Jots is a collection of bits from inspiring pieces.

When a prototype is successful, works great, and tests well, there’s a real temptation to use the prototype code as the basis for the final product. Don’t do this! […] Build prototypes to test ideas, designs, interactions, and interfaces …and then throw the code away.

Jot 198 : Jeremy Keith in Prototypes and production , from adaction.
Jotted on the 12th of Dec 2018, at 11:05.

Perhaps if accessibility was considered at the very start of the project, the process of creating, editing and moving blocks would be a lot simpler and thus, not a cognitive overload. The problem now is that accessibility is a fix rather than a core feature.

Jotted on the 11th of Dec 2018, at 11:00.

[…] He and Steve Jobs would often disagree about things, but the way he eventually won Steve over was through dogged persistence in bringing up the topics he cared, not through saying things loudly or dramatically.

Jotted on the 9th of Dec 2018, at 15:30.

Analogical thinking lends itself to incremental product iterations rather than groundbreaking advancements because it promotes a habit of following the footsteps of history.

Jot 195 : Teresa Man in Mental models in product design, from HeyDesigner.
Jotted on the 29th of Nov 2018, at 11:15.

So, I nearly didn’t apply to become a sonar operator since I failed the proxy requirement “has perfect score on generic hearing test”. However, the real requirement was “can learn to classify boats by their sound under water”, and it turns out I was pretty good at that!

Jotted on the 28th of Nov 2018, at 19:15.

A good rule of thumb is: if a problem seems simple to you, you probably don’t fully understand it. You certainly might, but you probably don’t, and therefore, you should treat your critiques as investigations or explorations and not conclusions.

Jot 193 : Mike Davidson in How To Give Helpful Product Design Feedback, from Mike Industries.
Jotted on the 30th of Oct 2018, at 11:15.

Tournaments are a playground for people who practice for growth […]. Once I made that realization, I finally started making continued growth my goal, rather than winning.

Jot 192 : Core-A Gaming in Analysis: Getting Better at Fighting Games, from YouTube.
Jotted on the 29th of Oct 2018, at 19:30.

Trust is not a renewable resource.

Jot 191 : Matthew Green in Why I’m done with Chrome, from A Few Thoughts on Cryptographic Engineering.
Jotted on the 26th of Oct 2018, at 11:05.

The café and the space are great, but something’s missing—something you can barely remember now…. Oh, right! It’s you. You are missing. This amazing space that everyone in the community holds so dear is for everyone but you.

Jotted on the 20th of Oct 2018, at 20:25.

There are certainly many caveats to the above idea of setting a goal around a single metric. A notable one is that you may need to have a counter-metric to help balance short term and long-term trade-offs.

Jot 189 : Julie Zhuo in How do you set metrics?, from Medium.
Jotted on the 18th of Oct 2018, at 11:25.

One of the biggest culprits of unclear user flow is basing the user experience on your company’s understanding of the problem. Companies have their own internal terminology and organizational structures to address these problems internally. Users likely won’t understand any of this and shouldn’t require a glossary of industry terms or internal structures in order to use your website or app.

Jot 188 : Brandon Gregory in Designing for Cognitive Differences, from A List Apart.
Jotted on the 18th of Oct 2018, at 11:20.

Unnecessary motion […] are nothing but a barrier for these users. If the motion is actually accomplishing something, you have to ask if what you’re drawing attention to is worth sacrificing other content on the page in return.

Jot 187 : Brandon Gregory in Designing for Cognitive Differences, from A List Apart.
Jotted on the 18th of Oct 2018, at 11:20.

[…] because essentially, it is a character saying: “Whatever you do, don’t do that”. It tells the audience to associate a certain value with a certain action: crossing the streams = bad.

Jot 186 : Michael Tucker in How Ghostbusters Became Ghostbusters, from Lessons from the Screenplay on YouTube.
Jotted on the 17th of Oct 2018, at 11:00.

That means that complexity in design can lead to complexity in code.

Jot 185 : Jonathan Snook in The Codification of Design, from Jonathan Snook’s Site.
Jotted on the 10th of Oct 2018, at 10:20.

One of the first things you learn as a UX designer is to not let ego drive your decisions regarding design; one of the hardest thing to do as a UX designer is to pass on that knowledge to your client.

Jotted on the 8th of Oct 2018, at 12:45.

When you travel for extended periods of time, you lose your social circle, your sense of belonging, and the everyday routines that keep you grounded and healthy.

You also quickly discover that meeting new people is easy, but making new friends—real friends—is hard, especially if you’re starting from zero.

Jot 183 : Amir Salihefendic in What Most Remote Companies Don’t Tell You About Remote Work, from Doist’s Medium.
Jotted on the 8th of Oct 2018, at 12:10.

