Clarity Conf Day 1 Notes
Here are my notes from day 1 of Clarity Conf. Apologies in advance to the speakers whom I am certain I misquoted and misrepresented. Also if I missed things. Also for having some personal stuff just in the middle of there. Also because there's probably like 90 typos. I may or may not fix those later. Apologies to readers because this is seriously all I could jot down while trying to pay attention.
Jina Anne (host)
Code of Conduct
- it's solid
Chris Coyier
- pattern libraries, design systems, style guides
- clarity - it's a way to see and understand things better
- style guides aren't new, style guides for the web and at the scale that we're engaging them are new.
- why do we need a design system? not having one is kindof like death by a thousand cuts. or like 500 cuts and then life with 500 band aids.
- brad frost
- he really likes style guides, resources, styleguides.io
Brad Frost
- vaughn vaper the fake CEO says we're gonna redesign the homepage
- team is super excited about "doing it right" this time with modern tools and all that.
- getty images basically has no consistency
- canon has 500 different location based experiences
- browsing through the ebay site, we can see our journey back in time
- united airlines has 13 different button styles just on the homepage
- users see a signle brand and expect a cohesive experience
- what is a style guide? brand identity, design language, voice and tone, writing, pattern libraries, code.
- google's material design
- mailchimp's voice and tone
- the economist styleguide
- SMACSS
- github styleguide
- it's in nobody's best interest to think of the internet as pages
- it's not fun to design 3 separate versions of each page
- frameworks are great but they all start to look the same
- how is your site compatible with existing sites and patterns
- dave rupert - responsive deliverables should look like a filly functioning bootstrap customized for each client
- walmart's stylgeuide
- how do we make these things happen?
- we have to sell it - more cohesive experience = more conversions and moneyyyyy
- faster production = roll out more features faster
- shared vocabulary = more times collaborating and less time in meetings
- easier to test = more responsiv, performant and hub for best practices
- useful reference
- future-friendly foundation = modify, extend and improve over time
- how to sell?
- show them, don't tell
- show what sucks about the current interface and how inconsistent it is
- categorize every element in the UI
- if you ever want to make your CEO cry just show them how inconsistent the current site is.
- establishing how inconsistent the current site is provides a scope of work for what needs to be fixed
- "if the boss still says no, do it anyways"
- "in order to make the whole, you need to make the parts"
- "atoic design has everything to do with considering the whole and the parts at the same time. it's not about just making buttons in isolation."
- >> atomic design theory
- atoms molecules organisms templates pages
- creators > build > clients
- t-shaped people - breadth vs depth
- "the letter t doesn't really stand up on it's own. we need to build table-shaped teams. groups of t's all hooked together that can stand on their own"
- "front end designers bridge the gap between design and development"
- kill the waterfall process
- samantha warren's style tiles
- dan mall - ui element collages
- working as a front end developer is kindof like working as a prep chef. you cop all the carrots so the next day the real chefs can focus on their work.
- when you use atomic design, the higher up the templates you go the more you see just lists of partial incldes
- "no matter what you're doing, use photos of beyoncé for your fill images"
- beyoncé lorempixel?
- if you wind up at a point where you've finished one organism but not others, and the rest of them look like shit, that's okay as long as you communicate and are clear about expectations.
- "oh great, here's this nice design system! TRASH CAN."
- we need to maintain the pattern library as central architecture. a living part of the process.
- nathan curtis - a style guide is an artifact of the design process. a design system is a living funded part of the development process
- a great-looking style guide reflects an organization's comitment to a thoughtful design system.
- coyier - my worry is that orgs will say "oh we don't have time for that."
- make something > show that it's useful > invest in it.
- the holy grail is a real living stlyleguide.
- a pattern library should serve as a watering hole and encourage people to participate in it.
- USDS design system
- nathan curtis - when you put a styleguide behind a wall it takes an outrageously long time to get access or they never get access at all.
- "make it agnostic" "patterns should be versatile" - list group and feature block
- "make it contextual"
- mariott digital standards
- announcechanges
- a design system should be like a fine wine. it should provide increasing value over time.
- franklin "when you're finished changing, you're finished."
Conversation after
- cooking metaphors are awesome
- mise-en-place
- for all the guides and stuff we use, should we define one of these or use one consistently?
- atoms molecules and organisms implies a sense of hierarchy
- you can call it whatever you want so long as it's consistent and you agree on it.
- that consistency should exist across devices and properties
- the magic elevator of knowledge
- getting people excited about investing is the key
- nathan might have better notes on that
- creating atoms isn't about creating them in isolation
Isaak Hayes and Donna Chan
- building empowering style guides with practical research
- usable and impactful
- version 1 of style guide was just in psds and in design team only
- many companies start out with style guides silo'd to one team
- lack of communication makes the guide unusable by designers, developers or across teams.
- "style guide reserach process"
- who do you need to talk to?
- what should you be researching?
