Humility, a writer’s most important quality, has a great circle to it. What about sincerity, an business manager’s important value? Or a surgeon’s? Or a student’s? They all have excellent sounding voices. When humility is our guiding light, the course is usually available for fulfillment, development, relation, and commitment. We’ll discuss why in this section.
That said, this is a guide for developers, and to that conclusion, I’d like to begin with a story—well, a voyage, actually. It’s a private one, and I’m going to make myself a little prone along the way. I call it:
The Absurd Pate of Justin: A Tale of its Author
When I was coming out of arts school, a long-haired, goateed novice, write was a known quantity to me, design on the web, however, was riddled with complexities to understand and learn, a problem to be solved. Although I had formal training in typography, layout, and creative design, what piqued my interest was how these traditional skills could be applied to a young online landscape. This theme may eventually form the rest of my profession.
But I drained HTML and JavaScript publications until the early hours of the morning and self-taught myself how to code during my freshman year rather than student and go into write like many of my friends. I wanted—nay, needed—to better understand the underlying relevance of what my design decisions may think when rendered in a website.
The so-called” Wild West” of website architecture was the late 1990s and early 2000s. Manufacturers at the time were all figuring out how to use layout and visual connection to the online environment. What were the guidelines? How may we break them and also engage, entertain, and present information? How could my values, which include value, humility, and relation, go along with that on a more general degree? I was eager to find out.
Those are classic factors between non-career relationships and the world of design, even though I’m referring to a different era. What are your main passions, or ideals, that elevate medium? The main themes are the same, basically the same as what we previously discussed on the primary parallels between what fulfills you, independent of the physical or digital realms.
First within tables, animated GIFs, Flash, then with Web Standards, divs, and CSS, there was personality, raw unbridled creativity, and unique means of presentment that often defied any semblance of a visible grid. Splash screens and “browser requirement” pages aplenty. Usability and accessibility were typically victims of such a creation, but such paramount facets of any digital design were largely (and, in hindsight, unfairly) disregarded at the expense of experimentation.
For instance, this iteration of my personal portfolio site (” the pseudoroom” ) from that time was experimental if not a little overt in terms of the visual presentation of the idea of a living sketchbook. Very skeuomorphic. On this one, we would first sketch and then pass a Photoshop file back and forth to trick things out and play with various user interactions. I co-founded the creative project organizing app Milanote and my dear friend, fellow designer Marc Clancy. Then, I’d break it down and code it into a digital layout.
Along with design folio pieces, the site also offered free downloads for Mac OS customizations: desktop wallpapers that were effectively design experimentation, custom-designed typefaces, and desktop icons.
GUI Galaxy was a design, pixel art, and Mac-centric news portal that graphic designer friends and I developed from around the same time.
Design news portals were incredibly popular at the time, and they now accept tweet-sized, small-format excerpts from relevant news from the categories I previously covered. If you took Twitter, curated it to a few categories, and wrapped it in a custom-branded experience, you’d have a design news portal from the late 90s / early 2000s.
We had evolved into a bandwidth-sensitive, award-winning, much more accessibility-conscious website using web standards. Still ripe with experimentation, yet more mindful of equitable engagement. There are a few content panes here, with both Mac-focused news and general news (tech, design ) to be seen. We also offered many of the custom downloads I cited before as present on my folio site but branded and themed to GUI Galaxy.
The presentation layer of the website’s backbone was made up of global design + illustration + news author collaboration. The backbone was a homegrown CMS. And the collaboration effort here, in addition to experimentation on a’ brand’ and content delivery, was hitting my core. We were creating a larger-than-anyone experience and establishing a global audience.
Collaboration and connection transcend medium in their impact, immensely fulfilling me as a designer.
Why am I taking you on this journey of design memory lane, now? Two reasons.
First of all, there’s a reason for the nostalgia for the” Wild West” era of design that so many personal portfolio and design portals sprang from the past. Ultra-finely detailed pixel art UI, custom illustration, bespoke vector graphics, all underpinned by a strong design community.
The web design industry has been in a state of stagnation right now. I suspect there’s a strong chance you’ve seen a site whose structure looks something like this: a hero image / banner with text overlaid, perhaps with a lovely rotating carousel of images ( laying the snark on heavy there ), a call to action, and three columns of sub-content directly beneath. Perhaps there are selections that vaguely relate to their respective content in an icon library.
Design, as it’s applied to the digital landscape, is in dire need of thoughtful layout, typography, and visual engagement that goes hand-in-hand with all the modern considerations we now know are paramount: usability. accessibility. Load times and bandwidth- sensitive content delivery. A user-friendly presentation that is relevant wherever they are. We must be mindful of, and respectful toward, those concerns—but not at the expense of creativity of visual communication or via replicating cookie-cutter layouts.
Pixel Issues
Websites during this period were often designed and built on Macs whose OS and desktops looked something like this. Although this is Mac OS 7.5, 8 and 9 aren’t all that different.
How could any single icon, at any given moment, stand out and grab my attention? That is a fascinating question. In this example, the user’s desktop is tidy, but think of a more realistic example with icon pandemonium. Or, let’s say an icon was a part of a larger system group ( fonts, extensions, control panels ): how did it maintain cohesion within the group as well?
These were 32 x 32 pixel creations, utilizing a 256-color palette, designed pixel-by-pixel as mini mosaics. Under such absurd constraints, this seemed to me to be the embodiment of digital visual communication. And often, ridiculous restrictions can yield the purification of concept and theme.
So I started to research and do my homework. I was a student of this new medium, hungry to dissect, process, discover, and make it my own.
I wanted to see how I could push the boundaries of a 32×32 pixel grid with that 256-color palette, expanding upon the idea of exploration. Those ridiculous constraints forced a clarity of concept and presentation that I found incredibly appealing. I was thrown the digital gauntlet, and that challenge fueled my determination. And so, in my dorm room into the wee hours of the morning, I toiled away, bringing conceptual sketches into mini mosaic fruition.
These are some of my creations that made use of ResEdit, the only program I had at the time, to create icons. ResEdit was a clunky, built-in Mac OS utility not really made for exactly what we were using it for. Research is at the center of all of this endeavor. Challenge. Problem-solving Again, these core connection-based values are agnostic of medium.
There’s one more design portal I want to talk about, which also serves as the second reason for my story to bring this all together.
This is the Kaliber 1000, or K10k, abbreviated. K10k was founded in 1998 by Michael Schmidt and Toke Nygaard, and was the design news portal on the web during this period. It was the place to be, my friend, with its pixel art-fueled presentation, ultra-focused care given to every aspect of every detail, and many of the more influential designers of the time who were invited to be news authors on the site. With respect where respect is due, GUI Galaxy’s concept was inspired by what these folks were doing.
For my part, the combination of my web design work and pixel art exploration began to get me some notoriety in the design scene. K10k eventually added me as one of their very select group of news writers to the website’s content.
Amongst my personal work and side projects —and now with this inclusion—in the design community, this put me on the map. My design work has also begun to appear on other design news portals, as well as in publications abroad and domestically as well as in various printed collections. With that degree of success while in my early twenties, something else happened:
I actually changed into a massive asshole in about a year of high school, not less. The press and the praise became what fulfilled me, and they went straight to my head. They inflated my ego. I actually felt somewhat superior to my fellow designers.
The victims? My design stagnated. Its evolution, which is what I evolved, has stagnated.
I felt so supremely confident in my abilities that I effectively stopped researching and discovering. When I used to lead myself to iterate through concepts or sketches, I leaped right into Photoshop. I drew my inspiration from the smallest of sources ( and with blinders on ). Any criticism of my work from my fellow students was frequently vehemently dissented. The most tragic loss: I had lost touch with my values.
Some of my friendships and blossoming professional relationships almost ended up being destroyed by my ego. I was toxic in talking about design and in collaboration. But thankfully, candor was a gift from those same friends. They called me out on my unhealthy behavior.
It’s true, I initially didn’t accept it, but after much reflection, I was able to accept it. I was soon able to accept, and process, and course correct. Although the realization made me feel uneasy, the re-awakening was necessary. I let go of the “reward” of adulation and re-centered upon what stoked the fire for me in art school. Most importantly, I returned to my fundamental values.
Always Students
Following that temporary decline, my personal and professional design journey advanced. And I could self-reflect as I got older to facilitate further growth and course correction as needed.
Let’s take the Large Hadron Collider as an example. The LHC was designed” to help answer some of the fundamental open questions in physics, which concern the basic laws governing the interactions and forces among the elementary objects, the deep structure of space and time, and in particular the interrelation between quantum mechanics and general relativity”. Thank you, Wikipedia.
Around fifteen years ago, in one of my earlier professional roles, I designed the interface for the application that generated the LHC’s particle collision diagrams. These diagrams are often regarded as works of art unto themselves because they depict what is actually happening inside the Collider during any given particle collision event.
Designing the interface for this application was a fascinating process for me, in that I worked with Fermilab physicists to understand what the application was trying to achieve, but also how the physicists themselves would be using it. In order to accomplish this, this role requires,
I cut my teeth on usability testing, working with the Fermilab team to iterate and improve the interface. To me, their language and the topics they discussed seemed foreign. And by making myself humble and working under the mindset that I was but a student, I made myself available to be a part of their world to generate that vital connection.
I also had my first ethnographic observational experience, where I observed how the physicists used the tool in their own environments, on their own terminals. For example, one takeaway was that due to the level of ambient light-driven contrast within the facility, the data columns ended up using white text on a dark gray background instead of black text-on-white. They were able to focus on their eyes while working during the day while poring over enormous amounts of data. And Fermilab and CERN are government entities with rigorous accessibility standards, so my knowledge in that realm also grew. Another crucial form of communication was the barrier-free design.
So to those core drivers of my visual problem-solving soul and ultimate fulfillment: discovery, exposure to new media, observation, human connection, and evolution. Before I entered those values, I had to check my ego before entering it, which opened the door to those values.
An evergreen willingness to listen, learn, understand, grow, evolve, and connect yields our best work. I want to pay attention to the phrases “grow” and “evolve” in particular. If we are always students of our craft, we are also continually making ourselves available to evolve. Yes, we have completed years of design research. Or the focused lab sessions from a UX bootcamp. or the work portfolio with monograms. Or, ultimately, decades of a career behind us.
However, remember that “experience” does not equate to “expert.”
As soon as we close our minds via an inner monologue of’ knowing it all’ or branding ourselves a” #thoughtleader” on social media, the designer we are is our final form. The artist we can be will never be there.
I have a creative side. Alchemy is what I do. It is a puzzle. I don’t perform it as much as I let it be done by me.
I have a creative side. This brand is not appropriate for all creatives. No everyone see themselves in this manner. Some innovative people practice scientific in their work. That is their perception, and I regard it. Perhaps I also have a little bit of envy for them. However, my thinking and being are unique.
It distracts you to apologize and qualify in progress. That’s what my head does to destroy me. I’ll leave it alone for today. I may come back later to make amends and define. after I’ve said what I should have. which is sufficient.
Except when it is simple and flows like a wine valley.
Sometimes it does. Maybe I have to create something right away. I’ve learned to avoid saying it right away because they think you don’t work hard enough when you realize that sometimes the plan just comes along and it is the best plan and you know it is the best idea.
Maybe I just keep working until the thought strikes me. Maybe it arrives right away, but I don’t remind people for three days. Maybe I get so excited about something that just happened that I blurt it out and didn’t stop myself. like a child who discovered a prize in one of his Cracker Jacks. I occasionally manage to get away with this. Yes, that is the best plan, per some observers. The majority of the time, they don’t, and I regret that passion has faded.
Passion should only be saved for the meet, when it matters. not the informal gathering that two different gatherings precede that meeting. Nothing understands why we hold these gatherings. We keep saying we’re going to get rid of them, but we just keep trying to find different ways to get them. They occasionally also excel. But occasionally they are a hindrance to the real job. Depending on what you do and where you do it, the ratio between when conferences are valuable and when they are a sad distraction vary. also who you are and what you do. I’ll go over it once more. I have a creative side. That is the style.
Often, a lot of hours of diligent and diligent work ends up with something that is barely useful. Maybe I have to take that and move on to the next task.
Don’t inquire about the procedure. I have a creative side.
I have a creative side. I have no control over my desires. And I have no power over my best tips.
I may hammer away and often find it useful to surround myself with images or information. I can go for a move, which occasionally works. There is no connection between sizzling fuel and flowing pots, and I may be making dinner. I frequently have a plan for action when I wake up. The idea that may have saved me disappears almost as frequently as I become aware and a part of the world once more as a thoughtless wind of oblivion. For inventiveness, in my opinion, originates in that other world. The one that we enter in ambitions and, possibly, before and after suicide. I’m not a writer, so that’s up to authors to think about. I have a creative side. And it’s for philosophers to build massive soldiers in their imaginative world that they claim to be true. But that is yet another diversion. And a miserable one. Whether or not I am innovative or not, this may be on a much larger issue. But that’s also a step backwards from what I’m trying to say.
Often the result is avoidance. also suffering. Do you know the designer who is tortured by the cliché? Even when the artist attempts to create a soft drink song, a callback in a worn-out sitcom, or a budget request, that noun is accurate.
Some individuals who detest being called artistic perhaps been closeted artists, but that’s between them and their gods. No offence intended. Yours is also real. However, mine is for me.
Artists are recognized as designers.
Disadvantages know cons, just like real rappers recognize actual rappers, just like queers recognize queers. People have a lot of regard for designers. We revere, follow, and almost deify the great types. Of course, deifying any person is a dreadful error. We have been given warning. Better is what we are. We are aware of this. Because they are clay, like us, they squabble, they are depressed, they regret making the most important decisions, they are weak and hungry, they can be cruel, and they can be as ridiculous as we can. But. But. However, they produce this incredible issue. They give birth to something that was unable to occur before them or otherwise. They are the inspirations of thought. And I suppose I should add that they are the mother of technology because it’s just lying it. Ba ho backside! Okay, that’s all said and done. Continue.
Because we compare our personal small accomplishments to those of the great ones, designers denigrate them. Wonderful video I‘m not Miyazaki, though. That is brilliance right now. That is glory straight out of the mouth of God. This meagre much creation that I made? It essentially fell off the back of the pumpkin truck. The carrots weren’t actually new, either.
Designers is aware that they are at best Salieri. Also Mozart’s original artists believe that.
I have a creative side. I haven’t worked in advertising in 30 times, but my former artistic managers have been the ones who make my decisions. And they are correct to do so. When it really matters, my mind goes flat because I am too lazy and complacent. There is no treatment for artistic mania.
