Above all, think of life as a prototype. We can conduct experiments, make discoveries, and change our perspectives. We can look for opportunities to turn processes into projects that have tangible outcomes. We can learn how to take joy in the things we create whether they take the form of a fleeting experience or an heirloom that will last for generations. We can learn that reward comes in creation and re-creation, no just in the consumption of the world around us. Active participation in the process of creation is our right and our privilege. We can learn to measure the success of our ideas not by our bank accounts by their impact on the world.
It is not enough that we build products that function, that are understandable and usable, we also need to build products that bring joy and excitement, pleasure and fun, and, yes, beauty to people’s lives. Creativity is to discover a question that has never been asked. If one brings up an idiosyncratic question, the answer he gives will necessarily be unique as well.
The goal of a designer is to listen, observe, understand, sympathize, empathize, synthesize, and glean insights that enable him or her to make the invisible visible.
Andrew Grove
There’s the whole Buddhist thing about the essence of a bowl being its emptiness—that’s why it’s useful. Its emptiness allows it to hold something. I guess that means that design must talk about something else. If you make design about design, you’re just stacking bowls, and that’s not what bowls are for.
A designer is an emerging synthesis of artist, inventor, mechanic, objective economist, and evolutionary strategist.
Here is one of the few effective keys to the design problem: the ability of the designer to recognize as many of the constraints as possible; his willingness and enthusiasm for working within these constraints. The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.
Above all, think of life as a prototype. We can conduct experiments, make discoveries, and change our perspectives. We can look for opportunities to turn processes into projects that have tangible outcomes. We can learn how to take joy in the things we create whether they take the form of a fleeting experience or an heirloom that will last for generations. We can learn that reward comes in creation and re-creation, no just in the consumption of the world around us. Active participation in the process of creation is our right and our privilege. We can learn to measure the success of our ideas not by our bank accounts by their impact on the world.
]]>Above all, think of life as a prototype. We can conduct experiments, make discoveries, and change our perspectives. We can look for opportunities to turn processes into projects that have tangible outcomes. We can learn how to take joy in the things we create whether they take the form of a fleeting experience or an heirloom that will last for generations. We can learn that reward comes in creation and re-creation, no just in the consumption of the world around us. Active participation in the process of creation is our right and our privilege. We can learn to measure the success of our ideas not by our bank accounts by their impact on the world.
It is not enough that we build products that function, that are understandable and usable, we also need to build products that bring joy and excitement, pleasure and fun, and, yes, beauty to people’s lives. Creativity is to discover a question that has never been asked. If one brings up an idiosyncratic question, the answer he gives will necessarily be unique as well.
The goal of a designer is to listen, observe, understand, sympathize, empathize, synthesize, and glean insights that enable him or her to make the invisible visible.
Andrew Grove
There’s the whole Buddhist thing about the essence of a bowl being its emptiness—that’s why it’s useful. Its emptiness allows it to hold something. I guess that means that design must talk about something else. If you make design about design, you’re just stacking bowls, and that’s not what bowls are for.
A designer is an emerging synthesis of artist, inventor, mechanic, objective economist, and evolutionary strategist.
Here is one of the few effective keys to the design problem: the ability of the designer to recognize as many of the constraints as possible; his willingness and enthusiasm for working within these constraints. The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.
Above all, think of life as a prototype. We can conduct experiments, make discoveries, and change our perspectives. We can look for opportunities to turn processes into projects that have tangible outcomes. We can learn how to take joy in the things we create whether they take the form of a fleeting experience or an heirloom that will last for generations. We can learn that reward comes in creation and re-creation, no just in the consumption of the world around us. Active participation in the process of creation is our right and our privilege. We can learn to measure the success of our ideas not by our bank accounts by their impact on the world.
]]>Above all, think of life as a prototype. We can conduct experiments, make discoveries, and change our perspectives. We can look for opportunities to turn processes into projects that have tangible outcomes. We can learn how to take joy in the things we create whether they take the form of a fleeting experience or an heirloom that will last for generations. We can learn that reward comes in creation and re-creation, no just in the consumption of the world around us. Active participation in the process of creation is our right and our privilege. We can learn to measure the success of our ideas not by our bank accounts by their impact on the world.
