The Designer’s Guide to Being Essential

C9b18d9dff88a9dd2393364c2b3b21bd?s=47 Simon Collison
September 14, 2015

The Designer’s Guide to Being Essential

"I move things around until they look right,” confessed veteran designer Milton Glaser. This is delightfully unpretentious — and Simon’s favourite quote — yet it’s not quite so easy for today’s digital designer. He or she must not only make things look right, but also embrace new methodologies, new tools, be essential to a team, be mindful of limitations, and wrestle with the suggestion that websites are all but redundant. As this practical argument will explain, there’s nothing for any of us to worry about, so long as every thing — and every one — is a module.

C9b18d9dff88a9dd2393364c2b3b21bd?s=128

Simon Collison

September 14, 2015
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  1. BEING ESSENTIAL Simon Collison | @colly The Designer’s Guide to

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  3. WHO WE ARE

  4. ABOUT US

  5. ABOUT BEING HUMAN

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  27. Trousers slide

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  29. RECONNECTING

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  37. DISCONNECTING

  38. DISCONNECTING

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  44. Climb the mountains and get their good tidings. Nature's peace

    will flow into you as sunshine flows into trees. The winds will blow their own freshness into you, and the storms their energy, while cares will drop away from you like the leaves of Autumn. John Muir
  45. RECONNECTING

  46. HUMANS. INDIVIDUALS.

  47. AM I A BETTER DESIGNER?

  48. AM I A BETTER DESIGNER?

  49. MY LIFE IS MODULAR

  50. I move things around until they look right. Milton Glaser

  51. I move things around until they look right. Milton Glaser

  52. I move things around until they look right. Milton Glaser

  53. WHEN I WAS A KID…

  54. WHEN I WAS A KID…

  55. THIS IS WHO WE ARE

  56. THE DEATH OF WEB DESIGN

  57. THE DEATH OF WEB DESIGN

  58. THE DEATH OF WEB DESIGN

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  62. DESIGN EVOLVES

  63. MACHINES

  64. [A designer is] a planner with an aesthetic sense. Bruno

    Munari
  65. EMPATHY

  66. How will you prove you’re be er than a machine?

    Travis Gertz h ps://louderthanten.com/articles/story/design-machines
  67. TOOLS

  68. SHOULD WE CODE?

  69. HTML is not code. It's markup. Just like typese ing.

    Which is firmly in the realm of designers. Mark Boulton
  70. HTML is not code. It's markup. Just like typese ing.

    Which is firmly in the realm of designers. Mark Boulton
  71. http://tools.subtraction.com

  72. BRAINS. IDEAS. REALISATION.

  73. BRAINS. IDEAS. REALISATION.

  74. BRAINS. IDEAS. REALISATION.

  75. BRAINS. IDEAS. REALISATION.

  76. BRAINS. IDEAS. REALISATION.

  77. MY TEAM

  78. MY TEAM

  79. DELIVERABLES

  80. http://smacss.com

  81. http://daverupert.com/2013/04/responsive-deliverables

  82. http://filamentgroup.com/lab/grade_components/

  83. http://pattern-lab.info/

  84. LANGUAGE

  85. LANGUAGE

  86. Find problems and design responses. Not answers, not solutions. Responses.

  87. All work and no play makes Jack a dull boy.

    All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. Jack Torrance
  88. FLEXIBILITY

  89. KEEP LEARNING

  90. @colly THANK YOU