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Design for reality (1)

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Title: Design for reality (1)


1
Design for Reality, Not Glory
2
  • I think I could say this about most people in
    tech we are megalomaniacs. We want to build the
    best and the biggest. We are always designing our
    apps with scalability in mind. We tend to design
    for the largest possible audience.
  • Every app that launches on TechCrunch always
    addresses a huge market. You never read about a
    product addressing a small community. Its always
    about the app with the biggest dreams going after
    the largest competitors.
  • Just take a quick scroll through Dribbble to see
    my point. Its filled with generic chat apps and
    revolutionary social network redesigns are
    these really doing anything to develop a
    designers skills?
  • I believe that designers take on projects with
    such an ambitious scale as a result of our egos.
  • What designers dont realize though is that many
    of the worlds most well-known products didnt
    start with global ambitions. Rather, they often
    addressed a small, local need first and grew from
    there. Therefore, if you really want to develop
    your skills and produce a truly creative product,
    you will be much better off checking your ego and
    starting small.

3
Stop Inflating Your Ego
  • In the book Ego is the Enemy, Ryan Holiday uses
    past examples of famous figures both successful
    and unsuccessful to illustrate the adverse
    effects of the ego.
  • While Holiday writes to all industries, not just
    design, designers will learn a lot from him.
  • His book addresses the type of thinking that
    distracts us from designing a product for a small
    audience, which helps you and another five people
    instead of 100 million faceless people who you
    dont know personally.
  • Designing with your ego creates a product that is
    diluted, unfocused, and just bland. Consider
    these well-known products that didnt give into
    big thinking in the beginning.

4
  • Flickr began as a photo-sharing feature within an
    online game. Only after the product had been
    perfected did the team realize that it could be
    applied more broadly. In 2005, Flickr was
    acquired by Yahoo. Today, it has 51 million
    registered users worldwide.
  • Ego is the enemy of what you want and of what
    you have Of mastering a craft. Of real creative
    insight. Of working well with others. Of building
    loyalty and support. Of longevity. Of repeating
    and retaining your success. It repulses
    advantages and opportunities. Its a magnet for
    enemies and errors. It is Scylla and Charybdis.?
    Ryan Holiday, Ego Is the Enemy
  • Get Out of Your Head!
  •  
  • Designers all have a tendency to turn their life
    into a story. We write a fantastic narrative of
    our past with ourselves at the center I helped
    design billion dollar companies or I worked for
    insert massive startup here and this
    distracts us from designing for reality.
  • We often produce concept work to develop or show
    off our abilities as designers.
  • What Im suggesting is to not let your ego guide
    you toward producing a concept for another
    billion-dollar startup. These companies became
    the way they are over long periods of refinement
    and being patient. Therefore we can only possibly
    provide an undeveloped opinion on redesigning
    their product.
  • The only reason that we might strive to design
    for the best brands is to fulfill our own career
    narratives.
  • As designers, we need to get out of our head and
    look instead to immediate local problems that
    call for unique design solutions. Not only will
    this direct our abilities toward solving real
    problems, but it will also make us better
    designers while were at it.

5
  • There are often many lessons and opportunities
    surrounding us. However, if were caught up in
    the grandiose vision of our careers, these
    lessons will appear small or inconsequential, and
    we may miss them.
  • If you think that taking on a small project is
    demeaning to the potential scale of your work,
    get out of your head. Keep in mind that there is
    no one to perform for. And quite frankly, much
    less people are keeping tabs on your career than
    you may think. In fact, its likely that no one
    is. This can be hard to digest when youre stuck
    inside your own head.
  • Dont Linger on Past Successes
  • When we reminisce about our past successes, we
    forget about the hours of work and execution that
    got us to where we are today. So instead of
    dreaming about your story, get back to work and
    out of your head. Start a new page daily, and
    eliminate any ideas of grandeur.
  • I was trapped so terribly inside my own head
    that I was a prisoner to my own thoughts.  Ryan
    Holliday
  • Be a Student
  •  
  • In order for your design work to grow, you must
    be able to learn from criticism. Participating in
    the dialogue of design communities, such as
    Dribbble, is valuable, but they can also shelter
    your work from the lessons of reality.