- interview - understand - define
- who are the users of a guide? designesrs, sales, marketing, PMs...
- who are the builders? designers, engineers, writers...
- who are stakeholders? ceo, managers, project leads...
- the style guide should account for future projects as well as current ones
- app direct lets users theme websites
- theme-able components are essential to their business
- "what problems are we trying to solve with a styleguide?"
- what are your biggest pain points?
- what would a style guide allow you to achieve?
- what information would you need from a style guide?
- builders will also be users!
- what constraints surround the creation of a style guide?
- face to face interviews > pull out nuggets > sticky note the ideas > always communicate out your findings
- designers and developers both hate red-lining stuff > employees are wasting time on repetitive tasks.
- "i don't konw what other people are doing" > information is not being readily distributed
- "engineers are not recycling old code!' > unweildly code base
- principles > user stories > metrics
- fixed problems: efficiency > communication > simplicity
- user stories: as a designer i need to quickly communicate. as an engineer, i need to get clear instructions.
- if you're having trouble pinpointing measurable things in your company, try using surveys. some data is better than no data.
- "this is a process!" it's continuous and needs to change and scale with the team.
Conversation after
- don't just talk over the fence, kick it down
- it's hard to implement style guides because people have abandoned them before and they're bitter about it
- "i always just start making a style guide and talk to the engineer who's passionate about it."
- "styleguides are like unit tests for design"
Nathan Curtis
- "beyond the system"
- google's material design is ahome run.
- i can't get a client to make their top nagication consistent across applications.
- how many times have i asked "do we need a variable for border radius?" - YEAH WE DO.
- it's not reds 1 through 8 because when you need red 7.5 you're kinda screwed.
- it's not just about creating a photo card. it's about establishing a design system. it's about solving a problem once.
- print out all the pages, cut up ui components, group, label, prioritize...
- a design system is a lot of work. and it's fun work!
- dot voting to prioritize
- one company doesn't use a tracker because they paste everything on the wall in the office.
- the mission is efficient, collaborative, scalable, cohesive and high-quality.
- tooling, connections, shipping, experiences
- foundation is created by people who created system for people who create systems for people who create products
- choose flagship projects that'll commit to you too
- use their launch dates or make your own
- in a portfolio of "web products", things that don't have a dedicated team, usually have a stakeholder or product owner.
- what's your get?
- avoid distractions
- "the homepage is a frickin distractions!"
- massive numbers of stakeholders who all have opinions and you're constantly changing stuff
- be careful not to make the style guide the arbiter of what makes it to prod.
- make one-offs if you need to!
- there's a strong relationship between metrics and all your different components
- @livlab - the demo convinced anyone in 1 minute which left me 59 minutes to talk about heftier topics
- sun microsystems style guide
- "overlords don't scale"
- a single engineer making a style guide can't work.
- iit's only built for one person's needs, not everyone's.
- a centralized design team doesn't scale either. they're too disconnected from other teams.
- a distributed "federated" team works better because you're getting more of the team involved. salesforce uses a "cyclical" design system team.
- sometimes you play the role of "connector" instead of building or deciding you just help.
- @cap's sliding scale of giving a fuck
- designate "go-tos", not deciders.
- civx > content, interaction, visual, uesr experience
- "mix doers with delegators"
- retro survey employees: what was particularly satisfying or dissastisfying about working on this project?
- embrace new responsibilities! PM, seller, evangelist, connector, aligner
- "get endorsed" > the way to get a design sytem that works and matters is to get support from "the top"
- @jonwiley - first thing's forst: you must have total support from the top.
- a google-wide diesng initialitive required the vision of a CEO who can make that happen.
- a style guide is an artificat of design process
- a design system is a living funded project
- we all use blue because links were blue in 1996
Conversation after
- do you find there's success in using manual tools?
- it creates an atmosphere around which people are engaged physically and engaged together.
- physical stuff disarms people from feeling like things should be perfect.
- maybe being the style guide lone rogue isn't the best idea if you8 can't get buy-in
- any decider who only works on a single product is a bottleneck to the other teams
- snarky websites that make fun of how every website looks the same..
- there's a system and then there's the expression that the systsem evokes
- tiny bootstrap is a great reference
- bootstrap is a tool and not a style guide
- allow autonomy despite having a set of rules that we should all adhere to.
- the ability to cede authority oveer a decision makes me a better systems designer
- i don't care where the icons go or what they look like as long as we make the decision together.
Miriam Suzanne
- natalie downe - barcamp 2015
- we need frameworks for building those into every site as quickly as possible
- our team's product is the architecture. the architecture is what we're selling them.
- quality architecture is just patterns
- patterns are also integration tests. they are made up of may disparate patterns working together.
- patterns are a combination of languages
- maintenance of a style guide should be integrated
- make sure that a style guide is easy to get to
- ITCSS?
- separation of concerns
- data logic structure presentation
- specificity is your guide
- css was designed for patterns
- what did you think 'classes' are for?
