Breaking requirements, design for addiction, how to say no, UX questions
Weekly curated resources for designers — thinkers and makers.
The concept of “requirements” in interaction design is a mythical dragon that refuses to die. Designers seem to constantly bow to requirements and to imagine that they are cold, hard facts whose demands are non-negotiable. I’d rather follow my own understanding of the word: Things that are “required” are required, that is, without them, nothing works, everything fails, the streams get crossed, and the universe as we know it ceases to exist.
Fire-breathing requirements, by Alan Cooper for the UX Collective →
The UX Collective is an independent ad-free design publication that elevates unheard design voices, reaching over 400k+ designers every week. Curated by Fabricio Teixeira and Caio Braga.
Editors’ picks
- Why are we designing for addiction? →
When harmful UI patterns become harmful behavior patterns.
By John Voss - The language of collaboration →
And the phrase that gives you superpowers.
By Quinn Keast - How much of human behavior is affected by design, really? →
Are we logical as we thought?
By Anyuan Wang
Women in Type: rediscover women’s contribution to type history.
Make me think
- What we do when we see →
“Understanding reality is pattern-matching. Everything we see is, in less than a second, interrogated by every sense we have at our disposal, named, categorized, cross-referenced, and filed away for later.” - Why you should prioritise quality over speed in design systems →
“That newly-hired design system team finds themselves suddenly crushed under the pressure and urgency of delivering something the organisation only just realised it wanted.”
Tools and resources
- Web animation course →
Techniques with examples and tips on how to use them. - Can include →
Understand which HTML tags you can include in another. - Question bank →
Product questions for product people.
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