设计师更高效_要成为更好的设计师,我们需要更多的时间进行游戏

设计师更高效

重点 (Top highlight)

I’m a busy designer. I’m fortunate to be booked out months in advance. My freelance career has proven more stable than other’s “jobs”. I don’t wear busy as a badge of honour. I don’t condone hustle culture or compare how hard or long I work to others. But I know that a constant pipeline of new clients and a packed schedule of design projects is the oil that keeps the business ticking and the paychecks flowing. I keep my schedule tight, I stay laser-focused, and I deliver a shit-ton of great client work week-after-week-after-week. The business of design is good for me, except for one thing I lament.

我是一个忙碌的设计师。 我很幸运能提前几个月预订。 我的自由职业者比其他人的“工作”更稳定。 我不忙于作为荣誉徽章。 我不会纵容喧嚣的文化,也不会将自己与他人的辛勤工作相提并论。 但是我知道, 不断吸引新客户和设计项目的时间表是保持业务运转和薪水增长的动力。 我的行程安排很紧,我始终专注于激光工作,并且一周又一周地交付大量出色的客户服务。 设计工作对我有好处,除了我感叹的一件事。

我希望我有更多的时间去探索和玩耍。 (I wish I had more time to explore and play.)

I crave the freedom and safety to try new things and fail, but sometimes learn a lot and add new tricks to my design toolbox along the way. I want more opportunities to experiment.

我渴望尝试新事物和失败的自由和安全性,但有时会学到很多东西,并在设计工具箱中添加新的技巧。 我想要更多的实验机会。

In a recent episode of Abstract: The Art of Design, toy designer Cas Holman explains how the best education comes from open-ended play — times to explore when there’s no right or wrong. No instructions that lead to a pre-determined outcome or goal. Instead of trying to learn a specific skill in a standardised way, we should follow what makes us curious. In this way, children grow agency and confidence. Creative adults need a dose of this same growth through play.

在最近的《 摘要:设计的艺术》一集中,玩具设计师Cas Holman解释了最佳的教育是如何从开放式游戏中获得的-探究什么时候是非对错的时间。 没有可导致预定结果或目标的说明。 与其尝试以标准化的方式学习特定技能,不如遵循使我们感到好奇的方法。 这样,孩子们就可以增强代理能力和自信心。 有创造力的成年人需要通过游戏获得同样的成长。

The best education comes from open-ended play — times to explore when there’s no right or wrong.

最好的教育来自不限成员名额的比赛—在没有对与错的情况下进行探索的时间。

But the busyness of success gets in the way. Budgets, deadlines, and agile sprints rarely allow the opportunity for extraneous design exercises that help us stumble upon unexpectedly better solutions. It’s all too easy to get lazy and reuse proven design patterns or fallback to your comfort zone when deadlines are looming; to follow the data and shut out the chance for risk-free play and unique expression. You have to pick and choose your battles for when to push for innovation or stretch your boundaries of style, because rarely does a perfect project come along that has the time and budget to afford the luxury of open-ended experimentation. The rigour of the modern product design landscape is extinguishing chances for play.

但是成功的繁忙阻碍了人们的发展。 预算,截止日期和敏捷的冲刺很少有机会进行无关的设计练习,这些练习有助于我们偶然发现更好的解决方案。 当最后期限迫在眉睫时, 变得很容易变得懒惰并重复使用经过验证的设计模式,或者退回到舒适区域。 跟踪数据并排除无风险游戏和独特表达的机会。 您必须为何时进行创新或扩展风格界限选择和选择自己的战斗,因为很少有完美的项目能够花时间和预算来承担开放式试验的费用。 现代产品设计环境的严格性正在消除游戏的机会。

这是一个悖论。 (This is a paradox.)

The greatest among us get there because they’re not afraid to innovate. They’re the avant-garde. They’re seen as industry leaders because they drag all the rest of us through their wake of new ideas, trendsetting styles, better functionality, or more efficient processes. It takes fearless, free experimentation to be that cutting edge.

我们当中最伟大的人之所以到达那里,是因为他们不惧怕创新。 他们是前卫的 。 他们之所以被视为行业领导者,是因为他们将新想法,引领潮流的风格,更好的功能或更高效的流程拖入了我们所有人的行列。 要做到这一点,就需要进行无所畏惧的免费实验。

But the best of us are also busy. Success leads to high-demand. And the resulting full schedule eats into our opportunity for play. The busyness of good business could end up killing what makes us special in the first place.

但是我们最好的人也很忙。 成功导致高需求。 由此产生的全部日程占用了我们的比赛机会。 好的生意忙碌最终可能扼杀了使我们与众不同的原因。

Time taken away from “real” design work for more playful pursuits is met with guilt, and continuously put off until some mystical time when things aren’t quite so busy.

出于内play,从“真实”设计工作中抽出的时间会让人感到内gui,并且会持续拖延直到一些事情变得不太忙的神秘时期。

So how do we balance freedom for play and time for experimentation with the desire to stay busy with client work and maximise profits?

