Designing everything (How Design Makes the World) (Category Design)
A very simple and short book on design by Scott Berkun, who has written many books, including The Speaker's Revelation. (more post) and "The Art of Project Management" that I've read before. As usual, Scott writes very simply and easily, gives a lot of examples and jokes, but the depth of the study of topics is such that it is interesting to read it for beginners. But you won’t learn much if you’ve read the books Scott mentions.
- "Design of familiar things" ("The Design of Everyday Things") Don Norman. (more specifically in my post) or
- "Predictable Irrationality" ("Predictably Irrational") Dan Ariely Throughout the book, the author concludes that design is not just about interfaces or visuals, but about the meaningful creation of objects that serve certain purposes of a certain audience. In the end, he does. 4 The main questions that good designers ask
- What do you want to improve?
- Who do you want to improve it for?
- How will you make the design successful?
- Who will be harmed by your work, now or in the future?
In order to evaluate the story, you can look at the chapters that are included in the book. 1. Everything has design. - even if you did not think about the design, then it turned out somehow, but most often it did not turn out very well. 2. Manufacturing or Designing – Which Is More Difficult? The author’s answer is that it’s easier to make a thing than to design it. 3. What's good? - depends on the target 4. People first. A story about Segways and what happens if you go from technology 5. Everyone designs. - and engineers in the design of software too:) 6. Street by window - about the design of cities and districts, as well as about a rectangular grid of streets (used since ancient times) 7. Style is a message. about the brand and style features that convey the idea to others 8. Design is functionality - about mental models that designers use to facilitate the use of objects, such as placebo buttons, luggage tape at the airport and so on 9. On whose account? Someone will have to pay for an improved design: the buyer, the seller or the state. Here is an interesting example of seat belts in cars. 10. As they say above. Politicians and CEOs are also designers, as they usually make the final decision.) 11. Design is action. About iterative work of designers and design thinking (design thinking) 12. Ticket in your pocket. Discussion of the plane ticket and why it is (spoiler: This is due to real-world limitations and legacy systems) 13. Ideas and systems If the systems are such that there are unsuccessful decisions, then the design there will be unsuccessful. (public-agency) 14. How about you? The point of the chapter is that you are not representative. And in order to make successful decisions, you need to have a diverse team and think about different consumers. 15. Mindset: It's important! It is important not to force customers to think about how to use your designed solutions + if they do make a mistake in use, then this should not lead to a serious problem. n 16. Values and compromises Compromises are what we come to in real life. It is important to understand what we are looking for and how to evaluate alternatives. (It's not better.) 17. Good design is invisible. Everything should be clear without explanation or instructions. 18. Design of discord Dark Design Patterns and the Contradictions Between People Resulting from Designed Solutions 19. New solutions - new problems - About the day--2 problem (What will happen after the designed solution is implemented) 20. Where to look Checklist for understanding the design from the author 21. Recommendations - a lot of references to sources
In general, reading is interesting and useful. But if you’re a design guru, you’ll get bored.)
#Architecture #Management #Thinking #Leadership #SystemDesign #SystemThinking