Startups, this is how design works (2012)
startupsthisishowdesignworks.com
startupsthisishowdesignworks.com
Obviously, "success" is real. We can say very clearly that some people are successful, some products are successful, some projects are successful. But "success" isn't a unified thing that you can teach. What makes it possible to be successful in a given domain is different in different domains. To be successful in a foot race and to be successful in stock trading require very different skills, such that you can't teach a "success" class that will make you successful at both a foot race and as a stock trader.
And further, in a lot of endeavors, being "successful" requires not just particular skills to that endeavor, but a lot of different skills. Making the iPhone successful was about manufacturing at scale, software, hardware, marketing, supply chain management, contract negotiation, etc.
Let me suggest that "design" is more like success than it is like math or reading. A product can be well-designed, but I'm dubious that there are unified "design" skills, especially ones that translate across a fairly wide domain. What makes a product well-designed is much more diverse than what people who talk about design typically admit, and I'm not sure that design as a field really makes any sense.
Having good design however doesn't depend on market outcome. You can have good design where noone is using it.
I would say that good design requires cross disciplinary skills or knowledge - requiring a core set of "design skills" plus an understanding of psychology, the end user and the domain it's for. The successful emergent outcome of this is "good design".
The difference between math and subjects such as design or stock trading is that math isn't judged by humans or human behaviour. Design will at the end of the day be judged as good or not by the people that interact with it. Stocks will be judged based on whether others are buying or selling. The skill in these things is predicting human behaviour, following patterns and managing risk.
That's why in design it's a good idea to meet your users, and to iterate following rounds of user testing.
The problem is that that’s not how the word is used in practice. I think most people would call that “planning”, and certainly design is a type of planning, but not all planning is done by people who we call designers.
I think a better definition that’s actually used in practice is that design is a way of looking at a product as if it was a kind of communication. The central question is “how will people perceive this?” so any type of art skill—not just visual arts, but theatre, music, writing, etc—is potentially transferable.
Communication is a universal human skill, so it raises the question of why a separate discipline has emerged in companies to handle the communicative aspects of the product. And I think this is because many people who work in tech fields are educated in fields with very specific conventions of communication, and an expectation that the burden of understanding lies with the listener. When these norms inform the creation of a product, especially when it’s aimed at non-technical users, it leads to “bad design”.
Good design comes from a process, UIUX design for example is a result of product design, which is a result of user needs analysis and requirements gathering in the form of understanding a problem domain deep enough to know what is wrong with the current design, or what is expected of the functionality. This is not about vague "design thinking", but actual auditable design processes that lead to a good product.
http://www.harkavagrant.com/index.php?id=206
"Your best bet is to be better than everyone else. That works for me, so that's my advice."
Starting in the late 70s Rams talked about the design ideas that led to the success of Braun, specifically three rules: a rule of order, a rule of harmony and a rule of economy. Later he would be describe these further as "function and performance, feasibility and aesthetic quality". Years later, his reflections on his contributions to Braun became six principles: "1. Good Design is innovative, 2. Good design renders utility to a product, 3. Good design is aesthetic design, 4. Good design makes a product easy to understand, 5. Good design is unobtrusive, 6. Good design is honest". It's not until one of his lectures in 1985 where he added the last four: "Good design means durability, Good design means consistency down to the last detail, Good design means respect for the environment and Good design means as little design as possible."
By the time these principles where published in the late 80s they were referred to as "Braun design department’s Design Philosophy" and were mostly a reflection of Braun's practice than Rams'. Nevertheless it seems Rams outlived the Braun brand and became a bigger brand himself. In his retrospective exhibition at the Design Museum in 2009, many drawings and photos of braun products where printed on posters which arguably started the Rams merchandise trend.
The poster that had the ten principles also contained a paragraph by Rams didn't get as much attention. He wrote: "I have distilled the essentials of my design philosophy into ten principles. But these principles cannot be set in stone because, just as technology and culture are constantly developing, so are ideas about good design".
Yes, they are popular and use carefully selected colors etc. but are horrible below the pretty paint.
I wish the page would mention the responsibility of designers to the end users of their work.
I'd recommend Mike Monteiro's "Broken by Design" to the authors of the page.
To be respectfully blunt "the responsibility of designers to the end users of their work."
No, it's our job to make the user's goals as seamless as possible - within the functional constraints of the business. If that business is to fuck users privacy over, we must operate within that overarching environment or GTFO.
To be clear, I dont understand how conscientious UXer's function at a place like Facebook, unless the plot of Servance is a reality?
Fully ethical work that puts dinner on the table is a rare luxury, unfortunately. In the meantime, there are many rationalizations to choose from. I imagine a popular one at Facebook is something about the ends justifying the means.
Come on now!
NOBODY else pays 400k minimums for senior level roles. But 150-200k is common for non MANGA and that’s more than enough in the USA in most places. But you can’t buy both a Plaid and a big house at the same time, and fund many luxury hobbies if you go down that path.