那么,我们如何在玩耍的自由和实验的时间与保持忙于客户工作并最大化利润的愿望之间取得平衡呢?

It’s a dilemma I admit I haven’t solved. It’s hard to justify uncompensated experimentation when there’s client work to be done. Time taken away from that “real” design work for more playful pursuits is met with guilt, and continuously put off until some mystical time when things aren’t quite so busy. That future never comes, so play never happens when curiosity strikes, and the “ah-ha” moment of growth is lost.

我承认我还没有解决这个难题。 当要完成客户工作时,很难证明无偿实验是合理的。 从“真实”设计工作中抽出时间进行更有趣的追求时,会感到内,并持续拖延时间,直到事情变得不太忙碌的某个神秘时期。 未来永远不会来临,因此好奇心袭来时,游戏就永远不会发生,增长的“啊哈”时刻就消失了。

Side projects or in-house products can be an outlet for playful design experimentation. If there’s no client to answer to, it’s easier to accommodate risk-free exploration. But those projects still need time and attention, and if you’re not pulling that time from your clients you’re taking it from your family instead, which is something I refuse to sacrifice.

附带项目或内部产品可以成为进行有趣的设计实验的渠道。 如果没有客户要回答,则更容易进行无风险的探索。 但是这些项目仍然需要时间和精力,如果您不从客户那里抽出时间,那是从家人那里获取的,这是我拒绝牺牲的事情。

The ideal scenario for any designer would be working with employers or clients who understand the value of experimentation and have the budget to appease that need for open-ended exploration. Who wouldn’t want to get paid to play? Those clients do exist. As we grow our skills and reputation we reach for them and snag one every so often. But they’ll never all be that way, no matter how brilliant we get.

对于任何设计师而言,理想的方案都是与了解实验价值并有预算来满足开放式探索需求的雇主或客户合作。 谁不想获得报酬参加比赛? 这些客户确实存在。 随着我们技能和声誉的提高,我们会不断争取并经常抓住他们。 但是,无论我们多么出色,他们永远都不会那样。

We need to consciously create chances for playful experimentation to enter our schedules. If we don’t, we die.

我们需要有意识地创造机会进行有趣的实验,以输入时间表。 如果我们不这样做,我们就会死。

设计师是未来主义者 (Designers are futurists)

We look ahead at what can be improved and then try to build that better future now. Designing the future requires constant learning, flexing to new skills and technologies, and finding new solutions for evolving problems. We can’t get there without growth, and we can’t grow without play.

我们展望可以改进的地方,然后尝试建立更美好的未来。 设计未来需要不断学习,适应新技能和新技术,并为不断发展的问题找到新的解决方案。 没有增长,我们就无法到达那里,没有游戏,我们就无法增长。

I’d like to hear how you’ve made time for experimentation in your organization and design routine. How do you put a value on play so you can justify attention spent on it? Or do you value it at all?

我想听听您如何花时间在组织和设计程序中进行实验。 您如何在游戏中发挥价值,以便证明花在游戏上的注意力是合理的? 还是您完全看重它?

Subscribe to get my best articles in your inbox.This story can also be found on solowork.co

订阅 即可在收件箱中获得我最好的文章。 这个故事也可以在solowork.co上找到

翻译自: https://uxdesign.cc/to-become-better-designers-we-need-more-time-for-play-fb96b8e7b934

设计师更高效

本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如若转载,请注明出处:http://www.mzph.cn/news/274151.shtml

如若内容造成侵权/违法违规/事实不符,请联系多彩编程网进行投诉反馈email:809451989@qq.com,一经查实,立即删除!

相关文章

java数据类型及其说明

Java数据类型及其说明java基本数据类型: java数据类型分为基本数据类型和引用数据类型,基本数据类型就是4类8种,分为数值类型(整数型[byte,short,int,long]),字符型&…

ux设计师薪水_公司与 设计机构:UX设计师的津贴和陷阱

ux设计师薪水Written by Yegor Tsynkevich由Yegor Tsynkevich撰写 The more companies understand the power of a great user experience design and its impact on customer loyalty, the more they are willing to have it embedded in their culture. With so much emphas…

ZOJ 2165 Red and Black

1.采用dfs&#xff1a; #include <iostream>#include <cstdio>#include <cstring>#include <string>using namespace std;char map[25][25];int count 1;int r,c;int dx[4] {1,-1,0,0};int dy[4] {0,0,1,-1};bool judge(int x,int y){ if(x<0…

java中的equals用法

在Object 类中定义有&#xff1a; 1、public boolean equals(Object object )方法提供定义对象是否“相等”逻辑。 2、Object的equals方法定义为&#xff1a;x.equals(y)当x和y是同一个对象的引用时&#xff0c;返回true&#xff0c;否则返回false 3、在其他一些类中&#xff0…

根据图片获得配色方案_配色系列(1)—从图片中获得配色灵感

根据图片获得配色方案前言 (Foreword) When we start designing mobile web pages, we always need to determine the color scheme of the web page first. Well, at this time, unless the customer proposes a color scheme, most of the situations we have to face is to …