If you succeed, if you ship your code, if you release your product, will you be happy? Will all your time and effort be worth it?

And you realize the answer is “no”. And suddenly your work is worthless, your goals are meaningless. You just can’t force yourself to work on something that doesn’t matter.

Jot 182 : Itamar Turner-Trauring in Avoiding burnout: lessons learned from a 19th century philosopher, from Code Without Rules.
Jotted on the 8th of Oct 2018, at 12:10.

The grid example is of two-dimensional layout. Layout in rows and columns at the same time. The Flexbox example is one-dimensional layout.

Jot 181 : Rachel Andrew in Use Cases For Flexbox, from Designer News.
Jotted on the 5th of Oct 2018, at 12:10.

The point is that qualitative and quantitative research serve different purposes. Qualitative is mostly useful for creating hypotheses, while quantitative is great for verifying your hypotheses and solutions.

Jot 180 : Pol Kuijken in How effective are modern UX design methods?, from Designer News.
Jotted on the 4th of Oct 2018, at 12:10.

The earliest decisions of the digital product design process are, at best, based on guesswork. Until a product is in the hands of actual users, everything is theoretical.

Jot 179 : Alexandru Giuseppe Ispas in Ditch MVPs, Adopt Minimum Viable Prototypes (MVPr), from Toptal.
Jotted on the 2nd of Oct 2018, at 11:45.

You have needs and your family has needs and the bills have to be paid. There’s dignity in taking care of those things, but that doesn’t mean that you shouldn’t have any creative aspect to your life whatsoever. Set your alarm a half hour early every day and work on that book or that new business idea.

Jot 178 : Elizabeth Gilbert, Dana Rousmaniere in No One Is Too Busy to Be Creative, from Harward Business Review.
Jotted on the 12th of Sep 2018, at 11:50.

I think people perceive the process of creation from the outside to be instantaneous and free and wonderful. In fact, it is work.

Jot 177 : Casey O’Donnel in Developer’s Dilemma, p. 40, The MIT Press, 2014.
Jotted on the 5th of Sep 2018, at 17:20.

To paint a picture, Jobs-to-be-Done, or JTBD for short, follows the idea that customers purchase products or services to get jobs done, not for the products or services themselves.

Jot 176 : Tomasz Tunguz in Jobs-to-be-Done, take two, from Zenkit Blog.
Jotted on the 19th of Aug 2018, at 17:00.

I can’t recall an example of groundbreaking work coming from an environment of stress, anxiety, and fear of failure.

Jot 175 : Julie Zhuo in Good Pressure, Bad Pressure, from Medium.
Jotted on the 16th of Aug 2018, at 18:10.

If you’re here to help others, be patient and welcoming.

Jot 174 : Stack Overflow’s Team in Code of Conduct, from Stack Overflow.
Jotted on the 16th of Aug 2018, at 18:05.

[…] Nintendo said, “pay us a royalty not on sales, but on manufacturing.” Nintendo said, “we will decide what games we’ll allow you to publish,” ostensibly to prevent another crash like that of 1983, but in reality to quash any innovation but their own. Iwata-san said he has the heart of the gamer, and my question is what poor bastard’s chest did he carve it from?

Jot 173 : Greg Costikyan in GDC rant heard ’round the world, from GameSpot.
Jotted on the 16th of Aug 2018, at 17:55.

The main thing I want to know is, Larry: you do realize […] that when you keep our husbands and wives and children in the office for ninety hours a week, sending them home exhausted and numb and frustrated with their lives, it’s not just them you’re hurting, but everyone around them, everyone who loves them?

Jot 172 : ea_spouse in EA: The Human Story, from ea_spouse’s LiveJournal.
Jotted on the 16th of Aug 2018, at 17:35.

[…] The designers are the pegboard though. They set up where everything has a space and how it is going to work together.

Jot 171 : Casey O’Donnel in Developer’s Dilemma, p. 17, The MIT Press, 2014.
Jotted on the 16th of Aug 2018, at 17:20.

There is this huge library, this huge vocabulary of actions built up over the years that people you know don’t really do, but which happened so often in TV and movies that they’re familiar enough to an audience that they become, well, passable for human motivations.

Jot 170 : The Nerdwriter in The Epidemic of Passable Movies, from The Nerdwriter’s YouTube Channel.
Jotted on the 13th of Aug 2018, at 01:00.

Not making it clear from the start that I have a process, and clients taking control of the design process […].

Jotted on the 9th of Aug 2018, at 11:50.

