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« Le design, c'est faire des produits utilisables, limiter frictions, risques et déceptions »
« Idées reçues : pas la peine de demander aux utilisateurs, les designeurs ne savent faire que du cliquodrome, pas besoin d'UX pour le backoffice »
Intéressant, les orateurs disent bien qu'ils ne travaillent qu'avec des gens convaincus des beautés du libre. Sinon, la migration ne se passera pas bien. Il y a assez de travail avec les gens qui sont volontaires, il ne faut pas perdre de temps avec les autres. (C'était dit moins brutalement.)
But here’s what happened while everyone celebrated the democratization: the real challenge should have shifted from “how do we build this?” to “what should we build that people actually want?”
The barrier to building dropped to zero. The bar for what users expect shot through the roof.
Skills that matter now:
- Understanding real user needs (not assumptions)
- Business literacy (understanding the economics)
- Communication skills (translating needs into solutions)
- Craft and polish (building something truly outstanding)
When the market gets flooded with mediocre-but-functional products, users become more discerning, not less. They start caring more about how products make them feel, not just what features they have.
Start optimizing for user understanding, clear communication, business value, and thoughtful execution.
Ne soyons pas fâchés avec l’IA : c’est un outil, et c’est l’usage que nous en faisons qui détermine sa pertinence. De mon côté, je ne me sens pas menacée par ces outils.
Ce qui m’inquiète davantage, c’est l’idée que leur existence puisse laisser croire que l’on peut, à terme, se passer de l’expertise — comme si l’outil suffisait à remplacer la pensée, la méthode et l’intention du designer.
Le souci, c’est que quand la création devient trop accessible et que le content management4 se réduit à la simple production de visuels ou de posts, on perd de vue l’essentiel. Un contenu n’a de valeur que s’il sert un objectif — informer, convaincre, orienter, faire agir. Le rôle du design n’est pas de générer des images, mais de provoquer un effet mesurable. C’est exactement la logique du Design Thinking5 appliqué au graphisme : commencer par comprendre les besoins et les objectifs, pour créer un contenu qui fonctionne réellement.
- Link and button states
- color modes
- variables
- any kind of state
- viewport sizes
- anything scrolling or mouse movement related
- variable content
- units & math
- animations & transitions
- device specific details (touch screens, low-bandwidth situations)
- media handling
A website full of design resources.
It’s a pretty broad range of topics but always through a common lens of design and creative thinking.
All resources and links are shared purely because I think they are cool, interesting or helpful.
Pick a collection of color and share the URL
Great stuff!
I’ve said it before and I’ll say it again: design is deciding. The best designers are the best deciders.
the important work is making the decision and moving on to the next stage. If the actual outputs at each stage are mediocre, that seems to be okay, as long as they’re just good enough to inform a go/no-go decision.
and a testimony from an experienced designer without experience with Figma.
Breadcrumbs are no longer useful because websites are not rigit and hierarchical structures anymore. They focus on retrospective (where the user was) instead of the modern concept of user journey, which is increasingly about anticipation and contextual navigation.
On mobile-first design, breadcrumbs seems redundant.
The industry is moving toward adaptive design solutions:
- contextual, dynamic navigation
- search-centric interfaces
- ai-powered navigation systems (what is the solution then?)
- minimalist design with intuitive navigation
Add direct content with designMode = 'on'
More than flat design, we can built richer interfaces.
Figma is not a platform but a tool,
From a designer that ask for help. They design their prototypes on Figma.