Cover-photo-2015-12-06_13_26_35__0000-1463920151206-3-ussey9
Cristian Moisei

Cristian Moisei

UI Designer @ hyperion.co Joined almost 3 years ago

  • 65 stories
  • 622 comments
  • 62 upvotes
  • Posted to I need some constructive criticism on my new website :), Jul 23, 2017

    In Safari the programming languages get cut off.

    As for the rest of the site, I'd say the biggest problem, and one of the hardest things for you to see, is that it's not all that memorable. There is no clear hierarchy, there is a ton of text, most with similar sizes and earthy colours all throughout - there is nothing that really makes a strong impression. I'm not saying you should change your colour scheme or add a few marketing kittens, but when a client is going through a dozen companies to potentially work with, it would make a huge difference if your website guided them / told them what they need to know / made a stronger impression.

    Take the ueno site for example. They have one featured project, 3 lines about who they are and then a highlight of their other projects. They have great taglines for each project like Banking Rebooted or Taking the bull by the horns - people come on this site and they know exactly where to look and most importantly, what to walk away with.

    Here are a couple more agencies with great websites off the top of my head:

    p.s. I never ran a successful agency so do take what I'm saying with a grain of salt - I could be wrong.

    I hope this helps.

    2 points
  • Posted to The designers of the Facebook like button and the FIG have launched their own venture firm, in reply to Raphael Loder , Jul 21, 2017

    Sure, I'd say their design system was created in the days when it was just a simple social network and it cannot support just how greedy they became today, so things feel insanely cluttered with all the ads and 'features' they tried to cram in. From a visual standpoint, the dated aesthetics don't help either: everything has a border, text is tiny and cluttered together, there's no consistency - only tens of tiny menus and sub menus, there is no clear navigation but rather long lists of items spread out across the UI where you go to access different functions (take friend discovery for example: it's in the left sidebar, in between Messenger, create business page, games, live video or weather, it's at the top of the feed in between an ad and a suggestion for what you should do next, it's in the right feed sidebar (when you need 3 sidebars, you are doing something wrong) and it's in the right hand corner once you click on friend requests.

    What I mean by it hasn't aged well is that this interface was created before facebook became what it is today and it shows at every corner.

    5 points
  • Posted to The designers of the Facebook like button and the FIG have launched their own venture firm, in reply to Jim Silverman , Jul 21, 2017

    Much like facebook's design.

    4 points
  • Posted to Kactus - Version control (as in git) to designers (only sketch for now), Jul 18, 2017

    How do you 'push' from sketch to the repo?

    0 points
  • Posted to Sponsor: Download the Apple UI Design Resources for Adobe XD, Jul 17, 2017

    It's good to see them supporting XD.

    5 points
  • Posted to Show DN: Portfolio of Timo Becker — Connect the Dots!, Jul 16, 2017

    Cool idea.

    0 points
  • Posted to How do you manage your colours?, Jul 14, 2017

    I use Creative Cloud libraries, but that doesn't make it easy to share colours with others. Tools like Sip are interesting for local colour management and tools like lingo are interesting for collaboration, but none of the ones I tried so far are particularly great.

    0 points
  • Posted to What is it with dribbble and nike shoe UIs?, in reply to Martin Bavio , Jul 12, 2017

    I am nice, I actually sent this guy a comment praising his portfolio when he asked for feedback the other day (which was before I saw his dribbble, otherwise I wouldn't have). I understand the value of taking the time to explain things and help out beginners (and I've spent hours doing just that on reddit feedback boards - I put in my own time to go through several revisions with beginners and give them feedback, or help them build their portfolios or figure out what they are doing wrong with their designs).

    This is not about being nice, this is about a problem the industry has (shallow content), for which I believe there is no defence. I see no reason to not be critical of someone who adds to the problem.

    p.s. it's a statement, not an act :).

    0 points
  • Posted to Ask DN: How do you handle mood shifts?, Jul 12, 2017

    On top of my previous comment, which was about understanding the problem, I can also suggest a more tangible solution: I found that the better organised I am, the easier it is to stay motivated throughout a project even when things get difficult. If working on the project is frictionless (i.e. I know where every folder and piece of information is, I have my software setup for maximum efficiency, I communicate as clearly as possible and make sure there are no misunderstandings, etc.), things will go more smoothly.

    I posted a story on DN about organising information a while ago. And I also had a story about optimising PS but that's no longer available for some reason - I can send you my scripts and setup if you're a PS user.

    0 points
  • Posted to Ask DN: How do you handle mood shifts?, Jul 12, 2017

    The way I see it you are talking about two slightly different things, and I've spent a good deal of time on trying to understand this problem (being a freelancer for 4 years, I had a lot of time on my hands).

    On one hand, you brought up motivation, which is the series of factors that justify my actions. This means that if I lack the motivation to give 100% to a project or a part of it, there must be a problem there, and the worst part is I may not always be aware of it (it could be something I never thought could affect me or matters).

    Motivation is generally divided in two categories: internal (which covers factors like your need to please people and fear of failure, the degree to which this project is aligned with your views, that is how much good you think it will do, the degree to which you believe in the project, that is if you think it will succeed and make you feel good about yourself, etc.), and external (which covers factors like the possibility of getting fired or penalised if you fuck things up or the possibility of getting promoted, goals you set, that is I do this project then I get access to better opportunities, etc.)

    Try reading the wikipedia article on motivation and you'll be able to get a better understanding of what it is and how it works. Then you can look at a specific project and understand what you are missing and why you feel unmotivated.

    On the other hand, you have moods (which are longer lasting emotions). These are fairly easy to de-mistify and understand, and I actually summed up my findings when looking into this topic (with the help of a friend) on this site.

    This approach may not work for everyone - some people just need encouragement or different types of projects, but I found breaking things down and understanding them in detail, in an almost empirical way, will definitely help me identify the problem. Kind of like how you'll have a much better time driving your car properly and fixing it when it's acting out if you know how every part works.

    I hope this helps.

    0 points
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