Design is full of codewords. Knowing them changes what you can ask for, and what you can get back, whether you're working with devs, or an AI.
“tint this neutral color”, “fix this widow”, “nudge it to the optical center”
I wrote them down: index.how/to/articulate
one of the projects i've been working on @poolsideai with @glennui the past couple months was working on our booths at AWS reinvent and neurIPS.
one of my fav things to work on were all the motion graphics for the various screens - in particular this transparent LED screen
My interaction design manual is now open for registration with 3 new chapters.
With 23 chapters and 23 downloadable React components on an interactive platform, Devouring Details includes everything I know about not just interactions, but design.
Available for 2 weeks.
ALT A jolly looking CRT monitor with arms and legs, with the tagline above and below it reading “happy code, happy mind”, and the poolside parasol logo
there's a lot of i love about this site, but i really enjoyed building this matrix-inspired, ascii art, interactive, poolside-logo-masked, code generating artwork. huge props to @glennui for his design vision here.
After a couple of years, today is my last day @vercel. Thankful to have had a wonderful time working with incredibly talented minds, and craft beautiful things with the design team. Some final snippets I've enjoyed recently:
ALT Colorful mid-century modern inspired books for Vercel Guides, with input from @prekesh__'s Open Graph illustration explorations.
ALT Upcoming centred article design for the blog, optimized for Vercel's typeface family, Geist and Geist Mono. Created alongside @henryheffernan, @oyaaaaaaaasumi, @stylesshDev, @typicalmitul and Fede.
ALT Black and white vercel.com hero inspiration using Japanese localisation, made in tandem with @raunofreiberg
ALT Code owners marketing demonstration, showing a code ownership tree, inspired by @dizzyup's initial interface exploration.
Everyone should check out @Arkotypeco — an agency rooted in video game design and brimming with character. Every bit of Dan's work amazes me. Gives me the same awe I had seeing WipEout's visual identity back in the '90s. He's killing it.
arkotype.co
ALT Art direction and branding for QuestyChess, a video game for the Panic Playdate — a handheld console. Shows a full grid-based design language, utilises simple and scaleable elements for optimal legibility and a simple graphic interface that evokes a 'terminal' aesthetic from the early 1980s. https://arkotype.co/project/questy-chess
ALT A print project based on Pocket Monsters. The print features all 151 of the first generation of monsters - Each designed utilising a 40x40 grid - and the prints were produced in various colours in reference to the 4 variants of the game released in Japan. https://arkotype.co/project/pm151
ALT SONY® PlayMan — Mk.1 [Concept], a handheld gaming console. Explores an alternate reality where Sony released a gaming portable which was fundamentally different to the PSP. The design is directly inspired by the Minidisc Walkmans of the mid 1990s and the goal was to reference an era of product design that was perhaps less elegant but equally as charming.
In addition to the hardware itself, a brand for the product was imagined which directly references Sony's famous 'WALKMAN' typeface, as well as other elements of the product including an LCD headphone remote which would display game information, and the design of the MiniDiscs. https://arkotype.co/project/sony-playman-concept
ALT A limited edition print to celebrate the 25th anniversary of the Japanese release of the Super Famicom title Super Mario World. The design takes cues from graphic objects and enemies found throughout the game. https://arkotype.co/project/smw-025