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Design philosophies

devouringdetails.com · 866 words · saved by 1 readers

The chapter here sounds grandiose but really it is a collection of thoughts I've found myself rambling on and on about to peers in different conversations. Jony Ive describing their design philosophy at LoveFrom has been stuck in my head ever since I read it in Wallpaper: Let's do it until there's no more that can be done. I love this framing. It touches on quality being a function of time, not wealth of resources or scale of a team. The best things just take time, yet patience for quality does not align with the general Silicon Valley mantra of "move fast, break things". Seeing that there is more to be done is the definition of good taste. People with good taste can just see further down the iteration lifecycle and feel that there is more to be done even if it is not obvious what to do yet. Small teams with autonomous high-performers usually produce the highest quality output because it is more likely you'll find 5 people aligned on taste and skill than 50. Companies in hypergrowth te

Devouring Details Have you ever noticed that some animation sequences can be improved with just a touch of delay? Or that some interactions just feel better without any motion at all? Devouring Details is an interactive reference manual for interaction-curious designers, containing 23 chapters with 23 downloadable React components. All footage is recorded of React components Platform Before working on this I thought to myself: “how have I learned myself?” By trying to build an idea and realising it sucks in practice. With enough iterations and sometimes by accident I’ll get to a place where it

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