Journal tags: maintenance

5

Creativity

It’s like a little mini conference season here in Brighton. Tomorrow is ffconf, which I’m really looking forward to. Last week was UX Brighton, which was thoroughly enjoyable.

Maybe it’s because the theme this year was all around creativity, but all of the UX Brighton speakers gave entertaining presentations. The topics of innovation and creativity were tackled from all kinds of different angles. I was having flashbacks to the Clearleft podcast episode on innovation—have a listen if you haven’t already.

As the day went on though, something was tickling at the back of my brain. Yes, it’s great to hear about ways to be more creative and unlock more innovation. But maybe there was something being left unsaid: finding novel ways of solving problems and meeting user needs should absolutely be done …once you’ve got your basics sorted out.

If your current offering is slow, hard to use, or inaccessible, that’s the place to prioritise time and investment. It doesn’t have to be at the expense of new initiatives: this can happen in parallel. But there’s no point spending all your efforts coming up with the most innovate lipstick for a pig.

On that note, I see that more and more companies are issuing breathless announcements about their new “innovative” “AI” offerings. All the veneer of creativity without any of the substance.

Decision time

I’ve always associated good design with thoughtfulness. Like, I should be able to point to any element in an interface and the designer should be able to tell me the reasons it’s there. Those reasons may be rooted in user needs or asthetics or some other consideration, but the point is that there’s a justification for it. Justify every pixel!

But I’ve come to realise that this is a bit reductionist. Now when I point at an interface element, I still expect the designer to be able to justify its inclusion, but I’d also like to know the trade-offs that were made.

Suppose there’s a large hero image. I’m sure the designer would have no problem justifying its inclusion on the basis of impact and the emotional heft it delivers. But did they also understand the potential downsides? Were they aware of the performance implications of including a large image?

I hope the answer to both questions is yes. They understood the costs, but they decided that, on balance, the positives outweighed the negatives.

When it comes to the positives, universal principles of design often apply. Colour theory, typography, proximity, and so on. But the downsides tend to be specific to the medium that the design is delivered in.

Let’s say you’re designing for print. You want to include an extra typeface just for footnotes. No problem. There isn’t really a downside. In print, you can use all the typefaces you want. But if this were for the web, then the calculation would be different. Every extra typeface comes with a performance penalty. A decision that might be justified in one medium might not work in another medium.

It works both ways; on the web you can use all the colours you want, without incurring any penalties, but in print—depending on the process you’re using—you might have to weigh up that decision very differently.

From this perspective, every design decision is like a balance sheet. A good web designer understands the benefits and the costs behind each decision they make.

It’s a similar story when it comes to web development. Heck, we even have the term “tech debt” to describe decisions that we know aren’t for the best in the long term.

In fact, I’d say that consideration of the long-term effects is something that should play a bigger part in technical decisions.

When we’re weighing up the pros and cons of using a particular tool, we have a tendency to think in the here and now. How might this help me right now? How might this hinder me right now?

But often a decision that delivers short-term gain may well end up delivering long-term pain.

Alexander Petros describes this succinctly:

Reopen a node repository after 3 months and you’ll find that your project is mired in a flurry of security warnings, backwards-incompatible library “upgrades,” and a frontend framework whose cultural peak was the exact moment you started the project and is now widely considered tech debt.

When I wrote about making the Patterns Day website I described my process as doing it “the long hard stupid way”—a term that Frank coined in a talk he gave a few years back. But perhaps my hands-on approach is only long, hard and stupid in the short time. With each passing year, the codebase will retain a degree of readability and accessibility that I would’ve sacrificed had I depended on automated build processes.

Robin Berjon puts this into the historical perspective of Taylorism and Luddism:

Whenever something is automated, you lose some control over it. Sometimes that loss of control improves your life because exerting control is work, and sometimes it worsens your life because it reduces your autonomy.

Or as Marshall McLuhan put it:

Every extension is also an amputation.

…which is fine as long as the benefits of the extension outweigh the costs of the amputation. My worry is that, when it comes to evaluating technology for building on the web, we aren’t considering the longer-term costs.

Maintenance matters. With the passing of time, maintenance matters more and more.

Maybe we avoid thinking about the long-term costs because it would lead to decision paralysis. That’s understandable. But I take comfort from some words of wisdom on the web from the 1990s. Tim Berners-Lee’s style guide for hypertext:

Because hypertext is potentially unconstrained you are a little daunted. Do not be. You can write a document as simply as you like. In many ways, the simpler the better.

Outlet

We’re all hunkering down in our homes. That seems to be true of our online homes too.

People are sharing their day-to-day realities on their websites and I’m here for it. Like, I’m literally here for it. I can’t go anywhere.

