12 karma · joined August 15, 2012
I'm a designer, not a programmer, but I've found that I interview best when I get explicit guidance from the interviewer. "I want to hear more about x, don't worry about y. What I want to learn about you is z." It makes the interview feel like a collaborative process (especially helpful when interviewing people you will work directly with, as you're pre-selling them on the team dynamic they'll experience!). It allows me to provide the information the interviewer needs most, in order to effectively evaluate my abilities and fit. It also clarifies for the applicant what things are actually worth stressing out about.
Talking about your troubles isn't the same thing as facing them, and good therapists are all about making you stronger and more resilient. More capable of facing your fears when you don't have someone to lean on. This is a very, very valuable thing.
"You become the people you spend time with...Here's a heuristic to keep yourself honest: if you were competing with a somebody for a job, would you be scared? If so, you want them as a co-worker."
IMO, framing the question of "where should I work?" from the perspective of "what will develop me into a better engineer/person in general?" is a really good idea. The time you spend at your job should be an investment in becoming more knowledgeable/thoughtful/capable, so you can better pursue your professional goals in the long run.
There's definite value in giving designers agency in expressing ideas interactively and aesthetically. So I'm really curious if this tool will be used like that. I'm definitely more a designer than a developer, so I think this would make it easier to being implementing an idea without getting frustrated with trying to DIY my own backend.
Andy Mangold's appropriately-titled blog post "Skeuomorphism: The Opiate of the People" addresses the role of skeumorphism quite clearly, I think:
"Some people believe that skeuomorphism makes an interface easier to use, or more intuitive for the user, and I simply don’t buy that. But what hadn’t occurred to me is that it doesn’t matter if it actually does make it easier to use, all that matters is that it makes the average person think it’s easier to use. In reality, a user must take time to learn any interface, whether clad in faux leather or not. The skeuomorphism in iOS plainly tricks people that might otherwise walk away…" [http://andymangold.com/skeuomorphism-the-opiate-of-the-peopl...]
People often quote the goal of effective skeumorphism as leveraging existing patterns (which just happen to be physical, not digital), to make an interface more familiar and easier to use. I think, if this is true, then it's rarely executed on that level. But if a user is more willing, more patient, and more inclined to go through a learning curve because of skeumorphism, I'd argue this is effective design.
Sometimes anti-skeumorphism sentiment sounds really similar to the "aesthetics don't matter as long as it works!" rallying cry. If aesthetics make it more pleasant to use a product, then the aesthetics serve a purpose.
(Edit—regarding honesty and emotive interfaces in digital design, here's another well-articulated perspective on the issue: http://maxcho.com/2011/10/dont-send-love-letters-in-helvetic...)
It's useful to see these as launchboards for a visual aesthetic, but it'd be really cool if showcase posts like these (or designers on dribbble) talked about the pros and cons of different design decisions they made, why they chose to style an interface element differently, why a particular design is an improvement over what exists…
This is, sadly, pretty rare.