Where the design community meets.
Amsterdam Creative Developer at Wonderland. Joined over 10 years ago via an invitation from Allan G. Jack has invited Pedro Sola, Jordi Romero, Josep Martins
wow, Anyone knows who made the website?
EDIT: art is by http://www.ignasimonreal.com/
Thanks, glad you like it! It feels like a lot of agencies and studios are scared of sharing the ugly concepts from the early stages of a project. We are not, we think it's good that others see how we got to the final version.
The first (having the center of the path at 0,0). That would mean that Sketch would translate all the points. I tried in the past putting the svg in an Artwork and the path's center at the top left of the artwork, but I think it didn't work :/
Nice article Peter!
A problem I've come around several times has to do with the coordinates of the points. I usually import paths in three.js to create extrusions and would like them to have the center at (0, 0). I was wandering if you know a way to set the
anchor point before exporting?
I think I made my point clear, which is that your definition of designer is not the only one.
So the sentence "targeting a wider audience is beyond my field of expertise" did not make sense to me, has he is a designer.
That again means that you define designer as somebody that designs for other people's problems. That one possible choice, and is as valid as deciding to create only for your needs. Specially if you are not only a designer, but have a life outside of your workplace.
[A bit offtopic]
So you say designers should not only design for designers, and I agree. Then you conclude that good designers should not only design for themselves. Which I don't agree. imo the problem is that most designers nowadays are only designers – that's why most of them bore me. I think a cooler solution is that designers have richer lives, and then designers can design for their own problems in other areas ;)
You are assuming every creator wants maximum reach.
Sometimes making a first step harder can create curiosity, which creates some tension in the user, and finally can lead to a surprise.
This approach might make the creator lose some visitors, but it will make the experience more memorable for the ones that go through that firs step.
Specially in this case there's a reason to ask the user to access the site in its phone.
I think (and I hope) we are entering in a new stage in design. Or at least I believe new ways of designing products are going to emerge.
In the 90s, software was for nerds. Nerds were willing to invest energy in learning how to use software, were willing to read documentation and fail a couple of times in order to complete a task.
After the dot com bubble, software designers tried to reach a larger audience, so software was made easy to use. The entry point needed to be easy, so users wouldn't get scared. Every action needed to be intuitive, so users would stick.
Today, there's apps for almost everything. Communication with friends was a problem solved by Messenger and Whatsapp. Those products have excellent user experiences.
Snapchat is a game. Games are not supposed to be easy to use, you need to learn how to use them. That's what makes them fun. And the more you use them, the more fun you have.
I'm happy as designers we are not only solving problems anymore. Actually, we don't need to be the ones that solve the problem in a most efficient way. We can choose to design to make users feel.
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command line support? like surge.sh