On an episode of the Design Observer podcast, Jessica Helfand puts this into context:

During times of crisis, people want to make things. There’s a surge in the keeping of journals when there’s a war… it’s a response to the feeling of vulnerability, like corporeal vulnerability. My life is under attack. I am imprisoned in my house. I have to make something to say I was here, to say I mattered, to say this day happened… It’s like visual graphic reassurance.

It’s not just about crisis though. Scott Kelly talks about the value of keeping a journal during prolonged periods of repitition. And he should know—he spent a year in space:

NASA has been studying the effects of isolation on humans for decades, and one surprising finding they have made is the value of keeping a journal. Throughout my yearlong mission, I took the time to write about my experiences almost every day. If you find yourself just chronicling the days’ events (which, under the circumstances, might get repetitive) instead try describing what you are experiencing through your five senses or write about memories. Even if you don’t wind up writing a book based on your journal like I did, writing about your days will help put your experiences in perspective and let you look back later on what this unique time in history has meant.

That said, just stringing a coherent sentence together can seem like too much during The Situation. That’s okay. Your online home can also provide relief and distraction through tidying up. As Ethan puts it:

let a website be a worry stone

It can be comforting to get into the zone doing housekeeping on your website. How about a bit of a performance audit? Or maybe look into more fluid typography? Or perhaps now is the time to tinker about with that dark mode you’ve been planning?

Whatever you end up doing, my point is that your website is quite literally an outlet. While you’re stuck inside, your website is not just a place you can go to, it’s a place you can control, a place you can maintain, a place you can tidy up, a place you can expand. Most of all, it’s a place you can lose yourself in, even if it’s just for a little while.

Design systems roundup

When I started writing a post about architects, gardeners, and design systems, it was going to be a quick follow-up to my post about web standards, dictionaries, and design systems. I had spotted an interesting metaphor in one of Frank’s posts, and I thought it was worth jotting it down.

But after making that connection, I kept writing. I wanted to point out the fetishism we have for creation over curation; building over maintenance.

Then the post took a bit of a dark turn. I wrote about how the most commonly cited reasons for creating a design system—efficiency and consistency—are the same processes that have led to automation and dehumanisation in the past.

That’s where I left things. Others have picked up the baton.

Dave wrote a post called The Web is Industrialized and I helped industrialize it. What I said resonated with him:

This kills me, but it’s true. We’ve industrialized design and are relegated to squeezing efficiencies out of it through our design systems. All CSS changes must now have a business value and user story ticket attached to it. We operate more like Taylor and his stopwatch and Gantt and his charts, maximizing effort and impact rather than focusing on the human aspects of product development.

But he also points out the many benefits of systemetising:

At the same time, I have seen first hand how design systems can yield improvements in accessibility, performance, and shared knowledge across a willing team. I’ve seen them illuminate problems in design and code. I’ve seen them speed up design and development allowing teams to build, share, and validate prototypes or A/B tests before undergoing costly guesswork in production. There’s value in these tools, these processes.

Emphasis mine. I think that’s a key phrase: “a willing team.”

Ethan tackles this in his post The design systems we swim in:

A design system that optimizes for consistency relies on compliance: specifically, the people using the system have to comply with the system’s rules, in order to deliver on that promised consistency. And this is why that, as a way of doing something, a design system can be pretty dehumanizing.

But a design system need not be a constraining straitjacket—a means of enforcing consistency by keeping creators from colouring outside the lines. Used well, a design system can be a tool to give creators more freedom:

Does the system you work with allow you to control the process of your work, to make situational decisions? Or is it simply a set of rules you have to follow?

This is key. A design system is the product of an organisation’s culture. That’s something that Brad digs into his post, Design Systems, Agile, and Industrialization:

I definitely share Jeremy’s concern, but also think it’s important to stress that this isn’t an intrinsic issue with design systems, but rather the organizational culture that exists or gets built up around the design system. There’s a big difference between having smart, reusable patterns at your disposal and creating a dictatorial culture designed to enforce conformity and swat down anyone coloring outside the lines.

Brad makes a very apt comparison with Agile:

Not Agile the idea, but the actual Agile reality so many have to suffer through.

Agile can be a liberating empowering process, when done well. But all too often it’s a quagmire of requirements, burn rates, and story points. We need to make sure that design systems don’t suffer the same fate.

Jeremy’s thoughts on industrialization definitely struck a nerve. Sure, design systems have the ability to dehumanize and that’s something to actively watch out for. But I’d also say to pay close attention to the processes and organizational culture we take part in and contribute to.

Matthew Ström weighed in with a beautifully-written piece called Breaking looms. He provides historical context to the question of automation by relaying the story of the Luddite uprising. Automation may indeed be inevitable, according to his post, but he also provides advice on how to approach design systems today:

We can create ethical systems based in detailed user research. We can insist on environmental impact statements, diversity and inclusion initiatives, and human rights reports. We can write design principles, document dark patterns, and educate our colleagues about accessibility.

