Cover-photo-2019-04-10_13_14_27__0000-569420190410-4-fua618
Nelson Taruc

Nelson Taruc

This house, this street, Chicago! Principal Designer (nee Design Director), Lextech Joined about 5 years ago

  • 3 stories
  • 74 comments
  • 36 upvotes
  • Posted to Icons: avoid temptation and start with user needs (NHS digital), Apr 15, 2019

    Interesting read, good to see the focus on user research.

    If the intent was to reduce the icon footprint, I'm curious what research they had around:

    a) using the chevrons instead of arrows for pagination

    b) why the red x wasn't a circle with a slash through it (to avoid confusion with the close icon)

    c) why some icons have dark fill (e.g. plus and minus) rather than hollow fill

    I'm also curious how the arrow right circle, how well that tested positioned left vs. right of the CTA text (unless it is just a style thing to keep it on the left).

    Ben Cullimore, if you happen to read this, would love to get your advice on this!

    0 points
  • Posted to A couple weeks to rework a design system. Where to start?, in reply to Andrew Richardson , Apr 10, 2019

    OK, here's how I've done it.

    1. Take inventory of all existing components, rate on scale of 1 to 5 (e.g. 1 is terribly broken to 5 perfect, no changes).
    2. Do a gap analysis of missing components, rate on same scale (e.g. 1 is urgent add to 5 not really needed)
    3. With these two lists, draw a bright line to define the absolute minimum list of components you need to launch the new DLS. This is your new launch roadmap.
    4. Show that list to the lead dev, product owner and/or executive sponsor, get them to agree on priority, make sure there aren't any technical challenges that might invalidate your roadmap.

    The goal is not to get everything done in two weeks, but to get everyone to agree on a component roadmap and timeline, which will likely be more than two weeks.

    FWIW we use Figma too and we build components way ahead of the developer roadmap, to explore, refine and get early feedback. Good luck!

    1 point
  • Posted to Helvetica Now, Apr 10, 2019

    From the company that brought you Comic Sans Pro…

    Ha! Sorry, couldn't resist.

    Seriously, as a fan of Vignelli's type restraint, this is an awesome recalibration of a classic font, with a lot more flexibility built in. Looking forward to using it.

    6 points
  • Posted to A couple weeks to rework a design system. Where to start?, Apr 06, 2019

    I have some ideas but depends on the answer to this question: Is your DLS backed by a code library or would everything new in your DLS get coded from scratch no matter what?

    0 points
  • Posted to The Design of Apple's Credit Card, in reply to Arun Venkatesan , Mar 28, 2019

    No attribution needed or desired. My comment is now MIT License open source. =)

    13 points
  • Posted to The Design of Apple's Credit Card, Mar 28, 2019

    Arun, enjoyed reading this! Regarding titanium, the other benefit is (I'm guessing) that the card can be more easily recycled vs. plastic. In addition, because there is no expiration date, the card is designed to last longer, compared to plastic cards that are typically tossed and replaced every few years because of expiration dates. It might be nothing more than perception, but the switch away from disposable plastic is consistent with Apple's stance on the environment and use of renewable materials.

    8 points
  • Posted to Best design feedback tool for Sketch?, in reply to Andrew C , Mar 27, 2019

    I deleted my original comment after reading this much better one. None of these tools can fix bad feedback.

    0 points
  • Posted to Saying goodbye to "Good enough", Mar 25, 2019

    This is a good approach, and I'd like to suggest another approach. Define the desired outcome(s) prior to development and hold any candidate release to that standard. What's the probability that the product in its current state can achieve those outcomes?

    Note the focus on probability: The goal isn't to achieve a consensus on release vs. don't release. It's to agree on the likelihood of success if it is released. It's a subtle but important distinction IMO. If you can agree on probability of success, then you can have a much more fluid conversation around shipping, rather than being forced to choose an extreme.

    The challenge of using good vs. great as a metric is that those terms are very subjective and susceptible to change depending on circumstances, roles, motives and personalities. While you can agree to define those terms in advance, do those definitions then become too constrictive? With outcomes, you can focus less on what you're shipping and more on the effects of shipping the product.

    Of course, I could be wrong on this approach. Thanks to your article, it helped me think through it a bit more, so I appreciate you sharing it.

    1 point
  • Posted to Does anyone have experience, good or bad, buying Refurbished Apple products?, Mar 24, 2019

    As long as you're sure it's coming certified from Apple, it's a good deal. Have gotten multiple laptops, tablets and phones without a problem, and you can add on AppleCare for peace of mind.

    0 points
  • Posted to Sketch, maker of popular design tool, just landed $20 million in funding, in reply to Ben Gifford , Mar 16, 2019

    I'm on a team that uses both Sketch and Figma.

    There are more things you can do on Figma that you can't do in Sketch (e.g. real-time collaboration, design handoff to devs, use on PC/browser) than things that Sketch can do that Figma can't (e.g. offline use, more plugins and integrations, better connections to data sources). I would argue that Figma's UI for editing components is more intuitive and easier to use than Sketch's symbol overrides, IMO.

    Many of the newer features such as prototyping, overlays, etc. were released by Figma before Sketch came out with similar stuff. Anyway, if you haven't looked at Figma recently, I'd suggest taking a second look, as it's evolved quite a bit.

    5 points
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