七大查找算法

1. 顺序查找2. 二分查找3. 插值查找4. 斐波那契查找5. 树表查找6. 分块查找7. 哈希查找 查找是在大量的信息中寻找一个特定的信息元素&#xff0c;在计算机应用中&#xff0c;查找是常用的基本运算&#xff0c;例如编译程序中符号表的查找。本文简单概括性的介绍了常见的七种查…

HA2795Billboard 可用线段树

#include<iostream>using namespace std;#include<cstdio>#include<algorithm>#define maxn 200005int h,n,w;int root[maxn<<4];int ans;//标记void make_tree(int l,int r,int rt){if(lr){root[rt]w;return ;}int mid(rl)/2;make_tree(l,mid,rt*2);m…

axure下拉列表框单选框_如何在Axure中创建下拉菜单和组合框

axure下拉列表框单选框First, let’s clarify what exactly is a dropdown menu, and what is a combo box, aren’t they the same? Well … no, not really, let me explain.首先&#xff0c;让我们弄清楚什么是下拉菜单&#xff0c;什么是组合框&#xff0c;不是吗&#xf…

Android 第一课 Activity

以下说明基于Android Studio&#xff0c;简称AS。&#xff08;红色字体为自行添加&#xff0c;注在醒目&#xff09; 具体包括&#xff1a;创建活动创建项目 加载布局 在AndroidManifest文件中注册 活动中使用&#xff08;提醒&#xff09;Toast 在活动使用&#xff08;菜…

figma设计_一种在Figma中跟踪设计迭代的简单方法

figma设计As designers, telling a good story is always part of the job. A great story engages the client with the journey of decision making; it shows your team the breadth and depth of the exploration; it also encourages us to reflect on our own design pro…

Android 第二课 Intent

上一节&#xff0c;掌握了活动的创建&#xff0c;但是在启动器中点击应用的图标只会进入到该应用的主活动&#xff0c;那么&#xff0c;如何从主活动跳转到其他活动呢&#xff1f;显式IntentIntent有多个构造函数&#xff0c;其中一个是Intent(Context packContext,Class<?…

ok~加油!

你有梦想&#xff0c;放手去做&#xff01;转载于:https://www.cnblogs.com/the-one/p/3217124.html

latex 插图 上下放_专辑插图中上下文中的文本

latex 插图 上下放Especially if, like me, you’re not properly educated in the world of visual design, typography, and all those other things that a formal education can bring. We’re kind of playing around until something fits right, and doesn’t feel jarr…

亡羊补牢,为时不晚?

亡羊补牢&#xff0c;为时不晚 人总是想着第二次比第一次做的好&#xff0c;可是会一直有第二次机会吗&#xff1f;当你思考好&#xff0c;决定做一件事情的时候&#xff0c;为什么不坚持下去呢&#xff1f;当你思考好&#xff0c;记住坚持到底就会胜利。祝福自己&#xff0…

2013年7月份第4周51Aspx源码发布详情

大型企业通用管理ERP源码 2013-7-26 [VS2010]2013.7.4更新内容&#xff1a;1.修复决策模式-客户等级不能保存问题。2.修复企业知识库有报错问题。3.修复运营模式-人力资源分析模块-在部分模块点击查询后&#xff0c;水晶报表显示无法加载文件问题&#xff0c;4.修复行政办公模…

视觉感知_产品设计中的视觉感知

视觉感知The role of the UX designer has evolved immensely over time, but at its core, it remains the same- UX设计人员的角色随着时间的流逝而发生了巨大的变化&#xff0c;但从本质上讲&#xff0c;它保持不变- to deliver information to users in an effective mann…

Android 第三课 Activity的生命周期

新建项目ActivityLifeCycleTest&#xff0c;创建主活动后&#xff0c;再新建两个子活动--NormalActivity和DialogActivity。 现在活动及其对应布局文件创建完毕。 编辑normal_layout.xml文件&#xff0c;代码如下&#xff1a; <?xml version"1.0" encoding"…

转载:Apache commons开源工具简介

Apache Commons是一个非常有用的工具包&#xff0c;解决各种实际的通用问题&#xff0c;下面是一个简述表&#xff0c;详细信息访问http://jakarta.apache.org/commons/index.html BeanUtilsCommons-BeanUtils 提供对 Java 反射和自省API的包装 BetwixtBetwixt提供将 JavaBean …

pb 插入报列在此处不_获取有关[在此处插入问题]的事实

pb 插入报列在此处不Twitter’s recent move to put notices on tweets themselves is one of the most controversial social media features during our times. As a design technologist, I can’t help but wonder the decision-making process behind it. It’s a perfect…

设计模式_单实体模式

Singleton 三要素&#xff1a;private 构造函数、 public 静态方法、 public 静态变量 单实例模式的三种线程安全实现方式&#xff08;&#xff23;&#xff0b;&#xff0b;&#xff09; &#xff11; 懒汉模式&#xff1a;即第一次调用该类实例的时候才产生一个新的该类实例…