As the landslide of bullshit surges down the mountain, people will increasingly gravitate toward genuinely useful, well-crafted products, services, and experiences that respect them and their time. So we as creators have a decision to make: do we want to be part of the 90% of noise out there, or do we want to be part of the 10% of signal?

Jot 168 : Brad Frost in Death to Bullshit, from Death to Bullshit.
Jotted on the 8th of Aug 2018, at 11:50.

[…] Conversely, don’t link to outside sites that are not credible. Your site becomes less credible by association.

Jot 167 : Stanford Web Credibility Research in Stanford Guidelines for Web Credibility, from Stanford Persuasive Technology Lab.
Jotted on the 6th of Aug 2018, at 12:00.

With all that at play, how can any tool give us a truly accurate picture of unused CSS, to the point that actually removing that CSS isn’t just as dangerous as leaving it alone?

Jot 166 : Chris Coyier in Unused, from CSS-Tricks.
Jotted on the 31st of Jul 2018, at 18:55.

[…] Then management decided that it would “look better” if we went to circular desks where several of us would be sitting with our backs to the hallway, so everyone walking past would be looking at our screen as they passed. It took a minor rebellion that lasted several weeks before management backed down from that horrendous idea.

Jotted on the 31st of Jul 2018, at 18:50.

[…] if you’re investing time and budget to make a prototype and put it in front of people, you’ll want to do some preliminary research first. Only then will you have an informed hypothesis worth testing.

Jotted on the 31st of Jul 2018, at 12:35.

Above all, when designing a web page we should design the body text first, usually before anything else in the layout. It’s the most common element and its appearance will have an evident effect on the rest of the composition.

Jot 163 : Christian Miller in Your Body Text Is Too Small, from Marvel App Blog.
Jotted on the 27th of Jul 2018, at 18:15.

We initially tried to create these components as symbols in Sketch, which resulted in a mess. Even now, our Sketch files are sometimes challenging to maintain.

Jot 162 : Karri Saarinen in Building a Visual Language, from AirBnB Design.
Jotted on the 27th of Jul 2018, at 17:45.

The more context we have for the situation, the better I can design a solution.

Jot 161 : Alan Klement in 5 Tips For Writing A Job Story, from JTBD.
Jotted on the 20th of Jul 2018, at 01:40.

If someone wanted to segment them by market or customer, these segments couldn’t be more separate. Yet, if you thought of them in situational segments, you’d find these segments to be tangent—maybe even the same.

Jotted on the 20th of Jul 2018, at 01:20.

Disagree and commit is a management technique for handling conflict. There are two parts to it. First, expecting and demanding teammates to voice their disgreement. Second, no matter their point of view, once a decision has been made, everyone commits to its success.

Jotted on the 18th of Jul 2018, at 01:35.

Artifacts can force clarity of the complexities of the wicked problem space.

Jot 158 : Margaret Kelsey in The Wicked Craft of Enterprise UX, from Invision Blog.
Jotted on the 13th of Jul 2018, at 13:45.

Continually look for opportunities to test the direction you are going in. If people disagree, test. If you aren’t sure about your approach, check it.

Jot 157 : Paul Boag in How to Get Started With Usability Testing, from Boagworld.
Jotted on the 12th of Jul 2018, at 17:10.

Always having at least two people look over the code also curtails ideas of “my” code and “your” code. It’s our code.

Jotted on the 12th of Jul 2018, at 11:50.

Remember that there is an appropriate time for different types of feedback. Cheerlead early, and critique more thoroughly later.

Jotted on the 11th of Jul 2018, at 01:40.

Be comfortable letting things go, and remember that your teammates are smart people with expertise.

Jotted on the 11th of Jul 2018, at 01:40.

Underlying these concerns is the predominant business model for platforms on the Web—user-targeted advertising. Advertising based business models encourage the consolidation and the hoarding of user views and data, driving platforms to become ever larger.

Jot 153 : Chelsea Barabas, Neha Narula in the decentralized web, from Digital Currency Initiative.
Jotted on the 9th of Jul 2018, at 11:40.

“One of the things we’ve realized is that it’s hard to separate motivation from sustained attention,” he says. “If we’re not looking at motivation, then we’re really missing the boat in terms of attention.”

Jot 152 : Michaeleen Doucleff in A Lost Secret: How To Get Kids To Pay Attention, from npr.
Jotted on the 3rd of Jul 2018, at 12:00.

“There are no right or wrong answers. Since I didn’t design this, you won’t hurt my feelings or flatter me. In fact, frank, candid feedback is the most helpful.”

Jot 151 : Jake Knapp in Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days, p. 207, Simon & Schuster, 2016.
Jotted on the 1st of Jul 2018, at 02:20.