I have a creative side. Every project I create has a goal that makes Indiana Jones appear to be a retiree snoring in a deck head. The more I pursue creativity, the faster I can complete my work, and the longer I obsess over my ideas and whizz around in circles before I can complete that task.
I can move ten times more quickly than those who aren’t innovative, those who have only had a short-cut of creativity, and those who have just had a short-cut of creativity for work. Only that I spend twice as long putting the job off as they do before I work ten times as quickly as they do. When I put my mind to it, I am so confident in my ability to do a fantastic career. I have an addiction to the delay hurry. I also have a fear of the climb.
I don’t create anything.
I have a creative side. never a performer. Though as a boy, I had a dream that I would one day become that. Some of us criticize our abilities and like our own accomplishments because we are not Michelangelos and Warhols. That is narcissism, but at least we aren’t in elections.
I have a creative side. Despite my belief in reason and science, I make decisions based on my own senses and instincts. And bear witness to what comes next, both the successes and the calamities.
I have a creative side. Another artists, who see things differently, will find every word I’ve said irritate me. Ask a question to two artists, and three thoughts will be formed. No matter how we does think about it, our debate, our passion for it, and our responsibility to our own truth, at least in my opinion, are the best indications that we are creative.
I have a creative side. I lament my lack of taste in the areas of human knowledge that I know quite little, that is to say about everything. And I put my taste before everything else in the things that are most important to me, or perhaps more precisely, to my passions. Without my passions, I’d probably have to spend the majority of our time looking ourselves in the eye, which is something that almost none of us can do for very long. No actually. Actually, no. Because a lot of career is intolerable if you really look at it.
I have a creative side. I think that when I’m gone, some of the good parts of me will stay in the head of at least one additional person, just like a family does.
Working frees me from worrying about my job.
I have a creative side. I fear that my little product will disappear.
I have a creative side. I’m too busy making the next thing to devote too much time to it, especially since practically everything I create did achieve the level of success I conceive of.
I have a creative side. I think there is the greatest secret in the process. I think it is so important that I’m actually foolish enough to publish an essay I wrote into a little machine without having to go through or edit it. I swear I didn’t do this frequently. But I did it right away because I was even more frightened of forgetting what I was saying because I was afraid of you seeing through my sad movements toward the beautiful.
I was completely moved by Joe Dolson’s subsequent article on the crossing of AI and availability because I found it to be both skeptical about how widespread use of AI is. In fact, I’m very skeptical of AI myself, despite my role at Microsoft as an accessibility technology strategist who helps manage the AI for Accessibility award program. As with any device, AI can be used in very positive, equitable, and visible ways, as well as in destructive, unique, and harmful ways. Additionally, there are a lot of functions in the subpar center.
I’d like you to consider this a “yes … and” piece to complement Joe’s post. I’m no trying to reject any of what he’s saying, but rather to give some context to initiatives and opportunities where AI may produce real, positive impacts on people with disabilities. I want to take some time to talk about what’s possible in hope that we’ll get there one day. I’m no saying that there aren’t real challenges or pressing problems with AI that need to be addressed; there are.
Other text
Joe’s article spends a lot of time addressing computer-vision models ‘ ability to create other words. He raises a number of legitimate points about the state of affairs right now. And while computer-vision concepts continue to improve in the quality and complexity of information in their information, their benefits aren’t wonderful. He argues to be accurate that the state of image research is currently very poor, especially for some graphic types, in large part due to the lack of context-based analysis that exists in the AI systems ( which is a result of having separate “foundation” models for text analysis and image analysis ). Today’s models aren’t trained to distinguish between images that are contextually relevant ( should probably have descriptions ) and those that are purely decorative ( couldn’t possibly need a description ) either. However, I still think there’s possible in this area.
As Joe points out, alt text editing via human-in-the-loop should be a given. And if AI can intervene to provide a starting place for alt text, even if the rapid might say What is this BS? That’s not correct at all … Let me try to offer a starting point— I think that’s a win.
If we can specifically station a design to examine image usage in context, it might help us more quickly determine which images are likely to be elegant and which ones are likely to need a description. That will help clarify which situations require image descriptions, and it will increase authors ‘ effectiveness in making their sites more visible.
While complex images—like graphs and charts—are challenging to describe in any sort of succinct way ( even for humans ), the image example shared in the GPT4 announcement points to an interesting opportunity as well. Let’s say you came across a map that simply stated the chart’s name and the type of representation it was:” Pie chart comparing smartphone use to have phone usage in US households making under$ 30, 000 annually.” ( That would be a pretty bad alt text for a chart because it would frequently leave many unanswered questions about the data, but let’s just assume that that was the description in place. ) If your browser knew that that image was a pie chart ( because an onboard model concluded this ), imagine a world where users could ask questions like these about the graphic:
Do more people use smartphones or other types of smartphones?
How many more are there?
Is there a group of people that don’t fall into either of these buckets?
How many people are that?
For a moment, the chance to learn more about images and data in this way could be revolutionary for people who are blind and low vision as well as for those with various forms of color blindness, cognitive disabilities, and other issues. Putting aside the realities of large language model ( LLM) hallucinations, where a model just makes up plausible-sounding “facts,” It could also be useful in educational contexts to help people who can see these charts, as is, to understand the data in the charts.
What if you could ask your browser to make a complicated chart simpler? What if you demanded that the line graph be isolated into just one line? What if you could ask your browser to transpose the colors of the different lines to work better for form of color blindness you have? What if you could ask it to switch colors for patterns? That seems like a possibility given the chat-based interfaces and our current ability to manipulate images in the AI tools of today.
Now imagine a purpose-built model that could extract the information from that chart and convert it to another format. Perhaps it could convert that pie chart (or, better yet, a series of pie charts ) into more usable ( and useful ) formats, like spreadsheets, for instance. That would be incredible!
Matching algorithms
When Safiya Umoja Noble chose to write her book Algorithms of Oppression, she hit the nail on the head. Although her book focused on the ways that search engines can foster racism, I believe it to be equally accurate to say that all computer models have the potential to amplify conflict, bias, and intolerance. Whether it’s Twitter always showing you the latest tweet from a bored billionaire, YouTube sending us into a Q-hole, or Instagram warping our ideas of what natural bodies look like, we know that poorly authored and maintained algorithms are incredibly harmful. A large portion of this is a result of a lack of diversity in the people who design and construct them. There is real potential for algorithm development when these platforms are built with inclusive features in, though.
Take Mentra, for example. They serve as a network of people with disabilities. Based on more than 75 data points, they match job seekers with potential employers using an algorithm. On the job-seeker side of things, it considers each candidate’s strengths, their necessary and preferred workplace accommodations, environmental sensitivities, and so on. On the employer side, it takes into account each work environment, communication issues relating to each job, and other factors. Mentra made the decision to change the script when it came to the typical employment websites because it was run by neurodivergent people. They use their algorithm to propose available candidates to companies, who can then connect with job seekers that they are interested in, reducing the emotional and physical labor on the job-seeker side of things.
When more people with disabilities are involved in developing algorithms, this can lower the likelihood that these algorithms will harm their communities. That’s why diverse teams are so crucial.
Imagine that a social media company’s recommendation engine was tuned to analyze who you’re following and if it was tuned to prioritize follow recommendations for people who talked about similar things but who were different in some key ways from your existing sphere of influence. For instance, if you follow a group of white men who are not white or aren’t white and who also discuss AI, it might be wise to follow those who are also disabled or who are not white. If you followed its advice, you might gain a more in-depth and nuanced understanding of what’s happening in the AI field. These same systems should also use their understanding of biases about particular communities—including, for instance, the disability community—to make sure that they aren’t recommending any of their users follow accounts that perpetuate biases against (or, worse, spewing hate toward ) those groups.
Other ways that AI can assist people with disabilities
I’m sure I could go on and on about using AI to assist people with disabilities, but I’m going to make this last section into a bit of a lightning round. In no particular order:
Voice preservation You may be aware of the voice-prescribing options from Microsoft, Acapela, or others, or you may have seen the announcement for VALL-E or Apple’s Global Accessibility Awareness Day. It’s possible to train an AI model to replicate your voice, which can be a tremendous boon for people who have ALS ( Lou Gehrig’s disease ) or motor-neuron disease or other medical conditions that can lead to an inability to talk. We need to approach this tech responsibly because it has the potential to have a truly transformative impact, which is why it can also be used to create audio deepfakes.
Voice recognition. Researchers like those in the Speech Accessibility Project are paying people with disabilities for their help in collecting recordings of people with atypical speech. As I type, they are actively recruiting people with Parkinson’s and related conditions, and they intend to expand this to other conditions as the project develops. More people with disabilities will be able to use voice assistants, dictation software, and voice-response services as a result of this research, which will result in more inclusive data sets that will enable them to use their computers and other devices more easily and with just their voices.
Text transformation. The most recent generation of LLMs is capable of altering already-existing text without giving off hallucinations. This is incredibly empowering for those who have cognitive disabilities and who may benefit from text summaries or simplified versions, or even text that has been prepared for Bionic Reading.
The importance of diverse teams and data
We must acknowledge the importance of our differences. The intersections of the identities we exist in have an impact on our lived experiences. These lived experiences—with all their complexities ( and joys and pain ) —are valuable inputs to the software, services, and societies that we shape. The data we use to train new models must be based on our differences, and those who provide it to us need to be compensated for doing so. Inclusive data sets produce stronger models that promote more justifiable outcomes.
Want a model that doesn’t demean or patronize or objectify people with disabilities? Make sure that the training data includes information about disabilities written by people with a range of disabilities.
Want a model that uses ableist language without using it? You may be able to use existing data sets to build a filter that can intercept and remediate ableist language before it reaches readers. Despite this, AI models won’t soon replace human copy editors when it comes to sensitivity reading.
Want a coding copilot who can provide you with useful recommendations after the jump? Train it on code that you know to be accessible.
I have no doubts about how dangerous AI can and will be for people today, tomorrow, and for the rest of the world. However, I think we should also acknowledge this and make thoughtful, thoughtful, and intentional changes to our approaches to AI that will also reduce harm over time with an emphasis on accessibility ( and, in general, inclusion ). Today, tomorrow, and well into the future.
Many thanks to Kartik Sawhney for supporting the development of this article, Ashley Bischoff for providing me with invaluable editorial support, and, of course, Joe Dolson for the prompt.
When you begin to believe you have all figured out, everyone does change, in my experience. Simply as you start to get the hang of injections, diapers, and ordinary sleep, it’s time for solid foods, potty training, and nighttime sleep. When you figure those up, it’s time for some short breaks for nap and school. The cycle goes on and on.
The same holds true for those of us who are currently employed in design and development. Having worked on the web for about three years at this point, I’ve seen the typical wax and wane of concepts, strategies, and systems. Every day we as developers and designers re-enter a routine pattern, a brand-new concept or technology emerges to shake things up and completely alter our world.
How we got below
I built my first website in the mid-’90s. Design and development on the web back then was a free-for-all, with few established norms. For any layout aside from a single column, we used table elements, often with empty cells containing a single pixel spacer GIF to add empty space. We styled text with numerous font tags, nesting the tags every time we wanted to vary the font style. And we had only three or four typefaces to choose from: Arial, Courier, or Times New Roman. When Verdana and Georgia came out in 1996, we rejoiced because our options had nearly doubled. The only safe colors to choose from were the 216 “web safe” colors known to work across platforms. The few interactive elements (like contact forms, guest books, and counters) were mostly powered by CGI scripts (predominantly written in Perl at the time). Achieving any kind of unique look involved a pile of hacks all the way down. Interaction was often limited to specific pages in a site.
The development of internet requirements
At the turn of the century, a new cycle started. Crufty code littered with table layouts and font tags waned, and a push for web standards waxed. Newer technologies like CSS got more widespread adoption by browsers makers, developers, and designers. This shift toward standards didn’t happen accidentally or overnight. It took active engagement between the W3C and browser vendors and heavy evangelism from folks like the Web Standards Projectto build standards. A List Apart and books like Designing with Web Standards by Jeffrey Zeldman played key roles in teaching developers and designers why standards are important, how to implement them, and how to sell them to their organizations. And approaches like progressive enhancement introduced the idea that content should be available for all browsers—with additional enhancements available for more advanced browsers. Meanwhile, sites like the CSS Zen Garden showcased just how powerful and versatile CSS can be when combined with a solid semantic HTML structure.
Server-side language like PHP, Java, and.NET took Perl as the primary back-end computers, and the cgi-bin was tossed in the garbage bin. With these improved server-side equipment, the first period of internet programs started with content-management methods (especially those used in blogs like Blogger, Grey Matter, Movable Type, and WordPress ) In the mid-2000s, AJAX opened gates for sequential interaction between the front end and back finish. Websites now no longer needed to refresh their webpages ‘ content. A grain of Script frameworks like Prototype, YUI, and ruby arose to aid developers develop more credible client-side interaction across browsers that had wildly varying levels of standards support. Techniques like image replacement enable skilled designers and developers to display fonts of their choosing. And technologies like Flash made it possible to add animations, games, and even more interactivity.
The industry was reenergized by these new tools, standards, and methods in many ways. Web design flourished as designers and developers explored more diverse styles and layouts. However, we still relied heavily on hacks. Early CSS was a huge improvement over table-based layouts when it came to basic layout and text styling, but its limitations at the time meant that designers and developers still relied heavily on images for complex shapes ( such as rounded or angled corners ) and tiled backgrounds for the appearance of full-length columns (among other hacks ). All kinds of nested floats or absolute positioning were required for complicated layouts ( or both ). Flash and image replacement for custom fonts was a great start toward varying the typefaces from the big five, but both hacks introduced accessibility and performance problems. And JavaScript libraries made it simple for anyone to add a dash of interaction to pages, even at the expense of double, even quadrupling, the download size of basic websites.
The web as software platform
The front-end and back-end symbiosis continued to improve, leading to the development of the modern web application. Between expanded server-side programming languages ( which kept growing to include Ruby, Python, Go, and others ) and newer front-end tools like React, Vue, and Angular, we could build fully capable software on the web. Along with these tools, there were additional options, such as collaborative build automation, collaborative version control, and shared package libraries. What was once primarily an environment for linked documents became a realm of infinite possibilities.
Mobile devices increased in their capabilities as well, and they gave us access to the internet while we were traveling. Mobile apps and responsive design opened up opportunities for new interactions anywhere and any time.
This fusion of potent mobile devices and potent development tools contributed to the growth of social media and other centralized tools for user interaction and consumption. As it became easier and more common to connect with others directly on Twitter, Facebook, and even Slack, the desire for hosted personal sites waned. Social media provided connections on a global scale, with both the positive and negative effects.