It is not enough that we build products that function, that are understandable and usable, we also need to build products that bring joy and excitement, pleasure and fun, and, yes, beauty to people’s lives. Creativity is to discover a question that has never been asked. If one brings up an idiosyncratic question, the answer he gives will necessarily be unique as well.
The goal of a designer is to listen, observe, understand, sympathize, empathize, synthesize, and glean insights that enable him or her to make the invisible visible.
Andrew Grove
There’s the whole Buddhist thing about the essence of a bowl being its emptiness—that’s why it’s useful. Its emptiness allows it to hold something. I guess that means that design must talk about something else. If you make design about design, you’re just stacking bowls, and that’s not what bowls are for.
A designer is an emerging synthesis of artist, inventor, mechanic, objective economist, and evolutionary strategist.
Here is one of the few effective keys to the design problem: the ability of the designer to recognize as many of the constraints as possible; his willingness and enthusiasm for working within these constraints. The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.
Above all, think of life as a prototype. We can conduct experiments, make discoveries, and change our perspectives. We can look for opportunities to turn processes into projects that have tangible outcomes. We can learn how to take joy in the things we create whether they take the form of a fleeting experience or an heirloom that will last for generations. We can learn that reward comes in creation and re-creation, no just in the consumption of the world around us. Active participation in the process of creation is our right and our privilege. We can learn to measure the success of our ideas not by our bank accounts by their impact on the world.
]]>Above all, think of life as a prototype. We can conduct experiments, make discoveries, and change our perspectives. We can look for opportunities to turn processes into projects that have tangible outcomes. We can learn how to take joy in the things we create whether they take the form of a fleeting experience or an heirloom that will last for generations. We can learn that reward comes in creation and re-creation, no just in the consumption of the world around us. Active participation in the process of creation is our right and our privilege. We can learn to measure the success of our ideas not by our bank accounts by their impact on the world.
It is not enough that we build products that function, that are understandable and usable, we also need to build products that bring joy and excitement, pleasure and fun, and, yes, beauty to people’s lives. Creativity is to discover a question that has never been asked. If one brings up an idiosyncratic question, the answer he gives will necessarily be unique as well.
The goal of a designer is to listen, observe, understand, sympathize, empathize, synthesize, and glean insights that enable him or her to make the invisible visible.
Andrew Grove
There’s the whole Buddhist thing about the essence of a bowl being its emptiness—that’s why it’s useful. Its emptiness allows it to hold something. I guess that means that design must talk about something else. If you make design about design, you’re just stacking bowls, and that’s not what bowls are for.
A designer is an emerging synthesis of artist, inventor, mechanic, objective economist, and evolutionary strategist.
Here is one of the few effective keys to the design problem: the ability of the designer to recognize as many of the constraints as possible; his willingness and enthusiasm for working within these constraints. The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.
Above all, think of life as a prototype. We can conduct experiments, make discoveries, and change our perspectives. We can look for opportunities to turn processes into projects that have tangible outcomes. We can learn how to take joy in the things we create whether they take the form of a fleeting experience or an heirloom that will last for generations. We can learn that reward comes in creation and re-creation, no just in the consumption of the world around us. Active participation in the process of creation is our right and our privilege. We can learn to measure the success of our ideas not by our bank accounts by their impact on the world.
]]>Above all, think of life as a prototype. We can conduct experiments, make discoveries, and change our perspectives. We can look for opportunities to turn processes into projects that have tangible outcomes. We can learn how to take joy in the things we create whether they take the form of a fleeting experience or an heirloom that will last for generations. We can learn that reward comes in creation and re-creation, no just in the consumption of the world around us. Active participation in the process of creation is our right and our privilege. We can learn to measure the success of our ideas not by our bank accounts by their impact on the world.
It is not enough that we build products that function, that are understandable and usable, we also need to build products that bring joy and excitement, pleasure and fun, and, yes, beauty to people’s lives. Creativity is to discover a question that has never been asked. If one brings up an idiosyncratic question, the answer he gives will necessarily be unique as well.
The goal of a designer is to listen, observe, understand, sympathize, empathize, synthesize, and glean insights that enable him or her to make the invisible visible.
Andrew Grove
There’s the whole Buddhist thing about the essence of a bowl being its emptiness—that’s why it’s useful. Its emptiness allows it to hold something. I guess that means that design must talk about something else. If you make design about design, you’re just stacking bowls, and that’s not what bowls are for.
