I firmly believe that user experiences are driven by purpose and characterized by beauty.
Design is fundamentally about solving problems; designers must be open to being wrong. It is essential to change perspectives, verify assumptions, and challenge biases regularly.
Above all, a designer must listen and understand how a product fits into each individual's life. As a designer, you serve as the bridge between the system and the user.
Design Mindset
Discussions & Ideas
Be willing to change your mind.
Listen, observe, and engage in a real flowing conversation. Use open-ended questions; don't sell a solution.
You're never 100% right and who you're talking to is never 100% wrong. Look for why you might be wrong and understand the associated implications.
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Guides & Clues
Watch what people do. How do they spend their time, money, and energy? These habits describe their values.
An interface is the confluence of two things: a human and a computer. Focus on the human and devise an interface around how they work; not how they manage the interface.
Perception and creativity are the basis of design. Humans are lousy at knowing what they’ll do in the future. Don't design a solution based on what they say. Design a solution based on real observation, perception, and creativity.
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Problems & Solutions
Use existing design patterns where it makes sense to do so.
There is no one design system; don't rigidly hold to any single idea, system, or belief.
Develop a single source of truth that describes the problem and stay with it steadfastly. Check back often to be sure you’re solving the right problem.
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What & Why
Design is about emotions.
A designer is the interface between the system and user.
Short-term design successes can lead to negative long-term effects. See how the solution will fully transpire. All decisions have tradeoffs, understand them and their cumulative impact.
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Users & Experiences
Enjoyable beats easier; they’re not equal.
What I design does not belong to me. I don't own it, the user owns it.
Dead simple is rarely the answer, there should be some expectation from the user.
Saving time, mouse clicks, and finger taps are not the goal. Communication is the goal. If people know what is currently happening and what will happen, they willingly wait.