6
  • The online design community is extremely
    supportive to one another. Its great that
    everyone can so easily join such a conversation.
    However, constantly looking for positive feedback
    will not drive us to learn, so we must be careful
    in how eagerly we participate.
  • When you design for reality, clients and the
    public will be very hard on your work.
  • Although it can be difficult to hear negative
    feedback, we must see this as an opportunity to
    learn. The designer who works for their ego will
    be defensive during these times and will likely
    reject the opinion of the offender. We must learn
    to accept such criticisms if we want our work to
    grow.
  • The feedback loop between the designer and the
    client can make products that neither party could
    have ever made on their own.
  • As designers, we must realize that we can learn
    from the needs and conditions of a real project
    in order to make something new. Whereas, the
    feedback loop online often recycles the same
    content over and over again.
  • Top of Form
  • Like what youre reading?
  • Get the latest updates first.
  • No spam. Just great design posts.

7
  • Thinking Small and Local
  •  
  • In reading this, you might be wondering where to
    start. Designing for reality sounds great, but
    how do I get that first project? Or, if work is
    slow, what can I do to continue to grow?
  • This is very much my point that often the
    answer to this is to whip up some great
    redesigns, and post them online in the hope that
    theyll lead to the next big thing. But, how can
    you direct your energy to designing for real life
    instead?
  • Consider the challenge below.
  •  
  • Design for The Very Small
  •  
  • Instead of designing the next billion dollar chat
    app, what if you designed a chat app for five
    moms? What would that look like? Do you think
    something original would come out of it if you
    just focused on them?
  • What would your social network look like if it
    was designed for the people in your building?
  • What would a payment service app look like for a
    farmers market?
  • How might a calendar registry app work for a day
    care?
  • Would a restaurant use a better interface for how
    they seat customers?
  • Could high school teachers benefit from an app to
    communicate with parents?
  • How might a to-do list work for a small family?
  • Lets face it, its all about our ego. We design
    to get recognition instead of designing to solve
    a real problem for a small group of people.
  • I would argue that only designing for a
    successful Dribbble shot is thinking too small.
    It satisfies our ego, but wont get us anywhere.
    Would you have taken Facebook as a client when
    they were only addressing Harvard?

8
  • Focus Your Design
  • Gather five people in a niche and start designing
    a product just for them.
  • Dont listen to your ego encouraging you to get
    likes and recognition. Focus on making the best
    possible product for those five people.
  • Heres six points you should focus on.
  • Involve real users in your designs as soon as
    possible.
  • Solicit feedback, and consider how your product
    can improve.
  • Dont worry about scalability.
  • Kill aesthetics. Yes the aesthetic side of the
    design feeds our ego. The first focus should be
    getting a few users.
  • Avoid feature creep. Local problems can be
    complex too, but try to keep your solution
    simple.
  • Make sure your ego doesnt creep up on you. Every
    time you start to really love something you
    worked on you should be wary. Your ego must be
    hiding behind your love.
  • Lets Work to Kill Our Egos
  • Whatever is next for us failure or success we
    must always continue to remember to avoid our
    egos.
  • No matter what awaits us down the road, our egos
    will make everything more difficult.
  • However, failure is the one thing that our egos
    will help to make permanent, unless we are
    willing to be students as we move forward, and
    learn from our mistakes.

9
  • We must take every moment as an opportunity to
    grow, not boost our careers.
  • Every great designer has experienced difficult
    times. You may just not realize it because all
    you see is their polished Dribbble accounts. What
    they likely arent telling you is that when they
    have failed or found hardship they take some
    kind of benefit from it.
  • Finally, keep in mind that many of the most
    successful people do not spread their work and
    successes around. So, look for people in your
    design community who are quiet about their
    success, or failure, and see what you can learn
    from them.
  • Published on https//www.buzzinteractive.co/desig
    n-for-reality-not-glory/
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