7 comments

  • Eric H.Eric H., almost 6 years ago

    This article really resonated with me. Then, a bit of reality washed over me. Sure, the author makes several very valid points about the entire design profession and how those work products are represented outwardly.

    But if you've ever tried to get a design job, and I'm serious, the person with the "Dribbbleized" portfolio is probably going to come out on top vs someone who doesn't in a stack of applications.

    First and foremost, it demonstrates artistic and technical skill.

    And, rightly or wrongly, this is often the first major hurdle one must jump over to even make it past the initial screening. "Send a portfolio with samples..." It's on us, then, to describe as much context as possible with each set of samples.

    But seriously a lot of folks (recruiters et al) want to see 1) brands you've worked with and 2) eye candy. The rest gets filtered out during the interview process in terms of personality "fit" and the ability to communicate effectively. But the "shots" are the eye candy a lot of recruiters are looking for... it's only human nature to be impacted by something you see instantly, rather than understand how or why you got to where you did. Or if it even worked.

    6 points
    • Joe CJoe C, almost 6 years ago (edited almost 6 years ago )

      Eric, this is an excellent point. This is something I have been considering when updating my portfolio or sending samples of work. I designed a successful Enterprise iOS App that was data-heavy and action intensive and it certainly isn't 'dribbble-worthy', however I am always at a loss whether to include it in my portfolio. It surely is an example of how I was able to take a massive amount of information and format it in a way that works, and I think a fellow designer would be able to see that and appreciate it, but it's not always the designers who make the first sweep through applications to pick out potential candidates. I guess that's why a lot of us choose to go for the most visually appealing work, so as to get over that first hurdle you speak of. It's once past that point that hopefully you can start to bring in work which demonstrates abilities you value more.

      For me, I am placing faith that my work will speak for itself and I don't need the eye candy, but I guess I'll never know how many opportunities were lost through that.

      3 points
  • Jim SilvermanJim Silverman, almost 6 years ago

    tldr: design needs context.

    4 points
    • Martin LeBlancMartin LeBlanc, almost 6 years ago (edited almost 6 years ago )

      I don't think that is the main point.

      tldr: good designers are able to design products on a high level before diving into the details of the look'n'feel

      0 points
  • Andrew LucasAndrew Lucas, almost 6 years ago

    The comments on ycombinator about this post are worth a read: https://news.ycombinator.com/item?id=6406898

    3 points
  • Marco SousaMarco Sousa, almost 6 years ago

    There's some good stuff in the article if you get past the rambling about pointless visual noise on dribble (we all know about it and just need to ignore it). I like the "When _____ , I want to _____ , so I can _____ ." approach.

    2 points
  • Justin EdmundJustin Edmund, almost 6 years ago

    This is everything I've ever wanted to say about Dribbble (and to a lesser extent, the design community as a whole.)

    1 point