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All of the Above

A Defunct Podcast About Design, Code, and Learning
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Past Episodes
34: None of the Above | The Hiatus Episode
34: None of the Above | The Hiatus Episode
Read more →
33: Vector v. Raster, with Sean Doran
33: Vector v. Raster, with Sean Doran

Ever hear the words "vector" and "raster," when talking about graphics, but wondered what that actually meant? In this quick episode, Sean goes over the technical differences between the two, when each image type should be used, and how to optimize them.

Read more →
32: The Web Design Equation, with Sean Doran
32: The Web Design Equation, with Sean Doran

Feeling overwhelmed with your web design project? Too many things to keep track of? Today Sean shares the system he uses to manage projects — keeping him focused on solving client projects instead of worrying about what he's missing.

Read more →
31: Flipped Classrooms, with Bryan M Brush
31: Flipped Classrooms, with Bryan M Brush

Bryan goes solo this episode and looks at a growing trend in instructional design known as the flipped classroom. He discusses not only its origins and advantages, but also its pitfalls. By the end of this brief episode you should be able to make sense of what exactly a flipped classroom is.

Read more →
30: Memories, with Sam Bantner
30: Memories, with Sam Bantner

Recorded in a car filled with mosquitos in Maine, Sam explains how externally storing our memories let's us remember more.

Read more →
29: Community, with Joe Darnell
29: Community, with Joe Darnell

We have Joe Darnell subbing in for Bryan this week to talk about community. We look at what a community is in both the on- and offline world, and how we can use algorithms to uncover these communities.

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28: Fitness
28: Fitness

We explore how physical fitness can help you become more mentally fit, why it's important to design your life around fitness for a healthy lifestyle, and digital solutions to tracking your activity.

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27: WWDC 2015
27: WWDC 2015

After an interesting keynote for WWDC 2015, Bryan, Sam and Sean talk pick the one thing that interested them the most, and go deep into Apple News, Swift 2.0, and Apple Music.

Read more →
26: Travel
26: Travel

This week we become your digital travel agents and discuss cosmopolitanism as a tool for education, the many, many, many design aspects of luggage, and the technologies we use on our journeys. Oh, and we talk about toothpaste too. So much toothpaste.

Read more →
25: Comedy, with 3G3Q
25: Comedy, with 3G3Q

We have a full house with fellow podcasters from 3G3Q on to talk about comedy. Bryan wonders if comedy and education can mix, Sean ponders the value of Vine and Twitter as comedic platforms, and Sam is right on time.

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24: Storytelling, with Laura Masters
24: Storytelling, with Laura Masters

This week we are joined by Laura Masters (@lauraemasters) for a conversation on storytelling. We look at how it can be used as a tool for learning and how technology is changing the way in which we tell our stories.

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23: Apple Watch
23: Apple Watch

Two out of the three of us talk about the Apple Watch set up, the steep learning curve for such a personalized device, and the new interactions that come with it. Then Sam talks about how developing for the Watch with only the simulator is a major hindrance.

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22: Ideas, Beers, and Broken Hearts
22: Ideas, Beers, and Broken Hearts
Read more →
21: Multimedia in Education
21: Multimedia in Education
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20: Context is King
20: Context is King
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019: Interior Design, with Hillary Hutchings
019: Interior Design, with Hillary Hutchings
Read more →
Bonus: Do You Trust Us?
Bonus: Do You Trust Us?
Read more →
018: Concerts, with Zack Cramp
018: Concerts, with Zack Cramp
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017: Maps, with Graham Welling
017: Maps, with Graham Welling
Read more →
016: Magazines, with Jacob Tender
016: Magazines, with Jacob Tender
Read more →
015: Games
015: Games
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014: Email
014: Email
Read more →
013: The Cloud
013: The Cloud
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012: Voice as UI, with Scott Ryan-Hart
012: Voice as UI, with Scott Ryan-Hart
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011: Personalities
011: Personalities
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010: Retrospective
010: Retrospective
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009: Writing, with John Saddington
009: Writing, with John Saddington
Read more →
008: eBooks, with Connor Mason
008: eBooks, with Connor Mason
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007: Messaging
007: Messaging
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006: Calendars
006: Calendars
Read more →

Episode 32: The Web Design Equation

Episode 32: The Web Design Equation

32: The Web Design Equation, with Sean Doran

July 19, 2015

 In this episode:

Feeling overwhelmed with your web design project? Too many things to keep track of? Today Sean shares the system he uses to manage projects — keeping him focused on solving problems instead of worrying about what he’s missing.

The Web Design Equation
All of the Above
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Show Notes & Links

Apps & Tools Mentioned

 

Pattern Lab

Pattern Lab

Sketch 3 by Bohemian Coding

Sketch 3 by Bohemian Coding

Sketch Toolbox

Sketch Toolbox

Sketch Mirror by Bohemian Coding

Sketch Mirror by Bohemian Coding


Designing like a Mathematician

Whether it’s designing a website, a mobile app, or something in between, there are five parts to the design equation: Constants, Variables, Constraints, Maximums, and Minimums. When confronted with a large project, it’s helpful to identify what bucket each element of the screen falls into. From there, it’s easier to iterate and refine towards a final solutions. So let’s explore these in a little more detail.

But before we can explore those ideas in more detail, there’s one methodology that will help you out immensely: Atomic Design

Unlike print design, designing digital products, e.g., websites, apps, lend themselves to so many variables that are outside of your control that it can get overwhelming.

