Writing
- Design is uncomfortable 28th of May 2020 Design is uncomfortable. At least I frequently find it uncomfortable. Anyone who has sat in front of a blank page will know something of this.
- Nothing new 28th of May 2020 In my work there is always an urge to tread new ground, to discover, to create what’s never been created or seen before. However, that's often not what is needed, and there's the often quoted fact that everything is a remix, that there is nothing new under the sun.
- Where are you Siri? 24th of April 2020 I talk to my phone, my wrist, my iPad and, occasionally, my computer. I ask them to remind me of things, I ask what the weather will be like, I ask them to time something for me. Sometimes I ask them something more complex, and, sometimes, they help with that too.
- Cost, price, value 14th of April 2020 I find myself scribbling this diagram — Cost | Price | Value — and working through these ideas with people, frequently so I thought I’d write it up and share some brief notes here. I'm writing this as much for myself — to clarify my thoughts and have something to point people to — as to share.
- Perfect is the enemy of good 17th of January 2020 Launching boldwise.co.uk taught me that progress beats perfection, and that a good site can grow into something better once it finally exists.
- How to think about your next website 5th of April 2016 There are three things that I talk through with any client when I’m talking about websites: goals, launch, and 'the whole'.
- The gap between now and next 5th of February 2016 Any project requiring a designer has two states: Where it is now; Where you want it to be. There is a gaping void of uncertainty between the two.
- A cry for craft 9th of October 2015 I've been thinking recently about stats driven design. This is where site, or page, usage patterns inform the position, style and contrast of elements to, for example, increase the number of people who sign up for some service.
- On design 12th of July 2012 Design is about problem solving - working within constraints to achieve a certain, set, and ideally measurable goal. However, the bulk of a designer's role is getting to that problem.