Link tags: design

1806

sparkline

1 dataset. 100 visualizations.

The same small dataset visualised in a hundred different ways, with notes on the strengths and weaknesses of each one.

Help us choose the final syntax for Masonry in CSS | WebKit

I really like the way that the thinking here is tied back to Bert Bos’s original design principles for CSS.

This is a deep dive into the future of CSS layout—make a cup of tea and settle in for some good nerdiness!

Introducing TODS – a typographic and OpenType default stylesheet | Clagnut by Richard Rutter

This is a very handy piece of work by Rich:

The idea is to set sensible typographic defaults for use on prose (a column of text), making particular use of the font features provided by OpenType. The main principle is that it can be used as starting point for all projects, so doesn’t include design-specific aspects such as font choice, type scale or layout (including how you might like to set the line-length).

Nic Chan

What an excellent personal website!

PENGUIN SERIES DESIGN – the art of Penguin book covers

Exploring the graphic design history of Penguin books:

The covers presented on this site are all from my own collection of about 1400 Penguins, which have been chosen for the beauty or interest of their cover designs. They span the history of the company all the way back to 1935 when Penguin Books was launched.

A short note on AI – Me, Robin

I hope to make something that could only exist because I made it. Something that is the one thing that it is. Not an average sentence. Not a visual approximation of other people’s work. Not a stolen concept that boils lakes and uses more electricity than anything in my household.

Nobody wants to use any software — Character

I do not want any software

I believe that this mindset is the healthiest way to design and build things that people will use and not hate us for building. For me, it’s a way to remind myself that all humans have a whole rich, challenging life outside of the little screens I’m making for them. So that even when I’m focused on user needs and user problems, I can keep it just out of the corner of my eye: the person I’m making this for doesn’t actually want to be here, and that’s OK.

We want speedy internet and fast-loading services because we want to stop pushing buttons and opening accordions as quickly as possible.

“We bring the same problem-solving ethos that underpins great design.” | Top Interactive Agencies

Here’s a nice interview with Rich all about how things work at Clearleft.

Information Architecture First Principles | Jorge Arango

  • People only understand things relative to things they already understand
  • People only understand things in context
  • People rely on patterns and consistency
  • People seek to minimize cognitive load
  • People have varying levels of expertise and familiarity
  • People are goal-oriented
  • People often don’t know what they’re looking for
  • Information is more useful when it’s actionable

The Beatrice Warde Memorial Lecture - St Bride Foundation

Oh, this looks like an excellent event (in London and online):

Adventures in Episodic Type Design

With David Jonathan Ross

Thursday 17th October 2024

It’s about time I tried to explain what progressive enhancement actually is - Piccalilli

Progressive enhancement is a design and development principle where we build in layers which automatically turn themselves on based on the browser’s capabilities.

The idea of progressive enhancement is that everyone gets the perfect experience for them, rather than a pre-determined “perfect” experience from a design and development team.

Config 2024: In defense of an old pixel (Marcin Wichary, Director of Design, Figma) - YouTube

Everyone’s raving about this great talk by Marcin, and rightly so!

Config 2024: In defense of an old pixel (Marcin Wichary, Director of Design, Figma) | Figma

Should this be a map or 500 maps? - by Elan Ullendorff

This is kind of about art direction and kind of about design systems.

There is beauty in trying to express something specific; there is beauty too in finding compromises to create something epic and collective.

My only concern is whether we are considering the question at all.

DOC •  The power of beauty in communicating complex ideas

As designers creating images to communicate complex ideas, we rationalize our processes, we bring objectivity to our craft, we want our clients to think that our decisions are based on reasoning. However, we should also defend our intuitions, our subjectivity. We should also defend pursuing beauty as it is one of our most powerful tools.

New magic for animations in CSS | Chase McCoy

Hallelujah! We’re finally getting our two wishes for CSS animations and transitions:

  1. Animating to and from display: none; for the sake of enter/exit animations.
  2. Animating to and from the intrinsic size of an element (such as height: auto;).

IndieWeb principles · Paul Robert Lloyd

I really, really like Paul’s idea of splitting up the indie web principles into one opinionated nerdy list of dev principles, and a separate shorter list of core principles for everyone:

  1. Own your identity An independent web presence starts with an online identity you own and control. The most reliable way to do this today is by having your own domain name.
  2. Own your content You should retain control of the things you make, and not be subject to third-parties preventing access to it, deleting it or disappearing entirely. The best way to do this is by publishing content on your own website.
  3. Have fun! When the web took off in the 90’s people began designing personal sites with garish backgrounds and animated GIFs. It may have been ugly but it was fun. Let’s keep the web weird and interesting.

What would HTML do? - The Cascade

Whenever I confront a design system problem, I ask myself this one question that guides the way: “What would HTML do?”

HTML is the ultimate composable language. With just a few elements shuffled together you can create wildly different interfaces. And that’s really where all the power from HTML comes up: everything has one job, does it really well (ideally), which makes the possible options almost infinite.

Design systems should hope for the same.