The concept of “requirements” in interaction design is a mythical dragon that refuses to die. Designers seem to constantly bow to requirements and to imagine that they are cold, hard facts whose demands are non-negotiable. I’d rather follow my own understanding of the word: Things that are “required” are required, that is, without them, nothing works, everything fails, the streams get crossed, and the universe as we know it ceases to exist.
Fire-breathing requirements, by Alan Cooper for the UX Collective →
The UX Collective is an independent ad-free design publication that elevates unheard design voices, reaching over 400k+ designers every week. Curated by Fabricio Teixeira and Caio Braga.
Editors’ picks
Why are we designing for addiction? →
When harmful UI patterns become harmful behavior patterns.The language of collaboration →
And the phrase that gives you superpowers.How much of human behavior is affected by design, really? →
Are we logical as we thought?
Women in Type: rediscover women’s contribution to type history.
Make me think
What we do when we see →
“Understanding reality is pattern-matching. Everything we see is, in less than a second, interrogated by every sense we have at our disposal, named, categorized, cross-referenced, and filed away for later.”Why you should prioritise quality over speed in design systems →
“That newly-hired design system team finds themselves suddenly crushed under the pressure and urgency of delivering something the organisation only just realised it wanted.”
Little gems this week
Is design your love or addiction? →
How do designers say no without saying no →
Be usable, not consistent, not uniform →
Tools and resources
Web animation course →
Techniques with examples and tips on how to use them.Can include →
Understand which HTML tags you can include in another.Question bank →
Product questions for product people.