- don't repeat yourself but don't stretch for patterns
- "these elements share a purpose" - that purpose is represented by a border style
- natalie of sass - extends work well when used semantically to represent "is-a" relationships
- i don't use grids anymore. i don't think you need them
- why? - don't use crazy grid systems. only use basic ones if you need to restrict design. otherwise just use good design + flexbox.
- naming conventions must be consustent across the whole team.
- layour region > component > element > state > js-hook
- adding js- to a class name makes it obvious that it's for javascript
- "there's no right answer but if you have no answer that's totally wrong."
- maps are more semantically valuable than plain namespaced varialbes but they still have problems.
- use helper methods to make these more useful and readable.
- "make documentation the lazy option"
- SASSDOC!!!!!!!!!!
- Herman(beta) ?
- toolkits are a byproduct of pattern design
- tools should fit you
- "sorry, this hammer only builds patio chairs"
- SASS TRUE
- @include test('merges 2 maps')...
- add sass-lint to ui component generator
- "template logic is great"
- code patterns are central to a pattern library
Conversation after
- sometimes overtooling happens and you need to pull back
- "the way i was taught, the html comes first"
- i like to build abstractions so the developers i hand this code to don't even know what's in the classes i write, let alone need to look at them. they can just call this "icon()" function and it ouputs all the mess
- claudina trained her to use this "documentation first" approach.
- IF YOU DON'T DOCUMENT IT, IT DOESN'T EXIST.
Stephanie Rewis
- css written by people who want to write java
- how to make specificity wars work?
- "how do i make my app look like salesforce?"
- turned standardized properties and patterns into "tokens"
- using variables for all the styles also allows external developers to override our internal styles.
- take current patterns and break them down to their smallest parts
- this is how we identify atoms while keeping scop in mind.
- enterprise applications have some unique traits
- set all headings to the same size and then change design with accessory classes
- bem + xml = broken xml because dashdash
- accessibility is a mandate at salesforce
- semantics
- aria
- REM sizing - people with bad vision just change their base font size, they don't zoom!
Brandon Ferrua
- "if you build it, they will come." lot of confidence there...
- HOW DO WE LOWER THE BAR FOR ADOPTION?
- how do we keep our design system agnostic?
- minimize dependencies
- you don't know what you don't know!
- what makes up your ecosystem?
- who are your customers?
- minimum deps: tokens icons html css guidelines
- no javascript?
- js isn't easy to understand for all users
- rely on IA and documentation
- don't document javascript behaviors with readmes. document it with demonstrations of what happens. document the user experience, not the code.
- avoiding potholes:
- we have to be forward thinking but backward compatible.
- 3 releases per year. need to support the last 3 releases.
- does this make deployment/attaching a particular feature to a particular release any easier? cherry picking only different versions?
- deprecation becomes your new best friend?
- as a developer or a consumer, how do i know what is deprecated?
- what can we do with the tools at our disposal?
- sass deprecate?
- sass mixin to compile or not compile a block of code based on a named variable that represents a semver.
Conversation after
- Theo is a pretty good tool to abstract away from a particular stack.
- is it a problem when there's 50 classes on div?
- is it any better to use a single long fuck classname?
- when you deprecate is there a danger of losing trust?
- how do you handle making one-offs and tracking them?
- What's it like to work on a small team in a huge changing org like that?
Anna Pickard
- I like 'hello'. Hello is one of the bets pieces of copy. It means I'm here and you're here and we're about to have a conversation. It's very nice.
- how do you scale a feeling of humanity in a product?
- styleguide is split into 2 section. the first is the rules: grammar, oxford commas and all that. the second is voice and tone.
- it's all about being human. (there's a tiger on the screen...)
- "we do not sound like corporate drones"
- saying "it's not these things. i'll know it when i see it" is like saying "i've hidden a diamond the size of your fist somewhere in the world. it's not in your laundry room and not in bhutan."
- slack is confident, witty, concise, helpful, human, empathetic, courteous.
- **who am i talking to?
- what emotional state are they in?
- what is the context? frequency? placement?
- what do i want them to take away from this?**
- courtesy is about getting out of people's way.
- what can i do to simplify this message?
- am i helping the user?
- working with transparency, giving up your ego
- we are inclusive. puns are fun but they're not inclusive and that's why we don't make them.
- playfulness: being in the spirit of the game. wanting to improve..
- be nice just because you can. just because it's human.
- being truthful, open, authentic and fair.
- how human does it sound if i read it out loud?
- emojis: not, hat, shooting star, rabbit. "it's not magic"
Conversation after
- Dev relations is allowed to use puns sometimes but only because we can't stop them :P.
- "you can't sound like this all the time. when a bank says 'you look nice today' you're like 'really???'"
- we don't say things like chat, collaborative, rockstars, ninjas, ...
- we say "we" because we're a team.
- "because i'm human and especially because i'm british i can nice anyone into apologizing"