Tanner Christensen

Tanner Christensen

Product Designer at Lyft Joined over 5 years ago

  • 31 stories
  • Posted to How I Learned to Stop Self-Sabotaging Design Critiques, Jan 30, 2019

    The article has many great points, particularly when it comes to setting the stage for a healthy, constructive critique. Really well written as well, the article shares a very down-to-earth and realistic perspective that I think many articles tend to lack in hopes of coming across as being an "expert" in the field. Thanks for sharing your experience and lessons-learned Stuart!

    2 points
  • Posted to How to give feedback on design to peers and on social media?, Oct 29, 2018

    Start with questions. Actually, try to focus most of your feedback to be in the form of questions—information gathering—than explicit comments.

    Questions leave room for answers, they also help you learn about the work/problem space. Because the reality is, more often than not, we approach a work without having full context of it; the constraints, the objective, the audience, what explorations went into the work, what trade-offs were deliberately made, etc.

    Ask questions about the things you want to provide feedback on, first and foremost.

    If you can't ask questions, at least provide a constructive path forwards. e.g. "You can try [this] instead of [this] to help [reason]."

    To quote former VP of Design at Twitter Mike Davidson:

    "You should treat your critiques as investigations or explorations and not conclusions."

    More on that here: https://mikeindustries.com/blog/archive/2017/06/how-to-give-helpful-product-design-feedback

    4 points
  • Posted to I made this site to compare/contrast design tools. What can I add to make it useful?, Aug 01, 2018

    Looks interesting. Some questions to consider:

    What's your criteria?

    When someone says something is the "best" it's helpful to know what their definition is. If what matters to the reviewer is, for example, speed and cost, that might be different than someone who has unlimited budget and needs immensely powerful (albeit slower) tooling. One designer may need a tool that can export in many different sizes with one click, another designer may need a tool that allows them to carefully review every single export to ensure pixel-perfect files.

    EDIT: Just realized there's a small link to a table of how reviews were made... I'd bring that information more up-front, or highlight it in some other format since it's really the meat of what you've done.

    Who is "we" reviewing the software?

    Do you have a team of designers across software/product design, illustration, branding, etc.? If you're going by web reviews or some other source, list that information out. Having an illustrator review product design software isn't as impactful as having an experienced product designer do the review.

    I recently wrote an article titled "What we don't talk about when we talk about design tools" which may or may not be helpful for you at this point: https://uxdesign.cc/what-we-dont-talk-about-when-we-talk-about-design-tools-8cb4339ae54b

    1 point
  • Posted to Is timeless UI design a thing?, in reply to Ben Patterson , May 30, 2018

    We're saying the same thing.

    1 point
  • Posted to Is timeless UI design a thing?, May 30, 2018

    This article seems to completely miss the point of design.

    Design is not art, particularly as it relates to UI. Interfaces are built to bridge a need with a solution: the ATM, the calculator, elevator buttons and screens.

    The reason we have trends in UI design is not because someone, somewhere, thought a really cool and fancy effect would be just what the user needed. No, trends are trends because they serve a need.

    When Apple first released the iPhone they used the then-popular skeuomorphism style because they knew many people using the device wouldn't understand what made something a button vs. not. A texture, shadow, and lighting helped remedy that concern.

    Now, some 11+ years after the first iPhone we see "flat" design in UIs as trendy. That's for a reason: the technology we use is now ingrained in much of our day-to-day life, we no longer need things in the screen to look like a button in order to know "Hey, I can tap this."

    Timeless design certainly serves a place, but your goal as a designer shouldn't be to create something that's "timeless" or "trendy" but instead just design for the problem at-hand. That's all that matters.

    19 points
  • Posted to What are some good alternatives to Sketch?, Oct 24, 2016

    It depends on what you're trying to do, and what problems you're experiencing with Sketch.

    Are you a product designer, or illustrator, or logo designer? Do you work primarily in print? Is animation important to you? How important is pixel-perfect design? Do you need to do 3D work or is it ok to never go further than 2D?

    Answering these questions is likely to get you vastly more helpful responses than personal opinion answers. :)

    1 point
  • Posted to Find The Thing You're Most Passionate About, Then Do It On Nights And Weekends For The Rest Of Your Life, Dec 21, 2015

    It can be worth it. A weekend project of mine became a small success: https://medium.com/@tannerc/oh-shit-my-weekend-project-turned-into-an-app-store-best-new-app-1fddf680778e#.e9c8b2jpx

    Also see Austin Kleon on keeping a day job: http://tumblr.austinkleon.com/post/69005574484

    0 points
  • Posted to Site Design: 24Ever, Dec 16, 2015

    One major problem with having content load in like this (as beautiful and seamless as it is here) is that I can still scroll faster than the content loads. Who wants to wait around for the meat of a webpage to animate in? Really well done, just...ugh.

    0 points
  • Posted to iPhone 6s Smart Battery Case, in reply to Khaled Islam Bouya , Dec 08, 2015

    Except, arguably, nobody here is a "simple consumer."

    0 points
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