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March 2010 Posts

Design rules are a great way to navigate a world of infinite design possibilities using hard learned lessons from other designers. But if we take our rules as religion without thought to how those rules came about and whether they are relevant we restrict our design practice and become unbearably tedious pedants at the same time.

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The design rules we adopt usually come from the experiences of other designers we respect, revelationary experiences that have helped us in our work, a reaction against bad practices or ways of thinking that ring true to how we think about and execute design.

But in trying to turn these experiences into practical rules we can use to help our work we sometimes focus on the rules at the expense of what we’re trying to achieve. An excellent example of this is consistency. Anyone who has been flummoxed (or watched users become flummoxed in testing) by links that change style, menus that move around or any other factor that changes just when we think we have figured out how an interface works knows that consistency is vital in making something useable.

But the consistency rule can (and often does) take on a life of it’s own. Once a way of doing something is set it often becomes mandatory that this is consistently implemented across a system. But if in a specific context on that system the usability improves if that consistency is broken, then we are short changing ourselves if we carry on for consistencies sake. We’ve lost sight of the fact that consistency in this case is a way to enhance the usability of a system, it is not a goal in itself.

I’m sure this all seems blindingly obvious, in fact I initially questioned if it was even worth blogging about. But despite the seemingly obvious nature of how to use rules when we are designing I constantly come across designers defining good design with absolutist words like ‘never’ and ‘always’.

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Graphic Design, Interactive Design, User Experience

Posted: March 23rd 2010

Are you a poor designer because your specialisation is too narrow? Or are you unemployable because you’re a jack of all trades, master of none?

There seems to be a of conflicting advice around for interactive designers about how we should shape our careers. You will hear some people tell you that designers who are highly specialised are correspondingly more high valued in the market place (For an example see this video at about 21:20). If a business is looking for a graphic designer, then they want someone who is an expert at graphic design. Rightly or wrongly someone who presents themselves as a coder/designer is suspected as being not as good at either as someone who puts all there energy into mastering one or the other. There seems to be suspicion that the hours required to reach a high level of ability in one area can’t be be clocked up if you are distributing your time amongst various disciplines.

Conversely, other people will tell you that too narrow a specialisation leads to too narrow a thought process in that discipline (For an example see this ‘work with us’ page). They say that an understanding and experience of different disciplines makes you stronger and more creative in all of them. These people will reject someone who is too focused on only one area. They question how you can design for a complete experience if you don’t haven’t practised all the disciplines that are required to create that experience.

So which is it then?

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Graphic Design, Interactive Design, User Experience

Posted: March 4th 2010