UX is like Curation for Ideas

By | September 3, 2013

All day long, I see ideas and plans.  Whether it’s something big that changes the course of the whole company or something small like a new icon.  My job, as the head of UX, is to know shit from Shinola and hopefully steer us towards the good stuff.  Here is where I first learned the difference:

It’s like being a curator for ideas.  Everything has pros and cons.  Every detail has potential for success and failure.  The key is to have a core set of principles that are baked into your brain and then let your gut help you when you see it.

Here are some of my core principles:

  1. Lovable is better than viable
  2. Consistency is good
  3. Alignment is good
  4. Beautiful is good
  5. Direct manipulation is better than indirect or abstract manipulation
  6. No logic holes allowed
  7. Remove everything that can be removed (A.K.A. Elegant/Simple/Occam’s Razor)
  8. Guess what the user would do and make that work
  9. Design for the intermediate
  10. Simple things should be simple and complex things should be possible

I just realized I should probably post for each one of these to explain.

However, the point for this post is that they help guide me when judging ideas and designs.  They make it easier to design.  If you don’t have core principles, you will likely waste time debating merits of poor designs or worse, eliminate good designs before they see the light of day.

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