It seems like we’ve been at a new significant inflection point over the past couple of years. As social-media platforms fracture and wane, there’s been a growing interest in owning our own content again. There are many different ways to create websites, from the tried-and-true classic of hosting plain HTML files to static site generators to content management systems of all kinds. The fracturing of social media also comes with a cost: we lose crucial infrastructure for discovery and connection. Webmentions, RSS, ActivityPub, and other IndieWeb tools can be useful in this regard, but they’re still largely underdeveloped and difficult to use for the less geeky. We can build amazing personal websites and add to them regularly, but without discovery and connection, it can sometimes feel like we may as well be shouting into the void.
Browser support for CSS, JavaScript, and other web components has increased, particularly with initiatives like Interop. New technologies gain support across the board in a fraction of the time that they used to. When I first learn about a new feature, I frequently discover that its coverage is already over 80 % when I check the browser support. Nowadays, the barrier to using newer techniques often isn’t browser support but simply the limits of how quickly designers and developers can learn what’s available and how to adopt it.
We can prototype almost any idea today with just a few commands and a few lines of code. All the tools that we now have available make it easier than ever to start something new. However, as we upgrade and maintain these frameworks, we eventually pay the upfront costs that these frameworks may initially save in terms of our technical debt.
If we rely on third-party frameworks, adopting new standards can sometimes take longer since we may have to wait for those frameworks to adopt those standards. These frameworks, which once made it easier to adopt new techniques sooner, have since evolved into obstacles. These same frameworks often come with performance costs too, forcing users to wait for scripts to load before they can read or interact with pages. And frequently, when scripts fail ( whether due to poor code, network problems, or other environmental factors ), users are left with blank or broken pages.
Where do we go from here?
Hacks of today help to shape standards for the future. And there’s nothing inherently wrong with embracing hacks —for now—to move the present forward. Problems only arise when we refuse to acknowledge that they are hacks or when we choose not to replace them. So what can we do to create the future we want for the web?
Build for the long haul. Optimize for performance, for accessibility, and for the user. weigh the costs of those user-friendly tools. They may make your job a little easier today, but how do they affect everything else? What does each user pay? To future developers? to the adoption of standards? Sometimes the convenience may be worth it. Sometimes it’s just a hack that you’ve gotten used to. And sometimes it’s holding you back from even better options.
Start with the basics. Standards continue to evolve over time, but browsers have done a remarkably good job of continuing to support older standards. The same holds true for third-party frameworks, though. Sites built with even the hackiest of HTML from the’ 90s still work just fine today. The same can’t always be said of websites created with frameworks even after a few years.
Design with care. Consider the effects of each choice, whether your craft is code, pixels, or processes. The convenience of many a modern tool comes at the cost of not always understanding the underlying decisions that have led to its design and not always considering the impact that those decisions can have. Use the time saved by modern tools to consider more carefully and design with consideration rather than rush to “move fast and break things”
Always be learning. If you constantly learn, you also develop. Sometimes it may be hard to pinpoint what’s worth learning and what’s just today’s hack. Even if you were to concentrate solely on learning standards, you might end up focusing on something that won’t matter next year. ( Remember XHTML? ) However, ongoing learning opens up new neural connections in your brain, and the techniques you learn in one day may be used to inform different experiments in the future.
Play, experiment, and be weird! The ultimate experiment is this web that we’ve created. It’s the single largest human endeavor in history, and yet each of us can create our own pocket within it. Be brave and try something new. Build a playground for ideas. In your own bizarre sciencelab, perform bizarre experiments. Start your own small business. There has never been a place where we have more room to be creative, take risks, and discover our potential.
Share and amplify. As you play, experiment, and learn, share what has worked for you. Write on your own website, post on whichever social media site you prefer, or shout it from a TikTok. Write something for A List Apart! But take the time to amplify others too: find new voices, learn from them, and share what they’ve taught you.
Make a move and make it happen.
As designers and developers for the web ( and beyond ), we’re responsible for building the future every day, whether that may take the shape of personal websites, social media tools used by billions, or anything in between. Let’s incorporate our values into the products we produce, and let’s improve the world for everyone. Create that thing that only you are uniquely qualified to make. Then share it, improve it, re-use it, or create something new. Learn. Make. Share. Grow. Rinse and repeat. Everything will change whenever you believe you’ve mastered the web.
Image this. You’ve joined a club at your business that’s designing innovative product features with an focus on technology or AI. Or perhaps your business only started using a personalization website. Either way, you’re designing with information. What’s next? When it comes to designing for personalization, there are many warning stories, no immediately achievement, and some guidelines for the baffled.
The personalization space is true, between the dream of getting it right and the worry of it going wrong ( like when we encounter “persofails” similar to a company’s repeated pleas for more toilet seats from regular people ). It’s an particularly confusing place to be a modern professional without a map, a map, or a strategy.
There are no Lonely Planet and some tour guides for those of you who want to personalize because successful personalization depends so much on each group’s talent, technology, and market position.
But you can ensure that your group has packed its carriers reasonably.
There’s a DIY method to increase your chances for achievement. You’ll at least at least disarm your boss ‘ irrational exuberance. Before the group you’ll need to properly plan.
We refer to it as prepersonalization.
Behind the audio
Take into account Spotify’s DJ element, which debuted this year.
We’re used to seeing the polished final outcome of a personalization function. A personal have had to be developed, budgeted, and given priority before the year-end prize, the making-of-backstory, or the behind-the-scenes success chest. Before any customisation have goes live in your product or service, it lives amid a delay of valuable ideas for expressing consumer experiences more automatically.
How do you decide where to position customisation wagers? How do you design regular interactions that didn’t journey up users or—worse—breed mistrust? We’ve discovered that several budgeted programs second required one or more workshops to join key stakeholders and domestic customers of the technology in order to justify their continuing investments. Make it count.
We’ve closely observed the same evolution with our consumers, from major software to young companies. In our experience with working on small and large personalization work, a program’s best monitor record—and its capacity to weather tough questions, work steadily toward shared answers, and manage its design and engineering efforts—turns on how successfully these prepersonalization activities play out.
Successful seminars consistently separate successful future endeavors from ineffective ones, saving countless hours of time, resources, and overall well-being.
A personalization training involves a protracted work of testing and function development. It’s never a technical load switch-flip. It’s ideal managed as a delay that usually evolves through three actions:
customer experience optimization ( CXO, also known as A/B testing or experimentation )
always-on automations ( whether rules-based or machine-generated )
mature features or standalone product development ( like Spotify’s DJ experience )?
This is why we created our democratic personalization platform and why we’re field-testing an following deck of cards: we believe that there’s a foundation grammar, a set of “nouns and verbs” that your organization can use to style experiences that are customized, personalized, or automated. These cards are not necessary for you. But we strongly recommend that you create something similar, whether that might be digital or physical.
Set the timer for the kitchen.
How long does it take to cook up a prepersonalization workshop? The evaluation activities that we suggest including can ( and frequently do ) last for weeks. For the core workshop, we recommend aiming for two to three days. Here’s a summary of our more general approach as well as information on the crucial first-day activities.
The full arc of the wider workshop is threefold:
Kickstart: This specifies the terms of engagement as you concentrate on the potential, the readiness and drive of your team, and your leadership.
Plan your work: This is the heart of the card-based workshop activities where you specify a plan of attack and the scope of work.
Work your plan: This stage essentially entails creating a competitive environment in which team members can individually present their own pilots that each contain a proof-of-concept project, its business case, and its operating model.
Give yourself at least a day, split into two large time blocks, to power through a concentrated version of those first two phases.
Kickstart: Apt your appetite
We call the first lesson the “landscape of connected experience“. It looks at the possibilities for personalization in your company. A connected experience, in our parlance, is any UX requiring the orchestration of multiple systems of record on the backend. This might be a marketing-automation platform combined with a content-management system. It could be a digital-asset manager combined with a customer-data platform.
Give examples of connected experience interactions that you admire, find familiar, or even dislike, as examples of consumer and business-to-business examples. This should cover a representative range of personalization patterns, including automated app-based interactions ( such as onboarding sequences or wizards ), notifications, and recommenders. These cards contain a catalog, which we have. Here’s a list of 142 different interactions to jog your thinking.
It’s all about setting the tone. What are the possible paths for the practice in your organization? Here’s a long-form primer and a strategic framework for a broader perspective.
Assess each example that you discuss for its complexity and the level of effort that you estimate that it would take for your team to deliver that feature ( or something similar ). We break down connected experiences into five categories in our cards: functions, features, experiences, complete products, and portfolios. Size your own build here. This will help to draw attention to the benefits of ongoing investment as well as the difference between what you currently offer and what you intend to offer in the future.
Next, have your team plot each idea on the following 2×2 grid, which lays out the four enduring arguments for a personalized experience. This is crucial because it emphasizes how personalization can affect your own ways of working as well as your external customers. It’s also a reminder ( which is why we used the word argument earlier ) of the broader effort beyond these tactical interventions.
Each team member should decide where they would like to place your company’s emphasis on your product or service. Naturally, you can’t prioritize all of them. Here, the goal is to show how various departments may view their own benefits from the effort, which can vary from one department to the next. Documenting your desired outcomes lets you know how the team internally aligns across representatives from different departments or functional areas.
The third and final kickstart activity is about filling in the personalization gap. Is your customer journey well documented? Will compliance with data and privacy be a significant challenge? Do you have content metadata needs that you have to address? It’s just a matter of acknowledging the magnitude of that need and finding a solution ( we’re fairly certain that you do ). In our cards, we’ve noted a number of program risks, including common team dispositions. For instance, our Detractor card lists six protracted behavior that is harmful to the development of our country.
Effectively collaborating and managing expectations is critical to your success. Consider the potential obstacles to your advancement in the future. Press the participants to name specific steps to overcome or mitigate those barriers in your organization. According to research, personalization initiatives face a number of common obstacles.
At this point, you’ve hopefully discussed sample interactions, emphasized a key area of benefit, and flagged key gaps? Good, you’re all set to go on.
Hit that test kitchen
What will you need next to bring your personalized recipes to life. Personalization engines, which are robust software suites for automating and expressing dynamic content, can intimidate new customers. They give you a variety of options for how your organization can conduct its activities because of their broad and potent capabilities. This presents the question: Where do you begin when you’re configuring a connected experience?
What’s crucial here is to avoid treating the installed software like a dream kitchen from some imaginary remodeling project ( as one of our client executives memorably put it ). These software engines are more like test kitchens where your team can begin devising, tasting, and refining the snacks and meals that will become a part of your personalization program’s regularly evolving menu.
Over the course of the workshop, the final menu of the prioritized backlog will be created. And creating “dishes” is the way that you’ll have individual team stakeholders construct personalized interactions that serve their needs or the needs of others.
The dishes will be made using recipes that have predetermined ingredients.
Verify your ingredients
Like a good product manager, you’ll make sure you have everything ready to cook up your desired interaction ( or figure out what needs to be added to your pantry ) and that you validate with the right stakeholders present. These ingredients include the audience that you’re targeting, content and design elements, the context for the interaction, and your measure for how it’ll come together.
This is not just about identifying needs. Documenting your personalizations as a series of if-then statements lets the team:
compare findings to a common strategy for developing features, similar to how artists paint with the same color palette,
specify a consistent set of interactions that users find uniform or familiar,
and establish parity among performance indicators and key performance indicators as well.
This helps you streamline your designs and your technical efforts while you deliver a shared palette of core motifs of your personalized or automated experience.
Create a recipe.
What ingredients are important to you? Consider the construct of a who-what-when-why
Who are your key audience segments or groups?
What content, what design elements, and under what circumstances will you give them?
And for which business and user benefits?
Five years ago, we created these cards and card categories. We regularly play-test their fit with conference audiences and clients. And we still come across fresh possibilities. But they all follow an underlying who-what-when-why logic.
In the cards in the accompanying photo below, you can typically follow along with right to left in three examples of subscription-based reading apps.
Nurture personalization: When a guest or an unknown visitor interacts with a product title, a banner or alert bar appears that makes it easier for them to encounter a related title they may want to read, saving them time.
Welcome automation: An email is sent when a new user registers to highlight the breadth of the content catalog and convert them to happy subscribers.
Winback automation: Before their subscription lapses or after a recent failed renewal, a user is sent an email that gives them a promotional offer to suggest that they reconsider renewing or to remind them to renew.
We’ve also found that sometimes this process comes together more effectively by cocreating the recipes themselves, so a good preworkshop activity might be to think about what these cards might be for your organization. Start with a set of blank cards, and begin labeling and grouping them through the design process, eventually distilling them to a refined subset of highly useful candidate cards.
The later stages of the workshop could be characterized as moving from focusing on a cookbook to a more nuanced customer-journey mapping. Individual” cooks” will pitch their recipes to the team, using a common jobs-to-be-done format so that measurability and results are baked in, and from there, the resulting collection will be prioritized for finished design and delivery to production.
Better architecture is required for better kitchens.
Simplifying a customer experience is a complicated effort for those who are inside delivering it. Beware of anyone who contradicts your advice. With that being said,” Complicated problems can be hard to solve, but they are addressable with rules and recipes“.
A team overfitting: they aren’t designing with their best data, is what causes personalization to become a laugh line. Like a sparse pantry, every organization has metadata debt to go along with its technical debt, and this creates a drag on personalization effectiveness. For instance, your AI’s output quality is in fact impacted by your IA. Spotify’s poster-child prowess today was unfathomable before they acquired a seemingly modest metadata startup that now powers its underlying information architecture.
You can’t stand the heat, unquestionably…
Personalization technology opens a doorway into a confounding ocean of possible designs. Only a deliberate and cooperative approach will produce the desired outcome. So banish the dream kitchen. Instead, head to the test kitchen to save time, preserve job security, and avoid imagining the creative concepts that come from the doers in your organization. There are meals to serve and mouths to feed.
This framework of the workshop gives you a strong chance at long-term success as well as solid ground. Wiring up your information layer isn’t an overnight affair. However, if you use the same cookbook and the same recipe combination, you’ll have solid ground for success. We designed these activities to make your organization’s needs concrete and clear, long before the hazards pile up.
Although there are associated costs associated with purchasing this kind of technology and product design, your time well spent is on sizing up and confronting your unique situation and digital skills. Don’t squander it. The pudding is the proof, as they say.
I’ve been fascinated by shows since I was a child. I loved the figures and the excitement—but most of all the reports. I aspired to be an artist. And I believed that I’d get to do the things that Indiana Jones did and go on exciting activities. Yet my friends and I had movie ideas to make and sky in. But they never went any farther. However, I did end up in the user experience ( UX) field. Today, I realize that there’s an element of drama to UX— I hadn’t actually considered it before, but consumer analysis is story. And to get the most out of customer studies, you must tell a compelling story that involves stakeholders, including the product team and decision-makers, and piques their interest in learning more.
