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162 posts tagged with “process”

For as long as I can remember, I’ve been fascinated by how television shows and movies are made. I remember the specials ABC broadcast about the making of The Empire Strikes Back and other Lucasfilm movies like the Indiana Jones series. More recently—especially with the advent of podcasts—I’ve loved listening to how show runners think about writing their shows. For example, as soon as an episode of Battlestar Galactica aired, I would rewatch it with Ronald D. Moore’s commentary. These days, I‘m really enjoying the official The Last of Us podcast because it features commentary from both Craig Mazin and Neil Druckmann.

Anyway, thinking about personas as characters from TV shows and movies and using screenwriting techniques is right up my alley. Laia Tremosa for the IxDF:

Hollywood spends millions to bring characters to life. UX design teams sometimes spend weeks… only to make personas no one ever looks at again. So don’t aim for personas that look impressive in a slide deck. Aim for personas that get used—in design reviews, product decisions, and testing plans.

Be the screenwriter. Be the director. Be the casting agent.

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The Hollywood Guide to UX Personas: Storytelling That Drives Better Design

Great products need great personas. Learn how to build them using the storytelling techniques Hollywood has perfected.

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Dan Maccarone:

If users don’t trust the systems we design, that’s not a PM problem. It’s a design failure. And if we don’t fix it, someone else will, probably with worse instincts, fewer ethics, and a much louder bullhorn.

UX is supposed to be the human layer of technology. It’s also supposed to be the place where strategy and empathy actually talk to each other. If we can’t reclaim that space, can’t build products people understand, trust, and want to return to, then what exactly are we doing here?

It is a long read but well worth it.

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We built UX. We broke UX. And now we have to fix it!

We didn’t just lose our influence. We gave it away. UX professionals need to stop accepting silence, reclaim our seat at the table, and…

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Elliot Vredenburg writing for Fast Company:

Which is why creative direction matters more now than ever. If designers are no longer the makers, they must become the orchestrators. This isn’t without precedent. Rick Rubin doesn’t read music or play instruments. Virgil Abloh was more interested in recontextualizing than inventing. Their value lies not in original execution but in framing, curation, and translation. The same is true now for brand designers. Creative direction is about synthesizing abstract ideas into aesthetic systems—shaping meaning through how things feel, not just how they look.

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Why taste matters now more than ever

In the age of AI, design is less about making and more about meaning.

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Haiyan Zhang gives us another way of thinking about AI—as material, like clay, paint, or plywood—instead of a tool. I like that because it invites exploration:

When we treat AI as a design material, prototyping becomes less about refining known ideas — and more about expanding the space of what’s possible. It’s messy, surprising, sometimes frustrating — but that’s what working with any material feels like in its early days.

Clay resists. Wood splinters. AI misinterprets.

But in that material friction, design happens.

The challenge ahead isn’t just to use AI more efficiently — it’s to foster a culture of design experimentation around it. Like any great material, AI won’t reveal its potential through control, but through play, feedback, and iteration.

I love this metaphor. It’s freeing.

Illustration with the text ‘AI as Design Material’ surrounded by icons of a saw cutting wood, a mid-century modern chair, a computer chip, and a brain with circuit lines, on an orange background.

AI as Design Material

From Plywood to Prompts: The Evolution of Material Thinking in Design Design has always evolved hand-in-hand with material innovation — whether shaping wood, steel, fiberglass, or pixels. In 1940, at the Cranbrook Academy of Art, Charles Eames and his friend Eero Saarinen collaborated on MoMA’s Orga

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Still from _The Brutalist_. An architect, holding a blueprint, is at the center of a group of people.

A Complete Obsession

My wife and I are big movie lovers. Every year, between January and March, we race to see all the Oscar-nominated films. We watched A Complete Unknown last night and The Brutalist a couple of weeks ago. The latter far outshines the former as a movie, but both share a common theme: the creative obsession.

Timothée Chalamet, as Bob Dylan, is up at all hours writing songs. Sometimes he rushes into his apartment, stumbling over furniture, holding onto an idea in his head, hoping it won’t flitter away, and frantically writes it down. Adrien Brody, playing a visionary architect named László Tóth, paces compulsively around the construction site of his latest project, ensuring everything is built to perfection. He even admonishes and tries to fire a young worker who’s just goofing off.

There is an all-consuming something that takes over your thoughts and actions when you’re in the groove willing something to life, whether it’s a song, building, design, or program. I’ve been feeling this way lately with a side project I’ve been working on off-hours—a web application that’s been consuming my thoughts for about a week. A lot of this obsession is a tenacity around solving a problem. For me, it has been fixing bugs in code—using Cursor AI. But in the past, it has been figuring out how to combine two disparate ideas into a succinct logo, or working out a user flow. These ideas come at all hours. Often for me it’s in the shower but sometimes right before going to sleep. Sometimes my brain works on a solution while I sleep, and I wake up with a revelation about a problem that seemed insurmountable the night before. It’s exhausting and exhilarating at the same time.

A winter panoramic view from what appears to be a train window, showing a snowy landscape with bare deciduous trees and evergreens against a gray sky. The image has a moody, blue-gray tone.

The Great Office Reset

Cold Arrival

It’s 11 degrees Fahrenheit as I step off the plane at Toronto Pearson International. I’ve been up for nearly 24 hours and am about to trek through the gates toward Canadian immigration. Getting here from 73-degree San Diego was a significant challenge. What would be a quick five-hour direct flight turned into a five-hour delay, then cancelation, and then a rebook onto a red-eye through SFO. And I can’t sleep on planes. On top of that, I’ve been recovering from the flu, so my head was still very congested, and the descents from two flights were excruciating.

After going for a short secondary screening for who knows what reason—the second Canada Border Services Agency officer didn’t know either—I make my way to the UP Express train and head towards downtown Toronto. Before reaching Union Station, the train stops at the Weston and Bloor stations, picking up scarfed, ear-muffed, and shivering commuters. I disembark at Union Station, find my way to the PATH, and headed towards the CN Tower. I’m staying at the Marriott attached to the Blue Jays stadium.

Creative Selection book with Roger Wong's Apple badge

The Apple Design Process

I recently came across Creative Selection: Inside Apple’s Design Process During the Golden Age of Steve Jobs by former software engineer Ken Kocienda. It was in one of my social media feeds, and since I’m interested in Apple, the creative process, and having been at Apple at that time, I was curious.

I began reading the book Saturday evening and finished it Tuesday morning. It was an easy read, as I was already familiar with many of the players mentioned and nearly all the technologies and concepts. But, I’d done something I hadn’t done in a long time—I devoured the book.

Ultimately this book gave more color and structure to what I’d already known, based on my time at Apple and my own interactions with him. Steve Jobs was the ultimate creative director who could inspire, choose, and direct work.