A new voice joins us as we get into the weeds on a topic that affects us daily: when is it good to have lots of options in a design system vs restricting yourself to a few choices? Does this change for elements like type vs color? What's the difference between systems like Tailwind and Material UI? And are our past selves doing us a favor by limiting our design choices, or are they just a pain in the a**?
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What makes a good design team? Who should hire us and why? We talk about our experiences in working with clients, the principal-agent problem that plagues agencies, and why bad design can eventually be expensive. Join us as we attempt to decipher where we fit in with as little vanity as possible.
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In this episode, we sit back in our rocking chairs, light up our corncob pipes, and pontificate about what it was like back in our day. Do you need to go to school to become a designer? How was the job different from what we expected? What advice do we have for new designers? Have a listen and find out.
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What would a dream design tool look like? And how life-changing would its endless possibilities be? In today's episode, Daniel, Andy and Gaurav trace the evolution of design software, right from the era of dinosaurs (we're looking at you, Photoshop!) to the new world wizardry of Framer and Figma. Turns out, you can actually have too much of a good thing - so here's a lowdown on all that's right (and wrong!) with XD, Framer, and Figma - and how our trio would put together their dream design tool.
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