Think of your favorite film. It more than likely follows a three-act construction that’s frequently seen in movies: the layout, the conflict, and the resolution. The second act shows what exists now, and it helps you get to know the characters and the challenges and problems that they face. Act two sets the scene for the fight and the activity begins. Here, issues grow or get worse. The solution comes in the third and final action. This is where the issues are resolved and the figures learn and change. This structure, in my opinion, is also a fantastic way to think about consumer research, and I think it can be particularly useful for explaining consumer research to others.
Use story as a framework for conducting analysis
It’s sad to say, but many have come to see studies as being inconsequential. Research is typically one of the first things to go when finances or deadlines are tight. Instead of investing in study, some goods professionals rely on manufacturers or—worse—their personal judgment to make the “right” options for users based on their experience or accepted best practices. That may lead some groups, but that approach can so easily miss the chance to solve people ‘ real issues. To be user-centered, this is something we really avoid. Design is enhanced by consumer research. It keeps it on trail, pointing to problems and opportunities. Being aware of problems with your goods and taking corrective actions can help you be ahead of your competition.
In the three-act structure, each action corresponds to a part of the process, and each part is important to telling the whole story. Let’s examine the various functions and how they relate to consumer study.
Act one: installation
The rig consists entirely in comprehending the history, and that’s where basic research comes in. Basic research ( also called relational, discovery, or preliminary research ) helps you understand people and identify their problems. Just like in the movies, you’re learning about the difficulties customers face, what options are available, and how those challenges impact them. To do basic research, you may conduct cultural inquiries or journal studies ( or both! ), which can assist you in identifying both prospects and issues. It doesn’t need to get a great investment in time or money.
Erika Hall discusses the most effective anthropology, which can be as straightforward as spending 15 hours with a customer and asking them to” Walk me through your morning yesterday.” That’s it. Give that one demand. Locked up and listen to them for 15 days. Do everything in your power to protect both your objectives and yourself. Bam, you’re doing ethnography”. According to Hall, “[This ] will definitely prove quite fascinating. In the very unlikely event that you didn’t learn anything new or helpful, carry on with increased confidence in your way”.
This makes perfect sense to me. And I love that this makes consumer studies so visible. You can simply attract participants and carry out the recruitment process without having to create a lot of paperwork! This can offer a wealth of knowledge about your customers, and it’ll help you better understand them and what’s going on in their life. That’s exactly what work one is all about: understanding where people are coming from.
Maybe Spool talks about the importance of basic research and how it may type the bulk of your research. If you can supplement what you’ve heard in the fundamental studies by using any more user data that you can obtain, such as surveys or analytics, to make recommendations that may need to be investigated further, you might as well use those that can be drawn from those that you can obtain. Together, all this information creates a clearer picture of the state of things and all its deficiencies. And that’s the start of a gripping tale. It’s the place in the story where you realize that the principal characters—or the people in this case—are facing issues that they need to conquer. This is where you begin to develop compassion for the characters and support their success, much like in films. And maybe partners are now doing the same. Their business may lose money because users didn’t finish particular tasks, which may be their love. Or probably they do connect with people ‘ problems. In either case, action one serves as your main strategy to pique the interest and interest of the participants.
When partners begin to understand the value of basic research, that is open doors to more opportunities that involve users in the decision-making approach. And that can influence product groups ‘ focus on improving. This rewards everyone—users, the goods, and partners. It’s similar to winning an Oscar in terms of filmmaking because it frequently results in your item receiving good reviews and success. And this can be an opportunity for participants to repeat this process with different products. The secret to this approach is storytelling, and knowing how to tell a compelling story is the only way to entice partners to do more research.
This brings us to work two, where you incrementally examine a design or idea to see whether it addresses the problems.
Act two: fight
Act two is all about digging deeper into the issues that you identified in action one. This typically involves conducting vertical research, such as accessibility tests, where you evaluate a potential solution ( such as a design ) to see if it addresses the problems you identified. The issues may contain unmet needs or problems with a circulation or procedure that’s tripping users away. Additional problems will arise in the course of action two of a film. It’s here that you learn more about the figures as they grow and develop through this work.
Usability tests should generally consist of five participants, according to Jakob Nielsen, who found that that number of users can usually identify the majority of the issues:” As you add more and more users, you learn less and less because you will keep seeing the same things again and again… After the second user, you are wasting your time by observing the same findings regularly but hardly learning much new.”
There are parallels with storytelling here too, if you try to tell a story with too many characters, the plot may get lost. With fewer participants, each user’s struggles will be more easily recalled and shared with other parties when discussing the research. This can help convey the issues that need to be addressed while also highlighting the value of doing the research in the first place.
Usability tests have been conducted in person for decades, but you can also do them remotely using software like Microsoft Teams, Zoom, or other teleconferencing software. This approach has become increasingly popular since the beginning of the pandemic, and it works well. You might interpret in-person usability tests as a form of theater watching as opposed to remote testing. There are advantages and disadvantages to each. Usability research in person is a much more extensive experience. Stakeholders can experience the sessions with other stakeholders. Additionally, you get real-time reactions, including surprises, disagreements, and discussions about what they’re seeing. Much like going to a play, where audiences get to take in the stage, the costumes, the lighting, and the actors ‘ interactions, in-person research lets you see users up close, including their body language, how they interact with the moderator, and how the scene is set up.
If conducting usability testing in the field is like watching a play that is staged and controlled, where any two sessions may be very different from one another. You can take usability testing into the field by creating a replica of the space where users interact with the product and then conduct your research there. Or you can meet users at their location to conduct your research. With either option, you get to see how things work in context, things come up that wouldn’t have in a lab environment—and conversion can shift in entirely different directions. You have less control over how these sessions end as researchers, but this can occasionally help you understand users even better. Meeting users where they are can provide clues to the external forces that could be affecting how they use your product. Usability tests in person offer a level of detail that is frequently absent from remote testing.
That’s not to say that the “movies” —remote sessions—aren’t a good option. A wider audience can be reached through remote sessions. They allow a lot more stakeholders to be involved in the research and to see what’s going on. Additionally, they make the doors accessible to a much wider range of users. But with any remote session there is the potential of time wasted if participants can’t log in or get their microphone working.
You can ask real users questions to understand their thoughts and understanding of the solution as a result of usability testing, whether it is done remotely or in person. This can help you not only identify problems but also glean why they’re problems in the first place. You can also test your own ideas and determine whether they are true. By the end of the sessions, you’ll have a much clearer picture of how usable the designs are and whether they work for their intended purposes. Act two is where the excitement is at the heart of the narrative, but there are also potential surprises. This is equally true of usability tests. Unexpected things that are said by participants frequently alter how you view things, and these unexpected developments in the story can lead to unexpected turns in your perception.
Unfortunately, user research is sometimes seen as expendable. Usability testing is frequently the only method of research that some stakeholders believe they ever need, and it’s too frequently the case. In fact, if the designs that you’re evaluating in the usability test aren’t grounded in a solid understanding of your users ( foundational research ), there’s not much to be gained by doing usability testing in the first place. Because you narrow down the subject matter of your feedback without understanding the needs of the users. As a result, there’s no way of knowing whether the designs might solve a problem that users have. In the context of a usability test, it’s only feedback on a particular design.
On the other hand, if you only do foundational research, while you might have set out to solve the right problem, you won’t know whether the thing that you’re building will actually solve that. This demonstrates the value of conducting both directional and foundational research.
In act two, stakeholders will—hopefully—get to watch the story unfold in the user sessions, which creates the conflict and tension in the current design by surfacing their highs and lows. And in turn, this can encourage stakeholders to take action on the issues that arise.
Act three: resolution
The third act is about resolving the issues from the first two acts, whereas the first two acts are about understanding the context and the tensions that can compel stakeholders to act. While it’s important to have an audience for the first two acts, it’s crucial that they stick around for the final act. That includes all members of the product team, including developers, UX experts, business analysts, delivery managers, product managers, and any other parties who have a say in the coming development. It allows the whole team to hear users ‘ feedback together, ask questions, and discuss what’s possible within the project’s constraints. Additionally, it enables the UX design and research teams to clarify, suggest alternatives, or provide more context for their decisions. So you can get everyone on the same page and get agreement on the way forward.
Voiceover narration of this act is typically used with audience input. The researcher is the narrator, who paints a picture of the issues and what the future of the product could look like given the things that the team has learned. They provide the stakeholders with their suggestions and direction for developing this vision.
Nancy Duarte in the Harvard Business Review offers an approach to structuring presentations that follow a persuasive story. The most effective presenters” set up a conflict that needs to be resolved” using the same methods as great storytellers, Duarte writes. ” That tension helps them persuade the audience to adopt a new mindset or behave differently”.
This type of structure aligns well with research results, and particularly results from usability tests. It provides proof for “what is “—the issues you’ve identified. And “what could be “—your recommendations on how to address them. And so forth and forth.
You can reinforce your recommendations with examples of things that competitors are doing that could address these issues or with examples where competitors are gaining an edge. Or they can be visual, like quick sketches of how a new design could function to solve a problem. These can help generate conversation and momentum. And this continues until the session is over when you’ve concluded by bridging the gaps and offering suggestions for improvement. This is the part where you reiterate the main themes or problems and what they mean for the product—the denouement of the story. The stakeholders will now have the opportunity to take the next steps, and hopefully the will-power to do so!
While we are nearly at the end of this story, let’s reflect on the idea that user research is storytelling. The three-act structure of user research contains all the components for a good story:
Act one: You meet the protagonists ( the users ) and the antagonists ( the problems affecting users ). The plot begins here. In act one, researchers might use methods including contextual inquiry, ethnography, diary studies, surveys, and analytics. These techniques can produce personas, empathy maps, user journeys, and analytics dashboards.
Act two: Next, there’s character development. The protagonists encounter problems and challenges, which they must overcome, and there is conflict and tension. In act two, researchers might use methods including usability testing, competitive benchmarking, and heuristics evaluation. Usability findings reports, UX strategy documents, usability guidelines, and best practices can be included in the output of these.
Act three: The protagonists triumph and you see what a better future looks like. Researchers may use techniques like presentation decks, storytelling, and digital media in act three. The output of these can be: presentation decks, video clips, audio clips, and pictures.
The researcher plays a variety of roles, including producer, director, and storyteller. The participants have a small role, but they are significant characters ( in the research ). And the audience are the stakeholders. But the most important thing is to get the story right and to use storytelling to tell users ‘ stories through research. In the end, the parties should leave with a goal and an eagerness to fix the product’s flaws.
So the next time that you’re planning research with clients or you’re speaking to stakeholders about research that you’ve done, think about how you can weave in some storytelling. User research is ultimately a win-win situation for everyone, and all you need to do is pique stakeholders ‘ interest in how the story ends.
I’ve lost count of the times I’ve watched promising thoughts go from zero to warrior in a few days before failing to deliver within weeks as a product developer for very long.
Financial items, which is the industry in which I work, are no exception. It’s tempting to put as many features at the ceiling as possible and expect something sticks because people’s true, hard-earned money is on the line, user expectations are high, and crowded market. However, this strategy is a formula for disaster. Why? How’s why:
The drawbacks of feature-first creation
It’s easy to get swept up in the enthusiasm of developing innovative features when you start developing a financial product from scratch or are migrating existing client journeys from papers or phone channels to online bank or mobile applications. You might be thinking,” If I can only put one more thing that solves this particular person problem, they’ll appreciate me”! But what happens if you eventually encounter a roadblock as a result of your safety team’s negligence? not like it? When a battle-tested film isn’t as well-known as you anticipated or when it fails due to unforeseen difficulty?
The concept of Minimum Viable Product ( MVP ) comes into play in this area. Even if Jason Fried doesn’t usually refer to this concept, his book Getting Real and his audio Redo frequently discuss it. An MVP is a product that offers only sufficient value to your users to keep them interested, but not so much that it becomes difficult to keep up. Although it seems like an easy idea, it requires a razor-sharp eye, a ruthless edge, and the courage to stand up for your position because it is easy to fall for” the Columbo Effect” when there is always” just one more thing …” to add.
The issue with most fund apps is that they frequently turn out to be reflections of the company’s internal politics rather than an knowledge created specifically for the customer. This implies that the priority should be given to delivering as many features and functionalities as possible in order to satisfy the requirements and needs of competing internal departments as opposed to crafting a compelling value statement that is focused on what people in the real world actually want. As a result, these products can very quickly became a mixed bag of misleading, related, and finally unhappy customer experiences—a feature salad, you might say.
The significance of the foundation
What is a better strategy, then? How may we create products that are user-friendly, firm, and, most importantly, stick?
The concept of “bedrock” comes into play in this context. Rock is the main feature of your solution that really matters to customers. The foundation of worth and relevance over time is built upon it.
The rock has got to be in and around the standard servicing journeys in the world of retail bank, which is where I work. People only look at their existing account once every blue sky, but they do so every day. They purchase a credit card every year or every other year, but they at least once a month assess their stability and pay their bills.
The key is in identifying the main jobs that people want to complete and working relentlessly to render them simple, reliable, and trustworthy.
How can you reach the foundation, though? By focusing on the” MVP” strategy, giving convenience precedence, and working iteratively toward a clear value proposition. This means avoiding pointless extras and putting your customers first, making the most of them.
It also requires some nerve, as your coworkers might not always agree on your eyesight right away. And dubiously, occasionally it can even suggest making it clear to customers that you won’t be coming to their house and making their breakfast. Sometimes you need to use the sporadic “opinionated user interface design” ( i .e. clunky workaround for edge cases ) to test a concept or to give yourself some more time to work on something more crucial.
Functional methods for creating stick-like economic products
What are the main learnings I’ve made from my own research and practice?
What trouble are you trying to solve first and foremost with a distinct “why”? Who is it for? Make sure your goal is unmistakable before beginning any work. Make certain it also aligns with the goals of your business.
Avoid putting too many features on the list at after; instead, focus on getting that right first. Choose one that actually adds price, and work from that.
Give ease the precedence it deserves over difficulty when it comes to financial products. Eliminate unwanted details and concentrate solely on what matters most.
Accept ongoing iteration: Bedrock is not a fixed destination; it is a fluid process. Continuously collect customer feedback, make product improvements, and advance in that direction.
Cease, look, and listen: You don’t just have to test your product during the delivery process; you must also test it consistently in the field. Use it for yourself. Work A/B testing. User opinions on Gear. Speak to those who use it, and change things up correctly.
The foundational conundrum
Building towards rock implies sacrificing some short-term expansion potential in favor of long-term balance, which is an interesting paradox at play here. But the reward is worthwhile because products created with a concentrate on core will outlive and outperform their competitors and provide people with ongoing value over time.
