scope are the same thing. The more scope, the more uncertainty and vice versa. So a good strategy is to reduce your scope on the first iteration so your design/build cycle is centered on a very well understood problem. Build one little feature and nail it. Then build the next one, so your path-dependent process is always moving forward from a state you are proud of.
The alternative is to make many decisions at once, with higher uncertainty, and all those so-so decisions are multiplying as they constraint future decisions. You can never really catch up.
Every feature can be better. It doesn't have to be perfect the first time. But each element should be solid and well thought-out before you move on to the next.
Should I focus on getting a good UX or getting something quick out of the door?
Dark patterns – An Overview for Brand Owners
by Lance on March 2, 2011
Normally when you think of “bad design”, you think of laziness or mistakes. These are known as design anti-patterns. Dark Patterns are different – they are not mistakes, they are carefully crafted with a solid understanding of human psychology, and they do not have the user’s interests in mind.