A designer is an emerging synthesis of artist, inventor, mechanic, objective economist, and evolutionary strategist.
Here is one of the few effective keys to the design problem: the ability of the designer to recognize as many of the constraints as possible; his willingness and enthusiasm for working within these constraints. The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.
Above all, think of life as a prototype. We can conduct experiments, make discoveries, and change our perspectives. We can look for opportunities to turn processes into projects that have tangible outcomes. We can learn how to take joy in the things we create whether they take the form of a fleeting experience or an heirloom that will last for generations. We can learn that reward comes in creation and re-creation, no just in the consumption of the world around us. Active participation in the process of creation is our right and our privilege. We can learn to measure the success of our ideas not by our bank accounts by their impact on the world.
]]>Above all, think of life as a prototype. We can conduct experiments, make discoveries, and change our perspectives. We can look for opportunities to turn processes into projects that have tangible outcomes. We can learn how to take joy in the things we create whether they take the form of a fleeting experience or an heirloom that will last for generations. We can learn that reward comes in creation and re-creation, no just in the consumption of the world around us. Active participation in the process of creation is our right and our privilege. We can learn to measure the success of our ideas not by our bank accounts by their impact on the world.
It is not enough that we build products that function, that are understandable and usable, we also need to build products that bring joy and excitement, pleasure and fun, and, yes, beauty to people’s lives. Creativity is to discover a question that has never been asked. If one brings up an idiosyncratic question, the answer he gives will necessarily be unique as well.
The goal of a designer is to listen, observe, understand, sympathize, empathize, synthesize, and glean insights that enable him or her to make the invisible visible.
Andrew Grove
There’s the whole Buddhist thing about the essence of a bowl being its emptiness—that’s why it’s useful. Its emptiness allows it to hold something. I guess that means that design must talk about something else. If you make design about design, you’re just stacking bowls, and that’s not what bowls are for.
A designer is an emerging synthesis of artist, inventor, mechanic, objective economist, and evolutionary strategist.
Here is one of the few effective keys to the design problem: the ability of the designer to recognize as many of the constraints as possible; his willingness and enthusiasm for working within these constraints. The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.
Above all, think of life as a prototype. We can conduct experiments, make discoveries, and change our perspectives. We can look for opportunities to turn processes into projects that have tangible outcomes. We can learn how to take joy in the things we create whether they take the form of a fleeting experience or an heirloom that will last for generations. We can learn that reward comes in creation and re-creation, no just in the consumption of the world around us. Active participation in the process of creation is our right and our privilege. We can learn to measure the success of our ideas not by our bank accounts by their impact on the world.
]]>When elements change their state or position, the duration of the animation should be slow enough to give users the possibility to notice the change, but at the same time quick enough not to cause waiting.
Numerous researches have discovered that optimal speed for interface animation is between 200 and 500 ms. These figures are based on the particular qualities of the human brain. Any animation shorter than 100 ms is instantaneous and won’t be recognized at all. Whereas the animation longer than 1 second would convey a sense of delay and thus be boring for the user.
]]>As screen sizes become smaller, content starts to take up more
vertical space and anything below will be pushed down, it’s called the
flow. That might be tricky to grasp if you are used to design with
pixels and points, but makes total sense when you get used to it.
The canvas can be a desktop, mobile screen or anything in between.
Pixel density can also vary, so we need units that are flexible and
work everywhere. That’s where relative units like percents come in
handy. So making something 50% wide means it will always take half of
the screen (or viewport, which is the size of the opened browser
window).
Breakpoints allow the layout to change at predefined points, i.e.
having 3 columns on a desktop, but only 1 column on a mobile device.
Most CSS properties can be changed from one breakpoint to another.
Usually where you put one depends on the content. If a sentence breaks,
you might need to add a breakpoint. But use them with caution — it can
get messy quickly when it’s difficult to understand what is influencing
what.
Sometimes it’s great that content takes up the whole width of a screen, like on a mobile device, but having the same content stretching to the whole width of your TV screen often makes less sense. This is why Min/Max values help. For example having width of 100% and Max width of 1000px would mean that content will fill the screen, but don’t go over 1000px.
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