All I’m saying is.. be real :)
This goes for developers and data folks as well (everyone), so not like designers are being targeted.
Let's unpack this one for a second.
First, the idea of dark patterns in UI/UX is a relatively new concept, so the ethics are naturally going to get muddy. So pretending to be handy wavy about "just be ethical" is not fair to UX/UI people.
Let's take an example dark pattern of "are you sure you want to cancel" taking 3 modals to complete. Each modal tells you something about the app that you may not have. The UX'r does an A/B test and finds that only 23% finish cancelling after implementation of the 3-step modal. So to one user this is a nuisance having jump through 3 modals, but to another user they learned on modal #2 about a product feature they didn't know was possible and decided not to cancel.
Is the UX'r morally wrong for putting in the 3-modal even though in one case it was a nuisance and in another it was beneficial?
What if the person was cancelling and was never given the opportunity to know there was a potential benefit? The ethical thing would also be to completely delete all of their data (including their login). They now come back and you say "sorry we can't restore all of your data, you need to start over". Didn't you just create (1) a bad UX and (2) a new dark pattern?
Again, my point isn't whether the 3-modal pattern is a dark pattern, but rather that dark patterns are incredibly difficult to define, are novel and thus require nuance when determining their ethical ramifications.
You still didn't address this? Care to elaborate on what the "honest" path is here?
1) Have one confirmation that explains the situation clearly (≤ 3 bullets) and avoids fat fingers, such as disallow input for three seconds.
Github delete repo flow is reasonably similar.
Relative to what? Before the web?
I left one of the first technologies companies I had ever worked for (huge name more than 20 years ago) specifically because they were using dark patterns. Not even in web UI, but in their installer for actual software (which was to be used in conjunction with the web). Specifically, swapping default and representative checkbox states. You know, the "now that we've set them up to uncheck for opting out, we'll show the next box unchecked and the user has to check it to opt-out" trick.
Also, if you want to inform folks of features they might not know about, waiting until the are about to cancel is probably a bad design. And needing three modal boxes to inform them is absolutely a dark pattern and unethical.
It's a conceptual example with an entirely plausible outcome. No need to scrutinize it any further than that.
> And needing three modal boxes to inform them is absolutely a dark pattern and unethical.
How do you conclude "absolutely a dark pattern" if even one person realizes benefit from it? My point is precisely this - there are no absolute ethics when it comes to dark patterns.
That's the wrong way to think about Dark Patterns. It's not about whether they are ever helpful, but whether they are ever harmful. It doesn't matter what your intentions are, it matters how the end user experiences the design. 3 modal boxes to cancel is absolutely harmful when it can be done in 1 and that 1 modal can even include all the reasons you shouldn't cancel. But you get one shot to keep a customer, not three tries to keep and frustrate them.
And I have personally given up on cancellation before because it was too complicated/long/frustrating. So yea, dark patterns are real, they are not ethical, and you shouldn't defend them.
This is why we can't have a good faith discussion, because you think I'm defending dark patterns. I'm not. I'm simply asking how the designer determines what is a dark pattern that unilaterally has bad ethical ramifications.
> 3 modal boxes to cancel is absolutely harmful when it can be done in 1 and that 1 modal can even include all the reasons you shouldn't cancel. But you get one shot to keep a customer, not three tries to keep and frustrate them.
I would argue even 1 modal is too much. Why can't I just click the "CANCEL MY ACCOUNT" button? Isn't a modal that says "TYPE YOUR ORGANIZATION NAME TO CANCEL YOUR SUBSCRIPTION" in hostile to the user? How do you ensure people don't accidentally cancel and then want to reactive with all of their old data? and...and..etc.
Do you see why the interpretation of "this is a dark pattern" is almost entirely up to the user perception and has varying degrees of difficulty to the parse as the designer?
The idea that we can never know what is truly unethical is solipsism, maybe with a little sophism thrown in. While an interesting thought experiment, it doesn't support real world needs very well.
A concrete plan: https://news.ycombinator.com/item?id=31995084
Seems unfair to call out UX designers when everyone who contributes to Facebook's mission is as culpable.
> No, it's our job to ...
To be respectfully more blunt, it seems naïve to assume responsibility and job overlap completely in a world with Facebooks, et Al, unless we're wilfully abandoning ethics (or have interesting political views).
Of course, in a remarkably short amount of time, Facebook threw away that goodwill by chasing "engagement" at any and all costs.
Personally, I would not have praised Facebook as a model for great design even in 2012, but it's more understandable in that historical context.
Paradoxically, Amazon's design may work well for Amazon itself. The company is simply so different from other ecommerce sites that what's good for Amazon is not good for normal sites.[0]
[0] https://www.nngroup.com/articles/amazon-no-e-commerce-role-m...
the big misconception is that design is important in every stage of your startup. Which is not the case.