How do you begin your quest to rock, then? Take it slowly. Start by identifying the essential components that your customers actually care about. Concentrate on developing and improving a second, potent function that delivers real value. And most importantly, make an obsessive effort because, in the words of Abraham Lincoln, Alan Kay, or Peter Drucker ( whew! The best way to foretell the future is to build it, he said.
Picture this: You’re in a meeting room at your tech company, and two people are having what looks like the same conversation about the same design problem. One is talking about whether the team has the right skills to tackle it. The other is diving deep into whether the solution actually solves the user’s problem. Same room, same problem, completely different lenses.
This is the beautiful, sometimes messy reality of having both a Design Manager and a Lead Designer on the same team. And if you’re wondering how to make this work without creating confusion, overlap, or the dreaded “too many cooks” scenario, you’re asking the right question.
The traditional answer has been to draw clean lines on an org chart. The Design Manager handles people, the Lead Designer handles craft. Problem solved, right? Except clean org charts are fantasy. In reality, both roles care deeply about team health, design quality, and shipping great work.
The magic happens when you embrace the overlap instead of fighting it—when you start thinking of your design org as a design organism.
The Anatomy of a Healthy Design Team
Here’s what I’ve learned from years of being on both sides of this equation: think of your design team as a living organism. The Design Manager tends to the mind (the psychological safety, the career growth, the team dynamics). The Lead Designer tends to the body (the craft skills, the design standards, the hands-on work that ships to users).
But just like mind and body aren’t completely separate systems, so, too, do these roles overlap in important ways. You can’t have a healthy person without both working in harmony. The trick is knowing where those overlaps are and how to navigate them gracefully.
When we look at how healthy teams actually function, three critical systems emerge. Each requires both roles to work together, but with one taking primary responsibility for keeping that system strong.
The Nervous System: People & Psychology
Primary caretaker: Design Manager Supporting role: Lead Designer
The nervous system is all about signals, feedback, and psychological safety. When this system is healthy, information flows freely, people feel safe to take risks, and the team can adapt quickly to new challenges.
The Design Manager is the primary caretaker here. They’re monitoring the team’s psychological pulse, ensuring feedback loops are healthy, and creating the conditions for people to grow. They’re hosting career conversations, managing workload, and making sure no one burns out.
But the Lead Designer plays a crucial supporting role. They’re providing sensory input about craft development needs, spotting when someone’s design skills are stagnating, and helping identify growth opportunities that the Design Manager might miss.
Design Manager tends to:
Career conversations and growth planning
Team psychological safety and dynamics
Workload management and resource allocation
Performance reviews and feedback systems
Creating learning opportunities
Lead Designer supports by:
Providing craft-specific feedback on team member development
Identifying design skill gaps and growth opportunities
Offering design mentorship and guidance
Signaling when team members are ready for more complex challenges
The Muscular System: Craft & Execution
Primary caretaker: Lead Designer Supporting role: Design Manager
The muscular system is about strength, coordination, and skill development. When this system is healthy, the team can execute complex design work with precision, maintain consistent quality, and adapt their craft to new challenges.
The Lead Designer is the primary caretaker here. They’re setting design standards, providing craft coaching, and ensuring that shipping work meets the quality bar. They’re the ones who can tell you if a design decision is sound or if we’re solving the right problem.
But the Design Manager plays a crucial supporting role. They’re ensuring the team has the resources and support to do their best craft work, like proper nutrition and recovery time for an athlete.
Lead Designer tends to:
Definition of design standards and system usage
Feedback on what design work meets the standard
Experience direction for the product
Design decisions and product-wide alignment
Innovation and craft advancement
Design Manager supports by:
Ensuring design standards are understood and adopted across the team
Confirming experience direction is being followed
Supporting practices and systems that scale without bottlenecking
Facilitating design alignment across teams
Providing resources and removing obstacles to great craft work
The Circulatory System: Strategy & Flow
Shared caretakers: Both Design Manager and Lead Designer
The circulatory system is about how information, decisions, and energy flow through the team. When this system is healthy, strategic direction is clear, priorities are aligned, and the team can respond quickly to new opportunities or challenges.
This is where true partnership happens. Both roles are responsible for keeping the circulation strong, but they’re bringing different perspectives to the table.
Lead Designer contributes:
User needs are met by the product
Overall product quality and experience
Strategic design initiatives
Research-based user needs for each initiative
Design Manager contributes:
Communication to team and stakeholders
Stakeholder management and alignment
Cross-functional team accountability
Strategic business initiatives
Both collaborate on:
Co-creation of strategy with leadership
Team goals and prioritization approach
Organizational structure decisions
Success measures and frameworks
Keeping the Organism Healthy
The key to making this partnership sing is understanding that all three systems need to work together. A team with great craft skills but poor psychological safety will burn out. A team with great culture but weak craft execution will ship mediocre work. A team with both but poor strategic circulation will work hard on the wrong things.
Be Explicit About Which System You’re Tending
When you’re in a meeting about a design problem, it helps to acknowledge which system you’re primarily focused on. “I’m thinking about this from a team capacity perspective” (nervous system) or “I’m looking at this through the lens of user needs” (muscular system) gives everyone context for your input.
This isn’t about staying in your lane. It’s about being transparent as to which lens you’re using, so the other person knows how to best add their perspective.
Create Healthy Feedback Loops
The most successful partnerships I’ve seen establish clear feedback loops between the systems:
Nervous system signals to muscular system: “The team is struggling with confidence in their design skills” → Lead Designer provides more craft coaching and clearer standards.
Muscular system signals to nervous system: “The team’s craft skills are advancing faster than their project complexity” → Design Manager finds more challenging growth opportunities.
Both systems signal to circulatory system: “We’re seeing patterns in team health and craft development that suggest we need to adjust our strategic priorities.”
Handle Handoffs Gracefully
The most critical moments in this partnership are when something moves from one system to another. This might be when a design standard (muscular system) needs to be rolled out across the team (nervous system), or when a strategic initiative (circulatory system) needs specific craft execution (muscular system).
Make these transitions explicit. “I’ve defined the new component standards. Can you help me think through how to get the team up to speed?” or “We’ve agreed on this strategic direction. I’m going to focus on the specific user experience approach from here.”
Stay Curious, Not Territorial
The Design Manager who never thinks about craft, or the Lead Designer who never considers team dynamics, is like a doctor who only looks at one body system. Great design leadership requires both people to care about the whole organism, even when they’re not the primary caretaker.
This means asking questions rather than making assumptions. “What do you think about the team’s craft development in this area?” or “How do you see this impacting team morale and workload?” keeps both perspectives active in every decision.
When the Organism Gets Sick
Even with clear roles, this partnership can go sideways. Here are the most common failure modes I’ve seen:
System Isolation
The Design Manager focuses only on the nervous system and ignores craft development. The Lead Designer focuses only on the muscular system and ignores team dynamics. Both people retreat to their comfort zones and stop collaborating.
The symptoms: Team members get mixed messages, work quality suffers, morale drops.
The treatment: Reconnect around shared outcomes. What are you both trying to achieve? Usually it’s great design work that ships on time from a healthy team. Figure out how both systems serve that goal.
Poor Circulation
Strategic direction is unclear, priorities keep shifting, and neither role is taking responsibility for keeping information flowing.
The symptoms: Team members are confused about priorities, work gets duplicated or dropped, deadlines are missed.
The treatment: Explicitly assign responsibility for circulation. Who’s communicating what to whom? How often? What’s the feedback loop?
Autoimmune Response
One person feels threatened by the other’s expertise. The Design Manager thinks the Lead Designer is undermining their authority. The Lead Designer thinks the Design Manager doesn’t understand craft.
The symptoms: Defensive behavior, territorial disputes, team members caught in the middle.
The treatment: Remember that you’re both caretakers of the same organism. When one system fails, the whole team suffers. When both systems are healthy, the team thrives.
The Payoff
Yes, this model requires more communication. Yes, it requires both people to be secure enough to share responsibility for team health. But the payoff is worth it: better decisions, stronger teams, and design work that’s both excellent and sustainable.
When both roles are healthy and working well together, you get the best of both worlds: deep craft expertise and strong people leadership. When one person is out sick, on vacation, or overwhelmed, the other can help maintain the team’s health. When a decision requires both the people perspective and the craft perspective, you’ve got both right there in the room.
Most importantly, the framework scales. As your team grows, you can apply the same system thinking to new challenges. Need to launch a design system? Lead Designer tends to the muscular system (standards and implementation), Design Manager tends to the nervous system (team adoption and change management), and both tend to circulation (communication and stakeholder alignment).
The Bottom Line
The relationship between a Design Manager and Lead Designer isn’t about dividing territories. It’s about multiplying impact. When both roles understand they’re tending to different aspects of the same healthy organism, magic happens.
The mind and body work together. The team gets both the strategic thinking and the craft excellence they need. And most importantly, the work that ships to users benefits from both perspectives.
So the next time you’re in that meeting room, wondering why two people are talking about the same problem from different angles, remember: you’re watching shared leadership in action. And if it’s working well, both the mind and body of your design team are getting stronger.
Real life couples playing big screen lovers has been a fascination for audiences since the days of Fairbanks and Pickford, Tracy and Hepburn, Cruise and Kidman. How much of what we are watching is indicative of the real-life dynamic between these two performers? Do they love like that, lean on the other’s shoulder in the […]
Another San Diego Comic-Con is in the books. Going into what amounts to Nerd Culture Mecca last week, some margins of social media and the ceaseless online commentariat pondered whether this would be a quieter year without a Marvel or a DC Studios film slate. However, one glance at the euphoric reception Peacemaker alone received Saturday evening (as well as, ahem, on the cover of our own July issue of Den of Geek magazine), suggests there was nothing quiet at all about 135,000 fans, cosplayers, and general pop culture enthusiasts descending onto Southern California.
During the course of the convention, Den of Geek hosted a murderer’s row of talent from the worlds of film, television, comics, and more at our SDCC studio, as well as got out on the field to check out panels, activations, and events. Below is a round up of all the sights seen and memories made.
Alien is not only one of the most important science fiction franchises in history, it’s also one of the most cinematic. Beginning with Ridley Scott’s iconic 1979 film, each and every story about H.R. Giger’s terrifying xenomorph has proven to be a perfect fit for the feature-length film format. Alien movies are tense games of cat-and-mouse that end with the cat killing every mouse save for Sigourney Weaver. How, possibly, could that approach translate to episodic television? According to the folks behind FX’s Alien: Earth, it’s all pretty easy as long as you find the right personnel to pilot your Weyland-Yutani vessel.
“The experience of this speaks to the experience of Noah [Hawley],” Scott Free Productions producer David. W. Zucker says of the Alien: Earth showrunner. “He’s really in rarefied air when it comes to creators. The topic of this title has come up a lot of times over the years, but through Noah, we’re able to deliver something that’s really beyond our wildest imagination.”
As the creator of the Fargo TV series and the equally heady take on X-Men mythos with Legion for FX, Hawley indeed has a penchant for unique adaptation. He explains his approach to these projects as a sentimental exercise: “I start with feelings. ‘What did I feel about the original movie?’ I don’t go back and rewatch it. I just try to remember what stuck with me about the first two films. And then my goal is to recreate those feelings in you by telling you a totally different story.”
Joining Hawley and Zucker in the Den of Geek studio were the cast of Alien: Earth—Timothy Olyphant (Kirsh), Babou Ceesay (Morrow), Alex Lawther (Hermit), Samuel Blenkin (Boy Kavalier), and Sydney Chandler (Wendy)—the last of whom plays a first for the franchise: a child’s mind in the body of an android, aka a “hybrid.”
“Kids are great acting teachers,” Chandler says. “Noah really allowed me to find comfort and take the freedom to explore and fail and try again and succeed. It was play. For pre-production we did musical chairs and then learned how to kill people on set.” – Alec Bojalad
Ben Trivett/Shutterstock for Den of Geek
Anne Rice’s Talamasca: The Secret Order
Building on Anne Rice’s Immortal Universe is Talamasca: The Secret Order, a show that’s billed as a supernatural spy thriller. The Talamasca is a centuries‑old secret society tasked with tracking and containing witches, vampires, werewolves, and other paranormal beings in present‑day society. Fortunately for us, the cast and showrunners who came to our studio were very forthcoming about what we could expect when the show premieres in October.
“It’s nice to have Anne’s work as a backstop and to know that she created this organization and talks about it a decent amount,” says co-showrunner John Lee Hancock. “But we don’t have to follow the strict plot construction of anything regarding a Talamasca book. All the actors here play characters that are original characters.”
Nicholas Denton’s character enters the secret world of the Talamasca and brings the viewers with him. “I play Guy Anatole who’s a figure who gives the audience a perspective on what’s going on,” he says. “He’s a skeptic. He’s gone through a lot in his life, and at this point when we meet him, he’s kind of gotten it all together only to have it taken away from him by the Talamasca.”– Michael Ahr
Batman Azteca
TheBatmancharacter has seen no shortage of reprisals, homages, and renditions since his creation in the 1930s. Come September, the newest version will be Batman Azteca: Choque de Imperios (Aztec Batman: Clash of Empires). The animated Mexican-American film takes the iconic characters of the Batmanuniverse and, with the film being set during the Aztec Empire, gives them a historical and cultural spin.
“For a lot of us growing up learning about the Aztec culture and also being Batman fans, having the opportunity to combine the two was a unique and excellent opportunity,” the film’s director Juan Meza-León says. Combining the two worlds required lots of research within the realms of Aztec history and the Batmanuniverse, and also came with a fair amount of responsibility for the voice of Batman, Horacio García Rojas.
“I love representation, but I don’t want to be a token in a big production,” he says. “I want to represent my own culture in my own context, and that’s Aztec Batman.” – Sophia Rooksberry
Ben Trivett/Shutterstock for Den of Geek
Butterfly
In a spy thriller, a protagonist’s greatest fear is the discovery of his weaknesses. In the case of David Jung, the hardened former U.S. intelligence operative portrayed by Daniel Dae Kim in the upcoming series Butterfly, that weakness is his family. Kim, along with costars Reina Hardesty and Piper Perabo, stopped by the Den of Geek studio to dive into the complicated family dynamics of their show, and the ways in which it sets Butterfly apart from the extensive catalog of onscreen spy stories.
“In the beginning of our show, you meet Rebecca in the middle of a mission, something she is very used to doing … I am pursuing a target and then I find out that it is my dad who I thought died 9 years before, and so then my whole world turns upside down,” Hardesty said.