But First, Biology and Atomic Design

Atomic Design is a concept that Brad Frost first presented in 2013, and has been refining ever since — even creating Pattern Lab, a tool to help implement this approach to front-end web development. It breaks down the web page into 5 different building blocks:

  1. Atoms
  2. Molecules
  3. Organisms
  4. Templates
  5. Pages

The idea behind Atomic Design is to create reusable patterns through combining atoms, molecules, and organisms to create templates. With these templates, they can be translated into specific pages. The deeper dive into what each group is, and how it’s defined can be found on Pattern Lab’s about page. For a basic overview:

Atoms

These are the single solitary building blocks of a web page. These would be your headers (h1’s and h2’s) , buttons, and input fields. Just single entities that live by themselves.

Molecules

Take one atom, and combine it with another atom. There’s your molecule. It can have more than two atoms, but the goal is that the molecule performs one function, and it performs it well. Take a block quote with a citation at the end of it. That would be combining the block quote atom with the citation atom to create that molecule.

Organisms

Organisms are combinations of molecules and/or atoms. The best example of an organism would be a header. You have navigation (atom), a logo (atom), a search box, input text, and a search button (all together a molecule). This fits right in with what an organism should be.

Template

This would be a fully composed layout of what kinds of information should be displayed on the page, but not actually filled in with information. T

Page

Now, if you are to take a look at your Facebook Profile, you can see everything that I just mentioned, but filled out with content that makes it a real page.


Onto the Equation

Now that you know what atomic design is, and how it helps you to identify and design reusable patterns, let’s get into the nitty gritty.

Constants

When working in an agile environment, it sometimes feels as if the only constant is change itself. But within a project, there are things that become staples and will never change, or at least they hopefully won’t change for an extended period of time.

Constants can be items such as:

  • Brand Logo
  • Company or Product Name
  • Color Palette
  • Typography
  • Existing Content

These are more or less the essentials to a basic website

Other than those basic fundamental parts of a web design, there are tons of other constants that are used within a website. With that being said, most constants will interact with variables. An example would be a button. Within that button there will be some string of text. That text is a variable.

Variables

Let’s continue with that button idea. The character length of the text that will be inside this button is unknown, so you should create guidelines as to what constraints there will be when writing text for this particular button. Taking a step back, the biggest variable is the dimensions of the canvas that your end product will be consumed at. With a website, that can mean anything from a 100x100px tiny screen to a 80 inch touchscreen television. If that isn’t daunting, I don’t know what is.

Luckily, there are some tried and true methodologies that have been created by some smart people to help manage the ever changing digital landscape. Such as Responsive Web Design by Ethan Marcotte, Mobile First by Luke Wrobelski, and Atomic Design by Brad Frost to name a few.

With native mobile apps, it’s a bit easier for iOS designers since there are only a handful of screen sizes, resolutions, and devices to really account for. And with the advent of Auto Layout, it helps apply the same fundamental ideas of Responsive Web Design to native apps. With this flexibility, it helps to design native iOS applications for devices that don’t yet exist, and accommodate for Multitasking on an iPad.

Designing for Android, Google has created something truly special with Material Design in attempt to make it easier to account for the huge variety in Android devices. And with Windows 10 around the corner, there are going to be some changes towards designing a Universal Windows Platform app.

Real Data Rules

If you’ve ever heard the quote “form follows function,” it’s not a lie. Well, at least not for things that are well designed. That’s why it’s so important to design with actual data as soon as you can. Not Lorem Ipsum.

The content of a web site drives everything. Everything that is implemented should be to elevate the content, help people complete whatever actions and needs they’ve set out, as well as balance it with the goals of the business.

These 18 Design Axioms that are put together by Involution Studios are a great set of principles to refer to, with this Axiom being my favorite.

When you have real content, it means:

  • Less rework. The amount of time need to change what you’ve made is exponential relative to the number of changes and how complex the project you’re working on is.
  • Less headaches when translating a design from mockup to code.

Sketch Data Populator is a plugin that compliments this idea of working with real information. With that, plus Mockaroo, you have yourself an inventory of data and a tool to leverage that data.

Sketch 3: A-Z was a one-week workshop that gave attendees the principles for designing modern day websites, and how they could get up and running with Sketch 3 as a new design tool to see their ideas come to life.

Constraints

These are the limitations within the project. Some examples could be:

  • Browser Compatibility
  • Operating System Support
  • Performance/Size/Speed
  • Bandwidth Concern

Other than technology constraints, there are the design constraints for both minimum and maximum values.

Maximums

When dealing with presentation of information, there are certain thresholds in place to help avoid things becoming a sprawling mess. When presenting a list of news articles, that entire organism could be made up of an image, a headline, a descriptor, and some metadata such as the author, time posted, and number of comments. During this process, there should be a content strategy in place, because if a news article had an headline that was 300 characters long — it would break the design. Establishing a maximum character limit would avoid that outlier from happening. For headlines that were longer than 60 characters, there could then be two headlines: one that will be seen on the actual article page, and the other be the shorter version that is displayed elsewhere on the website.

Using real data has been invaluable especially when it comes to user testing. If you’re working on an existing product, being able to test new designs with a real user with their real data yields an order of magnitude better insights and feedback. Something as simple as passing in a user ID, or having them authenticate their account and pulling a sampling of data allows users to react beyond the surface level of a design, and give profoundly better feedback about the viability and usability of a feature.

Minimums

When dealing with the web, there’s a whole landscape of devices and screen sizes. Having someone use their watch to view the page you designed isn’t out of the realm of possibility with some Android Wear devices. With that in mind it’s important to know how your website will appear in such circumstances. That’s where a mobile first approach to design is beneficial, and in how it is coded — using media queries to extend the design beyond the smallest screen sizes and device capabilities. Not the other way around.


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