I played the kerning game a few days ago and then I couldn’t stop thinking about it. The game wasn’t just good, it wasn’t just cool because it was done in HTML5 (ok, fine, that made me giddy) and, sure, it was touch enabled…but that wasn’t it. This game was about kerning, KERNING. Type nerds, print designers adore analyzing every possible flaw, the tiniest spaces between symbols, but I would never dare admit my love for it in mixed company. My dev buddies might just laugh and tell me to go make them a t-shirt, right?

I needed to know who the hell made this game, someone with clear dev chops and enough design geek to love this sacred art as old as the printing press. The Method Action blog, held the answer and his name is Mark MacKay, Twitter handle @duopixel. But let’s go back to that blog…

Most of my time is spent, split between speaking to devs and designers, usually at separate conferences (that’s a different problem). The topics are always similar; ux, mobile design, user research, prototyping, but how I format the content for each audience is markedly different. MacKay’s writing, his raison d’etre, is something that I’ve been working on for years; bridging the gap between design and dev. This piece in particular, brilliantly tackles the issue.

Especially, how design is written and talked about, how we frame design in an effort to explain it to more right brained folks is flawed. Mark’s points are similar to the message I give to dev’s: you already have the skills. Design, in its most simple form, is a problem with a set of constraints. Problem solving skills, attention to detail, a scientific approach and a solution based eye are the critical shared DNA that devs already possess.

What Method of Action is building, games for participatory learning, is not only genius, it bridges the divide in understanding and communicating in and with technology. No small thing. Addressing this huge problem deserves some props, in fact, I’ll be bragging about this in future talks. Thanks Mark and Maria, keep it up!

I clearly remember being a visual/ux designer the summer of 2007, the dawn of the very first iPhone. I had been making shiny, glowing buttons and interfaces for a while but as soon as the iPhone came out, I was instructed to mimic the high gloss gel style of those fabulous little buttons. Everyone was enchanted, everyone wanted that aesthetic. But just like architecture and art, digital design morphs and evolves.
The rather heady but amazing article on the death of Postmodernism in the Prospect, connects the causalities of the movement. It’s also a window into the changes in technology, design and the modern psychology of user experience. Too much coffee, you say? Allow me to illustrate.

In reference to postmodern architecture:

“…classical facets all stand in counterpoint to one another, offsetting and undermining and re-emphasizing…everything is over-determined and mannered; styles clash, mix, mingle.”

Keep in mind, postmodern was a response to the perfection of modern design, people felt lied to, things weren’t perfect, it was the 70’s and 80’s for heaven’s sake. Exaggerated classical accents, the obnoxious ornamentation; things we see today and cringe. Digital design is bending in a very similar way; we don’t want to be lied to, ‘If this isn’t a real book, then don’t make it look real, just give me the real touch conventions’. Granted, I think a fantastical children’s book app can play with the Victorian text on weathered parchment paper, but if I have to look at that for long, I’m going to be weary. My favorite purveyor of this thinking, Josh Clark, describes this point to perfection in his talk ‘Buttons are a Hack’. Clark asks us to strive for more natural, contextual ways of interacting with and designing interfaces.

Early 80’s music (and the brilliance of the music video) reflected the postmodern revolution to a tee.

“The classic example is David Byrne singing “you may ask yourself: how did I get here?” in the trailer for the Talking Heads film Stop Making Sense (1984), which then asks “why a film?” while he wears that famously huge suit (a statement about over-statement)…”

This bravado to call out the silliest of bravado carried us fondly through much of 80’s music; I dare you to question the awesomeness of Prince or Madonna. They were the perfect escape. But all this fantasy has worn us down and the ‘Calgon, take me away’ dream state has ended in design as well. People want real, genuine, tangible things made by people…real people with a story. Sketching, craft, the push to solve problems with design, I don’t have to make bling anymore, I can help people. This single change saved me from abandoning this career all together. If I had to hear, ‘You know, just make it look designer-ee’ or any variation therein. Curtains baby, curtains.

I’ll end with a quote from the last piece of the article, the crux connecting today’s ux world and traditional art mediums.

“A culture of care is advertised and celebrated and cherished. Values are important once more: the values that the artist puts into the making of an object as well as the values that the consumer takes out of the object.”

The net worth of what you make and who you are as a designer rests right here. Authenticity. We still create magic, but this time we get to do it the right way.