The resulting storyline follows a father and daughter as they rediscover their relationship while running from the dangerous organization that created them both, orchestrated by Juno (Perabo). The show balances themes of family and drama with the classic staples of a spy thriller, from car chases to shootouts to hand-to-hand combat scenes that Jason Bourne would marvel at.
“I grew up watching people like James Bond and Jason Bourne, but on the other hand, I never saw anyone that looked like me do this in America,” Kim said. “It was a little bit of taking what I could from the characters I know and loved and trying to make it my own and trying to create a new archetype.”
Adapted from the graphic novel of the same name, Butterfly maintains originality as an adaptation, an installment of a beloved genre and a platform for AAPI representation. Visit Prime Video on Aug. 13 to dive into the subversive and emotional world. – SR
Ben Trivett/Shutterstock for Den of Geek
David Dastmalchian
David Dastmalchian had been coming to comic-cons, San Diego or otherwise, as a fan for far longer than he’s been a guest up on the stage. In fact, when he enters our studio space he can be faintly nostalgic about the times he would see other folks dressed up as Thomas Schiff, a minor but memorable character he played in his first film, Christopher Nolan’s The Dark Knight. He also can be proudly affectionate of those that are slightly more recent cuts, like cosplayers spotted as Polka-Dot Man from The Sucide Squad or Jack Delroy in the new cult classic Late Night with the Devil.
Yet when we talked with the actor and comic book author last week, Dastmalchian might’ve been proudest of how genre and the things he loves can be used as a way to talk about the personal elements of life. Take for instance Through, Dastmalchian’s new graphic novel as a writer, and which is illustrated by Cat Staggs. “Sometimes you just sit at the campfire with a cool idea, and you’re like, ‘Ooh, I’m going to creep people out. Ooh, I got a journey I want to take people on.’ … I just thought it was a cool story, it didn’t hit me until halfway through scripting how personal it was.”
That journey involves a woman falling through the ice above Lake Michigan on a cold Chicago day, seemingly on purpose, only to discover she was saved by an elderly and dying stranger, who might have been following her all her life. It will reveal one side of Dastmalchian’s personality when it releases in 2026, but there are many others, informing projects that run the gamut from Murderbot to the highly anticipated Street Fighter where Dastmalchian will next be seen playing the villainous M. Bison.
“I am deep in the process right now,” Dastmalchian says of the physical training it takes to become the greatest villain in fighting game history. “I can’t say much other than how it’s so amazing, and I love getting to start building and preparing.”
Keep an eye on Den of Geek for more of our conversation with Dastmalchian, from Through to Street Fighter, and everything in between. – David Crow
Ben Trivett/Shutterstock for Den of Geek
Defiant
We had the privilege of speaking with the passionate and creative team behind the graphic novel Defiant:The Story of Robert Smalls. The novel, based on a true story, explores the journey of a man who broke free from slavery, stole a Confederate ship, and sailed to freedom during the Civil War. He later became the first Black naval captain in American history along with many historically significant accolades down the line. It is, in other words, fertile ground for a visual work of art dreamed up by storyteller Rob Edwards, as well as the subject of an upcoming new film from the production company Legion M.
“A story like this needs to be told in a dynamic way,” Edwards says after stopping by the studio. Throughout this conversation, it was clear that something was very different from most big-time epic history stories being told through an IP like this. This has a dedication to community and truth.
As Legion M founder Chris Cooper explains, “We’re the largest fan-owned company for developing and producing films right now with crowdfunding being the very thing to help bring this story to light.” Fan input also extends to creative decisions such as casting and directing. Adds Cooper, “Legion M is a studio for fans, by fans. So I’d love to hear what the people think… All of us have had conversations with your favorite actors, your favorite actresses, [and] your favorite directors [about involvement].”
This project holds value not only for its importance in American history but also as a piece of culture that could’ve been left to time but instead has been revitalized and given a platform to be told and celebrated as it deserves.
Marvin Jones III, producer of the live-action adaptation, says, “It’s always been important to tell stories or be a part of stories that have an impact, especially for Black people in our community from a fictitious standpoint, from a superhero standpoint. Robert Smalls is a real-life superhero, especially for us as a people and our culture.” – Caleb Miller
Digman!: Andy Samberg Reveals Favorite Lonely Island Sketches
The timing of Digman! creators Andy Samberg and Neil Campbell’s visit to the Den of Geek studio at San Diego Comic-Con 2025 could not have been more auspicious. Not only had season 2 of the pair’s animated archaeology comedy premiered the night before on Comedy Central, it was preceded by the debut of a very particular episode of South Park. You know which one… So was the duo looking forward to the panel they were set to share with South Park creators Trey Parker and Matt Stone that night?
“I’m looking forward to it now! Ask me again after,” Samberg said with a nervous laugh. “When we got told that we would have them as our lead-in, there’s nothing better.”
“That’s truly my favorite comedy,” Campbell added. “I’ve watched every episode, every special. Those guys, in a way they’re underappreciated for their influence on the world of comedy. It was awesome to get to come on afterwards.”
Samberg and Campbell were able to set aside their South Park nerves to discuss the surprisingly deep lore of Digman!, in which Samberg puts his Nicolas Cage impression to good use, playing a dubiously heroic archaeologist trying to save the world from the Unclechrist and Auntiechrist. Samberg also provided a rundown of some of his favorite “SNL Digital Shorts” that he and Lonely Island collaborators Akiva Schaffer and Jorma Taccone created during their time on NBC’s comedy flagship.
“I have a bunch of them that I’m very fond of,” Samberg said. “I really like ‘Jack Sparrow.’ I feel like that one kind of encapsulates everything that we do. I really like the one we did called ‘Great Day’ where I’m on Commerce Street and just gacked out of my mind. There’s one I did from last season with Jake Semanski and Jonah Hill called ‘Tennis Balls.’ That’s one that makes me laugh so hard. It was Jonah’s idea ‘cause there was actually a science video online of a guy who’s like, ‘This is what happens when you get hit in the nuts with a tennis ball.’ We took it and ran very far with it.” – AB
Ben Trivett/Shutterstock for Den of Geek
Gen V
The world of superheroes in training at Godolkin University is at the core of Gen V, but the cast members that visited our studio concede that the scope continues to widen the more synergy it has with The Boys, the series it spins off from. Jaz Sinclair, who plays Marie Moreau in the series, says they’re picking up right where things ended in the main show.
“The whole tone of our season is based on where The Boys leaves off,” she says. “Homelander has taken over, and we get to see how that directly affects the whole world and also the university itself… we have our new dean and the posters you see and things.”
Hamish Linklater, who plays Dean Cypher, is very cryptic about how his new character will be tied into the decidedly more contentious atmosphere. “I think the name says it all… he’s a cypher,” the actor says mysteriously. When asked about his superpower, Linklater preferred to leave it a mystery for Gen V fans to discover for themselves. Luckily they’ll only have to wait until the Sept. 17 premiere date to find out. – MA
Jason Universe
What exactly is a Jason universe you might ask? Well, at least in one filmmaker’s opinion, it is a whole interconnected, multimedia brand of everything we’ve ever loved about Friday the 13th and its bedeviled camp grounds. “It’s games, it’s movies, it’s figures, it’s collectibles, it’s all that stuff we’ve been craving for years now,” says Mike P. Nelson, who in addition to being a lifelong fan of Jason Voorhees is also the man tasked with bringing the hockey-masked killer back to live-action for the first time in decades via Jason Universe’s new short film, “Sweet Revenge.”
The short’s trailer gained an extraordinarily positive reaction at SDCC and fulfilled a dream for Nelson, who grew up perusing video store horror sections as a child in the same way an art critic might appreciate the walls of the MoMA. He also got to be the first filmmaker to work with a newly redesigned Jason courtesy of genre legend Greg Nicotero. “It’s just about capturing that vibe of what Jason sort of was. To me, Final Chapter was scripture. That was the movie that informed the ‘80s horror film. It was the look, the feel. It was sweaty, it was dirty, and for me creating a new Jason, I wanted to revisit that.”
While Nelson is coy as to whether “Sweet Revenge” could lead to a feature, or for that matter if it will literally crossover with other elements of the so-called Jason Universe like Peacock and A24’s Crystal Lake series, Nelson adds, “If down the road, those things collide, all the cooler.” – DC
Heroes & Villains
Releasing two highly anticipated merchandise drops at SDCC for Star Wars and Fantastic Four, Heroes & Villains stands out among other fan-merchandise brands that work with IPs for its wearable, streetwear-inspired look that is very specific to style and feel. We got the chance to sit down with Doug Johnson, the creative director of Bioworld Merchandising, which houses Heroes & Villains, to talk about the two collections and what specific characters and callbacks influenced their creations.
Specificity and planting easter eggs for devoted fans are key. Take its recent collection, inspired entirely by Star Wars’ Rebel Pathfinders, who were formed within the Rebel Alliance during the Clone Wars, hand-picked and tasked with crucial operations by the Alliance High Command. Johnson was inspired by the Rebels’ color pallette, pulling from earth tones like teal, mustard, taupe, and olive. The collection’s contrast is of course the Galactic Empire, which Heroes & Villains opts for a more techie, clean look with black and red in its designs, drawing from the Inferno Squadron from the 2017 video game, Star Wars Battlefront II.
“What we like to do is look back at what’s the story that brought us to that point and tell the comic side of that, or the true lore behind why this particular release is happening and have those touch points with our fans,” Johnson says.
To celebrate Marvel’s first family, and the recent release of The Fantastic Four: First Steps, Heroes & Villains also debuted jackets, shirts, bags, and hats inspired by the origins of the story and characters behind the new film. The collection blends futuristic and clean designs that feel true to the IP while also not abandoning Heroes & Villains’ quintessential streetwear and vintage look, appealing to both fans and franchise owners. While Star Wars has a little bit more to work with in terms of lore and characters, both collections are focused on creating wearable fashion for devoted fans.
“We try to stay current with content and find unique ways to develop products that speak to that truth, versus just marketing a slap of assets that you get from a style guide,” Johnson says. – Darcie Zudell
Ben Trivett/Shutterstock for Den of Geek
Interview with the Vampire
Back in 2024, Interview with the Vampire showrunner Rolin Jones stepped into Den of Geek Studio at San Diego Comic-Con with all the pep and vigor of a creative who had just completed a pitch-perfect two-season TV adaptation of Anne Rice’s classic first Vampire Chronicles novel. In 2025, having just begun production on the third season of the show, now styled The Vampire Lestat, Jones was equally as excited but a little more measured about crafting Lestat de Lioncourt’s big moment.
“I was cocky and confident that this was gonna be easy and awesome. And it’s been uh…the hardest season of TV I’ve ever done. Without a doubt,” Jones says. “It’s gotten very personal. A lot of personal writing has begun to dump into the show. There’s a lot of people that are on this very risky, weird, little journey with me. They are entering it with a lot of confidence and a lot of enthusiasm. We’re doing something kind of wild.”
Any adaptation of Rice’s second novel The Vampire Lestat is bound to be pretty wild. The narrative switches over from the taciturn Louis de Pointe du Lac (played by Jacob Anderson in the series) to the decadent Lestat (Sam Reid) as he enters his rock star era. Thankfully, the show’s composer is up to the task of producing some bangers.
“I started my [rock & roll] education long, long ago,” Daniel Hart says. “This is where I have been heading since I was a little kid – since my brother brought home Led Zeppelin IV. I feel right at home. It is a thrill and a great challenge to do something this ambitious. Inspirations run the gamut from Howlin’ Wolf to Chappel Roan and everything in-between.” – AB
Ben Trivett/Shutterstock for Den of Geek
Lilo & Stitch
It’s been over 23 years of riding the Hawaiian rollercoaster with some of Disney’s most beloved characters from the 2002 original animated film, Lilo & Stitch, and after a prolific opening weekend for the cast of the new live-action movie, stars Tia Carrere (Mrs. Kekoa, and the original voice of Nani), Maia Kealoha (Lilo) and Sydney Agudong (Nani) are celebrating the new film breaking several box-office records at SDCC.
In the studio, we learned that this was the first SDCC that Kealoha ever attended, who was only six-years-old when the 2025 movie was filmed. Her breakout role as the misunderstood young girl being raised by her sister was her first time onscreen acting. And she’s been very pleased with the reaction to the live-action film.
“It’s been amazing,” Kealoha says. “And I’m so excited that our movie is [worth] a billion dollars.”
The film was also significant for the young actress Agudong, who revealed that she was a huge Lilo & Stitch fan growing up. Her past experiences in theater helped prepare her for long days on set and returning to do it all again the next morning. Agudong also reveals when she was cast as Nani, her first instinct was to talk with the OG, Carrere, about stepping into a role she’s previously played.
“I was so happy that Sydney invited me in,” Carrere says. “I just had to say, ‘Girl, you are a warrior. You are fierce, and you have everything within you.’ We grow into our power as women, and sometimes we need to be reminded of that by other women.”
The film has been out since late May and has been subjected to public discourse by devoted fans who are emotionally attached to the original source material. One significant change from the original script was the ending of the 2025 film, which (spoiler alert) involved Nani leaving for college to study marine biology, leaving Lilo under the custody of their neighbors Tūtū and David. Sure, people had mixed opinions about the switch up, but what about the women who depicted the character?
“I loved it,” Carrere says. “It’s a reality that—coming from Hawaii—you have to leave the island to achieve and bring back that knowledge.”
Agudong adds, “I think we’re both on the same page.” She further echoes how the change made the story feel more real and spoke to the experiences of other mixed families in Hawaii. Plus in the new movie, Nani has a portal that she can use to see Lilo at any time, so as Carrere points out, it’s a non-issue.
“We’re also exposing the fact that hanai family is just as important as blood-related family,” Agudong says. “Everybody can belong. You can choose your family in that way.” – DZ
Ben Trivett/Shutterstock for Den of Geek
The Long Walk
Very rarely does San Diego Comic-Con feel the need to censor anything that comes by the hallowed grounds of Hall H. In fact, there is no other instance where the cavernous room’s big screens went black right before something as heinous as the summary execution of a teenager was carried out off-screen (although folks reportedly could still hear it). Yet that is what happened during a tense presentation of Francis Lawrence’s adaptation of The Long Walk, an adaptation of the first novel Stephen King ever completed as a writer.
“Comic-Con deemed the event too intense to show in its full entirety,” actor Garrett Wareing says when stopping by our studio after the panel. “So they censored some of the footage, and it was quite exciting to watch the fan reactions and to hear their reactions to what we’re seeing now.” There were gasps, groans, and perhaps an uneasy sense of creeping dread.
Screenwriter J.T. Mollner, however, notes that is both the power and appeal of something as potent as King’s dystopian paterfamilias to stories like The Hunger Games and Battle Royale.