Finally, the ouroboros was complete when Frank wrote down his thoughts in a post called Who cares?. For him, the issue of maintenance and care is crucial:

Care applies to the built environment, and especially to digital technology, as social media becomes the weather and the tools we create determine the expectations of work to be done and the economic value of the people who use those tools. A well-made design system created for the right reasons is reparative. One created for the wrong reasons becomes a weapon for displacement. Tools are always beholden to values. This is well-trodden territory.

Well-trodden territory indeed. Back in 2015, Travis Gertz wrote about Design Machines:

Designing better systems and treating our content with respect are two wonderful ideals to strive for, but they can’t happen without institutional change. If we want to design with more expression and variation, we need to change how we work together, build design teams, and forge our tools.

Also on the topic of automation, in 2018 Cameron wrote about Design systems and technological disruption:

Design systems are certainly a new way of thinking about product development, and introduce a different set of tools to the design process, but design systems are not going to lessen the need for designers. They will instead increase the number of products that can be created, and hence increase the demand for designers.

And in 2019, Kaelig wrote:

In order to be fulfilled at work, Marx wrote that workers need “to see themselves in the objects they have created”.

When “improving productivity”, design systems tooling must be mindful of not turning their users’ craft into commodities, alienating them, like cogs in a machine.

All of this is reminding me of Kranzberg’s first law:

Technology is neither good nor bad; nor is it neutral.

I worry that sometimes the messaging around design systems paints them as an inherently positive thing. But design systems won’t fix your problems:

Just stay away from folks who try to convince you that having a design system alone will solve something.

It won’t.

It’s just the beginning.

At the same time, a design system need not be the gateway drug to some kind of post-singularity future where our jobs have been automated away.

As always, it depends.

Remember what Frank said:

A well-made design system created for the right reasons is reparative. One created for the wrong reasons becomes a weapon for displacement.

The reasons for creating a design system matter. Those reasons will probably reflect the values of the company creating the system. At the level of reasons and values, we’ve gone beyond the bounds of the hyperobject of design systems. We’re dealing in the area of design ops—the whys of systemising design.

This is why I’m so wary of selling the benefits of design systems in terms of consistency and efficiency. Those are obviously tempting money-saving benefits, but followed to their conclusion, they lead down the dark path of enforced compliance and eventually, automation.

But if the reason you create a design system is to empower people to be more creative, then say that loud and proud! I know that creativity, autonomy and empowerment is a tougher package to sell than consistency and efficiency, but I think it’s a battle worth fighting.

Design systems are neither good nor bad (nor are they neutral).

Addendum: I’d just like to say how invigorating it’s been to read the responses from Dave, Ethan, Brad, Matthew, and Frank …all of them writing on their own websites. Rumours of the demise of blogging may have been greatly exaggerated.

Open source

Building and maintaining an open-source project is hard work. That observation is about as insightful as noting the religious affiliation of the pope or the scatological habits of woodland bears.

Nolan Lawson wrote a lengthy post describing what it feels like to be an open-source maintainer.

Outside your door stands a line of a few hundred people. They are patiently waiting for you to answer their questions, complaints, pull requests, and feature requests.

You want to help all of them, but for now you’re putting it off. Maybe you had a hard day at work, or you’re tired, or you’re just trying to enjoy a weekend with your family and friends.

But if you go to github.com/notifications, there’s a constant reminder of how many people are waiting

Most of the comments on the post are from people saying “Yup, I hear ya!”

Jan wrote a follow-up post called Sustainable Open Source: The Maintainers Perspective or: How I Learned to Stop Caring and Love Open Source:

Just because there are people with problems in front of your door, that doesn’t mean they are your problems. You can choose to make them yours, but you want to be very careful about what to care about.

There’s also help at hand in the shape of Open Source Guides created by Nadia Eghbal:

A collection of resources for individuals, communities, and companies who want to learn how to run and contribute to an open source project.

I’m sure Mark can relate to all of the tales of toil that come with being an open-source project maintainer. He’s been working flat-out on Fractal, sometimes at work, but often at home too.

Fractal isn’t really a Clearleft project, at least not in the same way that something like Silverback or UX London is. We’re sponsoring Fractal as much as we can, but an open-source project doesn’t really belong to anyone; everyone is free to fork it and take it. But I still want to make sure that Mark and Danielle have time at work to contribute to Fractal. It’s hard to balance that with the bill-paying client work though.

I invited Remy around to chat with them last week. It was really valuable. Mind you, Remy was echoing many of the same observations made in Nolan’s post about how draining this can be.

So nobody here is under any illusions that this open-source lark is to be entered into lightly. It can be a gruelling exercise. But then it can also be very, very rewarding. One kind word from somebody using your software can make your day. I was genuinely pleased as punch when Danish agency Shift sent Mark a gift to thank him for all his hard work on Fractal.

People can be pretty darn great (which I guess is an underlying principle of open source).