I'm working on a sewing pattern software to make patterns with code. It has a bunch of useful features like chopping up the pattern into a PDF for printing. But the thing that really made this software nice to use is the timeline I implemented, where you can go back and see how the pattern is constructed with each segment. It makes debugging so much easier. I have it so you can put different curves into groups, so you can see how just the sleeve is constructed, for example.
I will definitely consider adding timelines to future software I make, it's an awesome feature.
I read the Design of Everyday Things and most of it was painfully obvious examples and was overly philosophical.
Design is solving problems so they're intuitive for the user. Obviously a door with a handle shouldn't be a push door, I don't really think you need to write a book about it. And the types of people creating bad design are generally constrained by cost, time, or practicality, not necessarily by education.
> Obviously a door with a handle shouldn't be a push door, I don't really think you need to write a book about it.
It’s common to illustrate principles with examples that appear obvious, i.e. that everyone agrees on, so that after having it conceptualized as a principle, you’ll apply it in less obvious circumstances. Many things are obvious only in hindsight.
> And the types of people creating bad design are generally constrained by cost, time, or practicality, not necessarily by education.
That’s not true, because a lot of flawed design is being promoted and defended in public as the thing to do.
> Obviously a door with a handle shouldn't be a push door, I don't really think you need to write a book about it.
And yet we've all encountered push doors with handles many times.
> And the types of people creating bad design are generally constrained by cost, time, or practicality, not necessarily by education.
Good design is far cheaper and easier than bad design in the long run. Being able to articulate the benefit of good design such that stakeholders provide the resources for good design is perhaps one of the most important reasons to have such an education.
uh, the fact that this is written down and carefully put in frameworks is a good thing. Otherwise you can say any academic book is intuitive. the fact that it sounds obvious means they're getting the message across. because lord knows it was needed and there's plenty of failed products and ideas because of shitty design.
And I would argue speadsheets still created more developers. Analytics teams need developers to put that data somewhere, to transform it for certain formats, to load that data from a source so they can create spreadsheets from it.
So now instead of one developer lost and one analyst created, you've actually just created an analyst and kept a developer.
Snow Peak has high quality clothing that isn't absurdly expensive. It's very nice and fits well. If you want something higher end I also like Norse Projects. If you want lower end look at Champion - specifically Reverse Weave.
Yes this is always how it's been, especially if you're a front end developer. Changing designs every few months just for the hell of it is what designers do.
Seriously. Hacker News is so adamant on Linux it's almost comical. I mean, I get it... this is a site for developers. But I'm a developer and MacOS is great for writing software, the hardware is better than everything else on the market by far, and I don't have to mess around with my computer just to get certain drivers or whatever to work.
I spent $1000 on a Macbook Air, it instantly works with zero headache, has way more app support than Linux, is super fast, and so on.
If I want to play games, I bought the cheapest gaming laptop from Best Buy for like $500 a few years ago and only use that computer to play games.
I will definitely consider adding timelines to future software I make, it's an awesome feature.
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