“You know when I was a kid, and I was 12 or 13 and I couldn’t get in a movie because [it] was too rough for people my age, it made me want to see it immediately,” Mollner smiles. “So the beauty of this movie, in my opinion, is the way Francis handled the brutality, the intensity, the terror, it’s all shown honestly. It would be obscene to not show it honestly, but it never feels gratuitous. And I think that’s a fine line and a great balance, and Francis went all the way.” – DC
Nacelleverse/Toys that Made Us
It wouldn’t be San Diego Comic-Con without a visit with collector extraordinaire Brian Volk-Weiss, the man behind the Nacelle Company and the hit Netflix documentary series The Toys That Made Us, which Volk-Weiss assured us would be delivering its fourth season in 2026 with a fifth and final run in 2027.
Among the many items we talked about were the Nacelleverse lineup of Star Trek toys, which Volk-Weiss acknowledges feature some very niche Starfleet characters like Captain Jellico from The Next Generation or Tuvix from Voyager.
“I just knew if we started with Kirk and Spock and Picard and Data, the community would be like, ‘Eh, okay’,” Volk-Weiss says. Instead he wanted to “send a message to the community that we are Trekkies too and we’re doing the ones you all wanted.”
With Nacelleverse toys making the transition to comics, Volk-Weiss was excited about Wild West C.O.W. Boys of Moo Mesa making the transition for its first issue from Oni Press. “For the first time ever, we’re gonna have two comic books running simultaneously. So C.O.W. Boys of Moo Mesa and Biker Mice from Mars are running concurrently.” – MA
Ben Trivett/Shutterstock for Den of Geek
Peacemaker Season 2
The opening credits to every episode of Peacemaker season 1 asked a simple question: “Do you really wanna, do you really wanna taste it?” Starring John Cena as the titular maker of peace, this DC Universe era-straddling HBO Max series liked to have a good time, as evidenced by its jaunty hair metal dance number to “Do You Wanna Taste It?” by Wigwam.
Now season 2 has some more questions to answer. As showrunner and DC Studios co-CEO James Gunn told Den of Geek magazine, Peacemaker’s second season will provide a certain amount of clarity for the new DC Universe’s timeline. No previous Cena-starring effort like The Suicide Squad or Peacemaker season 1 can be considered canon until season 2 blesses it. Thankfully, this batch of Peacemaker episodes gets a lot of those clarifications out of the way early so it can get right back to dancing. When stars Cena (Peacemaker), Jennifer Holland (Emilia Harcourt), Frank Grillo (Rick Flag Sr.), Sol Rodríguez (Sasha Bordeaux), Steve Agee (John Economos), and Freddie Stroma (Adrian “Vigilante” Chase) visited the studio, they revealed just how seriously Gunn takes that musical sequence.
“You don’t see James Gunn getting angry often but… he wasn’t happy halfway through the day,” Grillo says.
“It was actually two days [of shooting],” Holland clarifies.
Once the episodes actually begin, Chris Smith a.k.a. Peacemaker will have a lot more than dancing to be concerned with. After all, does this kinder, gentler DC universe still have room for someone as violent as Peacemaker?
“In Peacemaker’s mind he’s doing what he’s doing for the greater good. So it’s a shock to his system when people don’t accept him,” Cena says. Surely, the Justice Gang can find use for a marksman. – AB
Ben Trivett/Shutterstock for Den of Geek
Resident Alien
After nearly five years, the producers of Resident Alien have confirmed that the recently released season 4 will be the sci-fi comedy show’s last installment. As a part of their victory lap, members of the cast visited the Den of Geek studio to reflect on the recent season and the series as a whole.
“Our show, despite not being renewed, is a complete story,” says actor Corey Reynolds. “So whether or not you are someone who is familiar with our show now, or if you want to jump on board after we aren’t renewed, you will get a beginning, a middle, and an end. We don’t just leave you hanging.”
In addition to discussing the longevity of a show with such reliable qualities, the cast reflected on specific moments in season 4 that wrap up each character’s storyline nicely, even if not in the way it was planned.
“In season 4, she [Asta] is just learning how to love herself now,” says actor Sara Tomko about her character’s final arc. “She’s such a nurturer and she has been people pleasing and peacekeeping, trying to save the world like no big deal. Now all the people she loves are looking at her and they’re saying, ‘What about you now?’ and that’s real love, that’s real friendship.” – SR
Ben Trivett/Shutterstock for Den of Geek
Revival
As a show about a town where people suddenly return from the dead and try to return to their normal lives, Revival could be seen as somewhat derivative, but its first season is proving that the ensemble cast and compelling mystery make it a one-of-a-kind series. Showrunners Aaron B. Koontz and Luke Boyce joined the cast in our studio, and they spoke about how they approached the show’s brilliant storytelling.
“I’m a big believer in setup and payoff,” says Koontz. “We just wanted to make a show that we liked, and I like things that aren’t spoonfed. I like things that make me lean forward and ask questions and try to figure it out.”
Melanie Scrofano is in Revival’s lead role as small town cop Dana Cypress, and her character’s struggles feel completely realistic, including an episode where a bullet leaves her incapacitated at a time when she needs to be mobile.
“That was a real challenge to be bedridden and have this dialogue that’s really high stakes and have to do it in a bed,” she admits. “But it was a really fun challenge.” We’re anxious to see where things go in the Revival season 1 finale in August! – MA
Ben Trivett/Shutterstock for Den of Geek
Roddenberry and Does It Fly?
Since launching in 2024, co-hosts Tamara Krinsky and Hakeem Oluseyi have been dissecting some of the most beloved fandoms with scientific eyes on their podcast Does it Fly? Krinsky and Oluseyi, along with Kelsey Goldberg, who also serves as an executive producer of Does it Fly?, and Trevor Roth, the chief operating officer of Roddenberry Entertainment, visited our studio at SDCC to discuss the evolution of the podcast in just a little over a year, and how Krinsky’s love of pop culture and Oluseyi’s science education background join forces in unexpected ways to create Does it Fly?
Goldberg shared that she was excited when the show expanded its range of genres and topics beyond purely sci-fi—recently, the podcast examined the logic of Superman’s sun-powered abilities and evolution in How to Train Your Dragon.
“It was an absolute joy the moment we discovered we can go outside of strict sci-fi, and I can start to look at fantasy or horror,” Goldberg says. “I got a little evil, but I think the audience benefits from it.”
Krinsky and Oluseyi’s friendship and appreciation toward what they’re discussing shines through every episode of Does it Fly? For Oluseyi, finding a co-host like Krinsky was a dream come true as he never really thought he’d find someone to share his passions with in this capacity.
“I’m from Mississippi, and nobody was into what I was into,” Oluseyi says. “They would always say things like, ‘Man, ain’t nobody into that shit you’re into.’ Well, guess what? I found somebody who’s into that shit I’m into!”
Roth expressed his appreciation of the fandom, and voiced that the podcast’s mission was not only to analyze characters and stories but to examine them without tearing them down or dismissing devoted fans.
“Sometimes we say, ‘We’re putting something on trial,’ but we’re putting something on trial in the nicest way possible,” Roth says. “We’re not here to cut anything down. We know that the things we’re talking about are beloved by someone, including us, much of the time, and because of that, we want to revel in whatever joy that it brings.” – DZ
Ben Trivett/Shutterstock for Den of Geek
Ron Moore
Ronald D. Moore is on a real tear these days with two of his most successful shows, Outlander and For All Mankind, both receiving highly anticipated spinoffs (Blood of My Blood and Star City respectively), so we were anxious to speak with him in-studio about his secret to making both a successful hit series and a companion show to explore.
“It’s always in the back of my mind: what could this be?” Moore says. “Because you’re always playing around with what’s the potential for the story. How big is the story? How many seasons is it? Can you expand the universe into something else? But it’s really a back of the head kind of thing.”
We also asked Moore about his progress on the God of War adaptation, and whether it might follow Kratos and Atreus. “As someone who’s new to this world, I was really impressed with the depth of what you’re talking about,” he tells us. “It’s such a rich environment… it’s been really fun to dive into this world.” -MA
Ben Trivett/Shutterstock for Den of Geek
Shin Godzilla
Shin Godzilla was something of a game-changer for the Big G when it hit theaters nearly 10 years ago in Japan. After decades of sequels, team-ups, and crossovers, the monster that once looked like a walking metaphor for nuclear armageddon had become cute and cuddly. In fact, looking back at the impact Shin had on the culture, co-director Shinji Higuchi tells us in our SDCC studio that they were adamant to go out of their way and avoid making a “Godzilla is going to fight against something” movie.
Instead they crafted a bitter parable for bureaucratic inaction and paralysis in the face of existential crisis, something Japanese audiences were eminently familiar with following the Fukushima nuclear meltdown disaster of 2011. And yet, even so, Higuchi admits that he and his co-director Hideaki Anno were surprised when they learned that they’d inadvertently invented the cuddliest looking Godzilla ever: you know the one with the big, googily eyes.
“It’s evolution, it’s not growth,” Higuchi says of Godzilla’s ever-mutating appearance. “There’s a difference. So I wanted to really follow an almost Darwinism [form] of evolution.” Thus to represent the midway point between the sea creature at the beginning of the movie and the more iconic reptilian visage that ends it, he and Anno settled on an image they thought would be chilling, not charming.
“Director Anno doesn’t like fish and doesn’t like meat,” Higuchi reveals. “So director Anno hates when you go to a fish market and you see the eyes, the way they look at you. So that was what we decided. ‘Let’s give him those eyes!’ But Anno is kind of confused, because he thought he made the scariest creature imaginable, but all the kids love it and everyone says it’s super cute. So there is this gap.” Merchandising windfalls have started from less. – DC
Ben Trivett/Shutterstock for Den of Geek
Star Trek: Starfleet Academy
After countless spinoffs, movies, comics, and other projects, Star Trek is finally boldly going where many rootless Gen Xers go: back to school. No, Gene Roddenberry’s sunny vision of a collaborative sci-fi future isn’t going to grad school to get its masters; it’s going all the way back to Starfleet Academy in the fittingly titled Star Trek: Starfleet Academy.
Den of Geek was joined by a supersized roster of Starfleet cadets and producers to discuss the project, including Holly Hunter (Nahla Ake), Robert Picardo (the Doctor), Noga Landau (executive producer), Alex Kurtzman (executive producer, co-showrunner), Sandro Rosta (Caleb Mir), Bella Shepard (Genesis Lythe) , Kerrice Brooks (Sam), George Hawkins (Darem Reymi), and Karim Diane (Jay-Den Kraag).
“It was very intentional to set it in the 32nd century,” Landau says. “Because it’s a time of rebuilding and it’s a time when the pressures of the rebuilding really falls on the shoulders of the younger generation. There’s a lot with these kids going on that other generations haven’t had to face.”
Kurtzman elaborates on why the time was finally right for a series featuring young Starfleet cadets after so many previous rumors and false starts.
“It feels like this generation in particular is facing so many deep challenges. Everybody is trying to figure out ‘how do we get back to hope?’ I think that’s where Roddenberry comes in. I always feel like Star Trek is a compass that points us toward our better angels and the people we want to be.”
Star Trek: Starfleet Academy is set to premiere to Paramount+ in 2026. – AB
Ben Trivett/Shutterstock for Den of Geek
Star Trek Strange New Worlds
When Paramount’s freshly-installed Star Trek czar Alex Kurtzman invited Akiva Goldsman to work on the first modern Trek spinoff Star Trek: Discovery, Goldsman ran a simple Google search to get what the series was all about. It immediately led him astray.
“I discovered that it was a show about Pike and Number One… at least according to the internet. Then I got there and discovered it had zero to do with any of that,” Goldsman says.
That initial internet research, however, planted the seed for the spinoff that would become Star Trek: Strange New Worlds, arguably the most creatively successful Trek endeavor of its era. Now with the show in its third season (and with two more final seasons on the way) Goldsman, producer Henry Alonso Myers, and castmembers Rebecca Romijn (Number One), Christina Chong (La’An Noonien-Singh), Ethan Peck (Spock), Paul Wesley (James T. Kirk), and Jess Bush (Christine Chapel) stopped by the studio to talk about season 3 and the show’s ultimate legacy.
“What we’ve done so far exceeds anything I’d ever imagined,” Goldsman says. “I hoped we’d get the original Star Trek values back because God knows we need them in times like this. I had no idea that we would be gifted with this extraordinary cast. They are more than collaborators, they are authors. If we’re lucky and if we stick the landing we’ll have added a significant piece to the canon of Star Trek.”
Before the end comes, however, season 3 finds Strange New Worlds being its goofy, ambitious self, including a fourth episode that pays homage to The Original Series and Star Trek parodies in more ways than one.
“That was the most fun episode I think I have filmed,” Chong says. “When I got to see all these guys as their different characters, it was just incredible. La’An has been really uptight. Season 3 I had an opportunity to lighten her up. She’s exploring her passions, full stop.” – AB
Ben Trivett/Shutterstock for Den of Geek
Todd McFarlane
Todd McFarlane’s King Spawn is about to hit issue 50 later this year. It’s a benchmark and milestone for the creator of Hell’s monarch, a character he created in 1992. That’s also the same year McFarlane co-founded Image Comics, where he remains president. Still, that’s a modest run when compared to mainline Spawn’s 350 and counting issues. Yet the way McFarlane tells it in our studio, it is the character’s longevity which is the secret to his success.
“At some point over time, and I don’t care which business it is, you’ll have high and low points,” McFarlane says. “But what’s going to matter is that the brand, that word that you’re putting out there, just never goes away. It’s always there. Attrition of the same thing over and over. Has Spawn had highs and lows? Of course it has. What it has [though] is it’s been there nonstop for over 30 years. That’s the secret sauce.”
McFarlane also confides that his biggest issue with many creators today, even at Image Comics, is that they wrap up a story they personally created after five or six issues.
“You get big sales in the first five and then they start to flatten and paper down,” the comic maestro notes. “And the thought is ‘I can stop and go start another book and get good sales for these next five of those.’ The answer economically is yes, in the short term, but I’m telling you, long-term I keep saying get to issue 50. Every book that Image Comics has done that has gotten 50 or more issues has gotten outside the bubble. And the bubble by definition is comic books and us in the geek [community]. The choir. The choir’s always coming, but how do you get it now out to T-shirts, hats, toys, video games, movies, TV shows? Outside so your neighbor may have heard of the work?”
Here’s to 50 more issues, King. – DC
Ben Trivett/Shutterstock for Den of Geek
Tony Hale
Tony Hale is quite simply one of the most successful comedic actors of this TV generation. After embodying motherboy Buster Bluth on Fox and Netflix’s beloved Arrested Development for five seasons, Hale would go on to win Emmy gold as President Meyer’s bagman Gary Walsh on HBO’s acidic satire, Veep. Now Hale is producing and starring in Sketch, a film he excitedly calls a combination of Inside Out and Jurassic Park.