Design becomes important after you’ve tackled the fundamentals and hit product market fit.
The companies I’ve worked with that ended up being successful, all fit in that category. Startups that would contact us before having product market fit, would see themselves innovate slower by focussing on design. It would literally slow them down. Instead of talking to customers they would ask us to change the colors of their buttons for the tenth time.
Once you have a product, that sort of works and a handful of customers love it, despite it looking like crap… that’s when design becomes a powerful fuel to your rocket.
I 100% understand and agree with points but this site shows that achieving these points is really really hard. Maybe impossible?
"It avoids being fashionable and therefore never appears antiquated. Unlike fashionable design, it lasts many years – even in today’s throwaway society."
In 2011, 6% of internet traffic was mobile, compared to 56% in 2021 (according to the first Google result I clicked)
I wouldn't say not having a mobile-responsive design back then was entirely a design failure. I recall in the early days of smartphones, the vision for mobile browsers was they were "desktop class" and would display pages exactly like how they are on desktop. Look at Steve Jobs' original Safari demo during the iPhone reveal. Everyone was blown away by the full desktop experience of The New York Times and Amazon. This website was a few years into the iPhone revolution, but it was early enough into the mobile responsiveness era that I don't think it takes away from their point. The current design could be adapted to a mobile responsive page without needing an overhaul of the existing design language.
And Gruber's CSS has more to do with his obsessive to a paralyzing degree nature, than to sticking to whatever was said in a keynote 15 years ago.
Besides, double tapping a paragraph zooms into what becomes a good reading experience on mobile. It’s that dangerous “good enough”.
He obviously should update his site and ditch Verdana, we have better fonts and screens this days. But, if anything, it’s a testament of how good the original design was that it stood the test of time and what was designed for IE5/6 on 800x600px screen is still good on an iPhone 12.
I don't know what's going on with Gruber—at this point it feels like he's made an almost religious choice to never add another line of CSS. LOL
In fact, the reel-to-reel probably felt dated within much less than 10 years.
For example really good UI design is more often than not conservative and not innovative. There are reasons to break the rules, but just breaking them in order to be "innovative" often comes off as edgy and showoff-y and almost always introduces unnecessary problems. A good reason to break the rules is borne from problem _solving_ and choosing the right trade-offs.
Something I'm missing here is consistency. It is probably one of the hardest things to achieve, because in order to be consistent, a design needs to adhere to a common set of goals and restrictions. Being inconsistent and "patching over" a design or introducing new concepts is always easier. This can introduce actual problems in a design that need solving and this is where innovation can or should happen.
Really? Is this how design works?
The page is both unreadable and unnavigable on mobile, any browser.
Nothing better than being told what to do, by people who clearly are incapable of actually doing it but think they are masters of it.
The fact that we can notice this even in the startup sector speaks even louder.
I work at a large agency, we have to explain our design rationale every day to people that have zero design backgrounds. The better we do this, the better we're able to do our job. If we acted like assholes we wouldn't be in business very long.
Exactly, the really good and professional designers I worked with spent a lot of time to explain and work with me and show evidence for their approach.
To be condescending and dismissive is a warning sign that maybe somebody is being arbitrary and has to cover up their lack of professional development.
On the other side there is also a benefit of giving technical input about a design, sometimes there are more robust solutions from a technical standpoint that gel with what the designer does.
I think both design and implementation are more efficient this way. It's also more fun.
Honestly most ux designers I've worked with were graphic designers by training and previous experience.
I think to the same extent the phenomenon you describe exists, experts (perhaps even engineers) loathe accepting and abiding expertise outside their domain that impacts or determines their work.
It’s human nature to want agency. Achieving some measure of mastery can confuse one into a growing sense of entitlement to agency…and this sentiments like yours.
I'm not epileptic, but I felt that I was so close to a seizure just trying to read a few things on this page.
Maybe it is not a real website but an ironic joke?
How Design Works (2012) - https://news.ycombinator.com/item?id=10190700 - Sept 2015 (19 comments)
Startups, This Is How Design Works - https://news.ycombinator.com/item?id=4995199 - Jan 2013 (2 comments)
Startups, this is how design works. - https://news.ycombinator.com/item?id=3793299 - April 2012 (1 comment)
How Design Works - https://news.ycombinator.com/item?id=3791427 - April 2012 (49 comments)
Show HN: Startups, this is how design works. - https://news.ycombinator.com/item?id=3789977 - April 2012 (4 comments)
Good job designers.
Good editing is makes all element of a lists is has the same grammatical form.
There's been a lot of these on HN over the last year. All very suspicious. No legitimate person is registering a domain for every single blog item they write.
In addition, it's been submitted to HN 13 times before.
Come on designers... do your job, instead of talking about it.
https://news.ycombinator.com/newsguidelines.html
Btw, it was someone's school project from 2012 (https://news.ycombinator.com/item?id=3790034).