Link tags: collaboration

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It’s about time I tried to explain what progressive enhancement actually is - Piccalilli

Progressive enhancement is a design and development principle where we build in layers which automatically turn themselves on based on the browser’s capabilities.

The idea of progressive enhancement is that everyone gets the perfect experience for them, rather than a pre-determined “perfect” experience from a design and development team.

Time team: Documenting decisions & marking milestones · Paul Robert Lloyd

Here’s the transcript of Paul’s excellent talk at this year’s UX London:

How designers can record decisions and cultivate a fun and inclusive culture within their team.

Burn baby burnout by Amy Hupe, content designer.

Here’s the transcript of a great talk by Amy on the realities of working on design systems.

Get it shipped — building better relationships with Devs

This advice works both ways:

  1. Collaboration
  2. Communication
  3. Respect

Harnessing groupthink: fine-tuning CSS specifications | Clearleft

In order to thoroughly attend to every pertinent aspect of the spec, fantasai asked us each to read one sentence aloud to the group. At which point we were all asked whether we thought the sentence made sense, and to speak up if we didn’t understand any of it or if it wasn’t clear.

Rich documents the excellent and fascinating process used in a recent W3C workshop (though what he describes is the very opposite of groupthink, so don’t let the title mislead you):

I’d never come across the person-by-person, sentence-by-sentence approach before. I found it particularly effective as a way of engaging a group of people, ensuring collective understanding, and gathering structured feedback on a shared document.

The Thorny Problem of Keeping the Internet’s Time | The New Yorker

This story of the Network Time Protocol hammers home the importance of infrastructure and its maintenance:

Technology companies worth billions rely on open-source code, including N.T.P., and the maintenance of that code is often handled by a small group of individuals toiling away without pay.

Douglas Engelbart | Hidden Heroes

An account of the mother of all demos, written by Steven Johnson.

Utopia - an introduction - YouTube

James and Trys have made this terrific explanatory video about Utopia. They pack a lot into less than twenty minutes but it’s all very clearly and methodically explained.

Utopia - an introduction

Turning 30 · Matthias Ott – User Experience Designer

I have no idea what the web will look like in another 30 years. But I am sure that we will look back at the first 30 years of the Web like we look back at the silent era in cinema today: as the formative years of a medium that was about to evolve to even higher heights.

The Web has always been about what each and every one of us contributes. And contributing is easier and more important than ever. So let’s not leave the future of the Web to big tech alone. Inclusiveness, accessibility, performance, security, usability, decentralization, openness – in almost all areas, the Web is far from done.

Midweight Design Engineer | Clearleft

Want to work with me? If so, come and be a design engineer at Clearleft!

What’s a design engineer? A front-end developer at the front of the front end who values accessibility, performance, and progressive enhancement.

We’re looking for a design-friendly front-end developer with demonstrable skills in pattern-based prototyping and production to join our friendly and supportive team in the heart of Brighton.

Even if this isn’t for you, please spread the word …especially to potential candidates who aren’t mediocre middle-aged white dudes (I’ve already got that demographic covered).

Content Design Basics by Giles Turnbull - YouTube

This is a great series of short videos all about content design. The one on writing for humans is particularly good.

239: New CSS Tricks and Design Engineers | CSS-Tricks

We need engineers, we need designers, and we absolutely need design engineers to make that connection across the great divide between the front-of-the-front-end and the back-of-the-front-end. It’s only then that we can make truly great things together.

Design Engineering - Snook.ca

Here’s a seven-year old post by Snook—this design engineer thing is not new.

People Problems | CSS-Tricks

I’d maybe simplify this people problem a bit: the codebase is easy to change, but the incentives within a company are not. And yet it’s the incentives that drive what kind of code gets written — what is acceptable, what needs to get fixed, how people work together. In short, we cannot be expected to fix the code without fixing the organization, too.

SydCSS 7th Birthday with Ethan Marcotte - YouTube

A great talk by Ethan called The Design Systems Between Us.

SydCSS 7th Birthday with Ethan Marcotte

Uniting the team with Jamstack | Trys Mudford

This is a superb twenty minute presentation by Trys! It’s got everything: a great narrative, technical know-how, and a slick presentation style.

Conference organisers: you should get Trys to speak at your event!

The design systems between us. — Ethan Marcotte

Smart thoughts from Ethan on how design systems can cement your existing ways of working, but can’t magically change how collaboration works at your organisation.

Modern digital teams rarely discuss decisions in terms of the collaborative costs they incur. It’s tempting—and natural!—to see design- or engineering-related decisions in isolation: that selecting Vue as a front-end framework only impacts the engineering team, or that migrating to Figma only impacts designers. But each of these changes the way that team works, which impacts how other teams will work and collaborate with them.

as days pass by — Browsers are not rendering engines

You see, diversity of rendering engines isn’t actually in itself the point. What’s really important is diversity of influence: who has the ability to make decisions which shape the web in particular ways, and do they make those decisions for good reasons or not so good?

Stuart responds to a post from Brian that was riffing off a post of mine from a while back. I like this kind of social network.

Five Key Milestones in the Life of a Design System - daverupert.com

Five moments in the lifecycle of a design system. They grow up so fast!

  1. Formation of the Design System Team
  2. First Page Shipped
  3. Consumable Outside the Main Product
  4. First Non-System Team Consumer
  5. First Breaking Change

Dave makes the observation that design systems are less like open source software and more like enterprise software—software you didn’t choose to use:

Often, in my experience, for an internal Design System to have widespread adoption it requires a literal executive mandate from the top floor of the building.

Also: apparently design systems have achieved personhood now and we’re capitalising them as proper names. First name Design, last name System.

“Please, call me Design. Mr. System was my father.”