“It took eight years to get made,” Hale says. “My buddy Seth Worley had the idea and wrote the script. We just went back and forth for a few years. I play a single dad who is worried because his daughter keeps drawing these crazy pictures that end up coming to life. It’s a really fun family adventure with a beautiful theme of processing feelings.”
In addition to teasing the madcap adventure to come in Sketch, Hale was kind enough to go deep on his career, discussing his time on Arrested Development, Veep, Community, Toy Story 4, Inside Out 2, and even his brief Marvel and Star Wars voice acting forays. One theme that emerged is that you might just remember Hale’s best roles better than he does.
“One of my favorite things is when people come up and are like, ‘I love this joke,’ and I’m like, ‘Please tell me it because I’ve completely forgotten.’ The only one I remember, because it’s my favorite, is Tobias joining Blue Man Group because he thinks it’s a support group for depressed men. That was the level of comedy you were working with.”
Next time you see Tony Hale out and about, please remind him of some more great Arrested Development gags. – AB
The Toxic Avenger
Writer-director Macon Blair and the stars of The Toxic Avenger remake, including Peter Dinklage, stopped by to chat about their new superhero movie—err, make that “super-human” movie. Yep, as producer Lloyd Kaufman, who co-wrote and co-directed the original Toxic Avenger, tells us, he has advised both Blair and Ahoy Comics to knock off using the term “superhero” while running with ol’ Toxie.
“[It’s] a super-human movie,” Kaufman insists. “You get a lawyer’s letter because Warners and Marvel co-own the word ‘superhero.’ When Toxic Avenger was a Marvel comic book, he was a superhero, but as soon as Warners dumped the Toxic Avenger remake, then suddenly we got a lawyer’s letter to no longer use ‘superhero.’ So it’s a super-human hero… That’s how you do things in the movie business.”
We should note that Marvel and DC have since lost their attempt to trademark the word ‘superhero’ in court, but the fact that Toxie has to stay DIY about even his job description—and even as the star of a glitzy (if still gory) new Legendary Pictures remake—is pretty on brand for a superhero who got dunked in toxic sludge. Watch the above video to see the rest of our discussion, including why Dinklage is not under the extensive Toxie makeup post-transformation. – DC
Twisted Metal Season 2
The first season of Twisted Metal on Peacock offered just about everything fans of the long-running vehicular combat video game series could have hoped for. In addition to Anthony Mackie’s anonymous hero John Doe, the season introduced many characters, vehicles, locations, and even the iconic fiery harlequin Sweet Tooth from the mythos. The only thing missing, however, was the all-important demolition derby itself. That is now set to arrive in Twisted Metal season 2 thanks to the introduction of another important game character: the mysterious Calypso, played by Anthony Carrigan (Barry, Superman).
“He’s just kind of your basic, run-of-the-mill MC of a vehicular death match. Go with the old standards,” Carrigan says.
Joining Carrigan to tease the season to come were Mackie (John Doe), Joe Seanoa (Sweet Tooth), Stephanie Beatriz (Quiet), and showrunner Michael Jonathan Smith.
“First of all, New San Francisco is a wonderful place,” Mackie says of John Doe’s initial season 2 digs. “If you get a chance, go check it out. I discovered carpaccio in New San Francisco. It’s quite nice. We discover John there having a wonderful time and trying to move forward without his right hand…”
“His right hand,” Beatriz interrupts with a masturbatory hand motion. A brief moment of sincerity immediately followed up by a dick joke? Hard to imagine a more fitting representation of Twisted Metal than that. – AB
Upper Deck and Rush of Ikorr
We got the chance to speak with Travis Rhea, head of Upper Deck about Rush of Ikorr, and what Upper Deck has coming now and for the near future.
The new trading card game dropped earlier this year, with Rush of Ikorr relying on strategy as you compete in epic mythological battles with up to 3v3 PvP. As Rhea explains, “Last year we released NeoPets TCG; this year, Rush of Ikorr. Rush of Ikorr is really a game changer. It’s a homegrown IP for us and has some pretty cool differences that you don’t see in the TCG world.” We touched on its unique qualities, including how the game encourages 2v2 and 3v3 play. But the style of play isn’t the only thing that separates it.
Says Rhea, “We tapped into stuff people were already excited about and somewhat familiar with.” This references the various cultures and sets of mythology the creative team researched for the creation of this game’s lore, which helps it to have a unique style in the TCG space. What is so great is that this is a return to form for Upper Deck, with Rhea stating, “We’ve been here before; we have a legacy on this side of the business. We did Yu-Gi-Oh!, World of Warcraft, Call of Duty…we’ve been in that world. It’s just we took a break from it for a while… back to TCG’s is really in our DNA.” – CM
The Walking Dead: Daryl Dixon
The folks behind The Walking Dead: Daryl Dixon stepped into the studio triumphant, having just announced at the preceding panel that their Walking Dead spinoff would receive a supersized fourth and final season. Producers Scott Gimple, Greg Nicotero, and David Zabel; and producers and stars Norman Reedus and Melissa McBride were happy to tease the ending to come.
“The French part of this show was always envisioned as a two-season story,” Zabel says. “And then starting this season we have three and four. By the end of that, Carol and Daryl’s European adventure would have a really good conclusion and open up whatever comes next.”
Following two full seasons of fighting the dead in France, Daryl (Reedus) and Carol (McBridge) head west (in a very roundabout way that includes a trip through the “Chunnel”) to take in some post-apocalyptic sightseeing on their long journey home.
“There’s a real passion in Spain,” Reedus says. “It’s like a Western. There’s a real Spanish fire to the cast and crew. You feel the passion in the show. We tried really hard not to make an American show and plop it down in Europe. We tried not to fake the funk. We didn’t want everyone in France to have a beret on and a poodle and eat brie. In Spain we were authentic as well.” – AB
Ben Trivett/Shutterstock for Den of Geek
Yaeji
One of the many draws of SDCC 2025 was the highly anticipated Crunchyroll Anime FanFest, two free days of live music, ranging from Japanese alternative bands to anime-inspired hip-hop groups. On the second day, Brooklyn-based DJ Yaeji performed a set on the Crunchyroll stage before stopping by the studio.
“It was definitely different,” Yaeji said about her FanFest set. “I prepared for it specially on the side. I wanted to play only anime edits and get deep if I can, so it wasn’t like a usual set I would play at all.”
Yaeji’s usual sets are platforms for her bilingual lyricism and dual lofi/electronic sounds. According to the DJ, the purpose behind writing lyrics in both Korean and English has changed for her over the years.
“In the beginning, I just sang in Korean because I wanted my friends to not know what I was singing about, and then I discovered that Korean sounds really texturally interesting, so it was more of an instrument,” the musician says. “Now, I find it to be helpful expressing in both languages … and also communicating via sounds and the sonics.”
Although Yaeji doesn’t point to one specific artist as her primary influence, she has resonated with icons of hip-hop and pop throughout her life. However, she has most notably found inspiration within mediums she shares in common with many SDCC attendees.
“Sometimes I would find random indie music through a blog probably, but I was always on the internet,” Yaeji tells us. “I think the more influential ones are actually probably from video games or anime openings and endings that I listened to throughout my teens.” – SR
Panels
Amy Sussman/Getty Images
Coyote vs. Acme Panel
Bright and early in Hall H, Looney Tunes fans at very long last got to watch never-before-seen clips from the long-awaited Coyote vs. Acme, the movie that Warner Bros. Discovery—I mean, Acme!—didn’t want you to see. The panel was hosted by comedian Paul Scheer and featured director Dave Green, cast members Will Forte, Eric Bauza, Martha Kelly, and surprise appearances by Wile E. Coyote himself, plus P. J. Byrne in-character as Acme’s legal rep. We saw three clips, including six minutes of footage and the film’s first official trailer. Byrne handed out fake cease and desist papers and had the panel removed by unpaid Acme interns.
These bits referenced WBD’s decision to shelve the completed film in 2023 as part of a $30 million tax write-off, which sparked immense fan outrage. Ketchup Entertainment later picked up the film for $50 million. The panel also revealed that Coyote vs. Acme is set for global release on Aug. 28, 2026. The film’s plot is based on a 1990 TheNew Yorker article by Ian Frazier, and imagines Wile E. Coyote finally suing Acme after years of injuries from their defective products.
“While [Wile E. Coyote] is the star of the movie, he is not the hero of this movie. Because I think what Paul [Scheer] and I, and everyone you’re going to meet on this panel today would say, is that the real hero of this movie is all you guys sitting in those seats,” Will Forte says at the panel. “Like Wile E. Coyote, you guys were underdogs who fought against a major corporation, and because you never gave up, this movie is now going to come out in a global wide release.” – DZ
Daniel Knighton/Getty Images
George Lucas and the Lucas Museum of Narrative Art Panel
In the discussion of geek culture’s biggest influences, few names loom as large as George Lucas. This year, the creator of the Star Wars and Indiana Jones universes, founder of Lucasfilm, and veritable godfather of science fiction made his first appearance at SDCC for a panel titled “Sneak Peek of the Lucas Museum of Narrative Art Panel.”
Over the course of 50 years, Lucas has collected over 40,000 pieces of narrative art. Many of those artworks will soon be on display at the museum in Los Angeles, founded by Lucas and his wife, Mellody Hobson.
“It’s more about a connection, an emotional connection with the work, not how much it cost or what celebrity did it,” Lucas said about the artwork he collects. “It’s more a personal thing, and I don’t think it’s anything that anybody else can tell you… if you have an emotional connection, then it’s art.”
Sitting next to Lucas were director and museum board member Guillermo del Toro, artist and designer Doug Chiang, and musician and panel moderator Queen Latifah. Each member of the panel has their own connection to Lucas’ work, as well as their own passion behind narrative art.
“Many of the pieces we have celebrate freedom or anarchy,” del Toro said. “… Comics have a lot of social conscience, before or around the same time as movies and so forth. You have graffiti, you have many of the popular mimeographed forms of art that do that, they are not dominated… What is important for me or what is magical, [the museum] is not a man and his collection, it is a lineage of images… We are in a critical moment in which one of the things they like to disappear is the past, and this is memorializing a popular, vociferous, expressive, eloquent moment in our visual past that belongs to all of us.”
The Lucas Museum of Narrative Art is scheduled to open in 2026 and will feature original works from the Star Wars universe, along with original Peanuts sketches, an original Flash Gordon comic strip, the first Iron Man cover and much more. – SR
Gundam Wing
The flowing locks of unkempt ‘90s nostalgia were on full display when the anime heartthrobs of Heero Yuy, Duo Maxwell, Quatre Winner, and the rest of the Gundam Wing pilots took a long overdue encore at the convention center on Thursday night. Before thousands of cheering fans, actors Mark Hildreth, Scott McNeil, and Brad Swaile–who voiced Heero, Duo, and Quatre in the beloved 2000 English dub of Gundam Wing—took a bow and recited some of the fans’ favorite lines while reminiscing about how best to vocalize imminent annihilation at the hands of a Gundam.
The biggest piece of news out of the panel was definitely a modern tribute video to Gundam Wing’s 30th anniversary with dazzling hand-drawn imagery that set the mind aflutter with possibilities. Gundam executive producer Naohiro Ogata was on hand to also tease folks to “keep watching” if they liked the above video (which might just be fan-baiting the dream of a Wing sequel). However, for attendees in the room, the highlight might be one fan asking for Hildreth to tear up a hand-delivered invitation to his birthday party with the same coldness that Heero infamously displayed to Relena Peacecraft in the first episode of Wing… Hildreth even made sure to throw the torn scraps so that the paper could catch the air-conditioning, like a feather in the wind. – DC
Ben Trivett/Shutterstock for Den of Geek
Peacemaker Panel
Touching down at the Peacemaker panel in Hall H at San Diego Comic-Con, we were graced with the presence of the crew behind Peacemaker, including actors John Cena, Jennifer Holland, Freddie Stroma, Steve Agee, Sol Rodriguez, Frank Grillo, Tim Meadows, and writer-director James Gunn.
Not only did they answer questions and speak on their characters’ motivations coming into the next season, but we also got a few clips of the new season 2 coming to HBO Max on Aug. 21, including a comedic “bird blindness” bit with Steve Agee’s John Economos and Tim Meadows’ new ARGUS agent character, “Langston Fleury,” as well as a hard-hitting action scene featuring Jennifer Holland’s Emilia Harcourt giving out haymakers and head kicks in a biker bar.
James explained to the audience that coming into season 2, Peacemaker feels shunned from the superhero community, his love interest, and the things he wants from life in general. With Gunn speaking to where we find peacemaker: “He’s dealing with the demons he sort of uncovered from the first season and trying to deal with them and the world is not accepting him the way he is.” But once his father’s inter-dimensional storage door, aka the Quantum Unfolding Chamber, comes into play, Chris has a chance to see if the grass is greener on the other side in this parallel world. – CM
Photo by Chelsea Guglielmino/FilmMagic/Getty Images
Percy Jackson and the Olympians Panel
The mythological world of Percy Jackson & the Olympians has seen many iterations, from the original book series by Rick Riordan to the film adaptations in the 2010s to a spinoff series to, most recently, a TV rendition. The first season aired in 2023 and after a year and a half of patient waiting, members of the cast and production team offered fans a sneak peak at Season Two in the first Hall H panel of SDCC 2025.
“We like to say it (Season Two) is supersized,” executive producer and writer Dan Shotz said. “Season Two is epic, it is so huge what we were able to build … We are out at sea, we are on a 175-foot ironclad ship, we are on cruise ships, we are in chariot races, we are fighting incredible monsters … It is so massive and we cannot wait for you guys to see what we do.”
Season Two will dig deeper into Riordan’s written world, this time following the story of the series’ second installment: The Sea of Monsters. Cast members like Walker Scobell (Percy), Leah Jeffries (Annabeth) and Dior Goodjohn (Clarisse) all spoke to the experience of returning to a film set that has become a home to them and how Season Two allowed them to open up to their characters in a way viewers will not want to miss. The panel ended with a video message from Riordan, in which he announced the official release date of Season Two – Dec. 10 on Disney+ – and the casting of two vital characters set to appear in Season Three: Levi Chrisopulos as Nico di Angelo and Olive Abercrombie as his sister, Bianca. – SR
Michael Buckner/Variety via Getty Images)
Predator: Badlands Panel
Disney and 20th Century Studios have a lot of confidence in Predator: Badlands, and for good reason. It was, after all, only three years ago when they brought Dan Trachtenberg’s previous live-action movie in the Predator universe, the Hulu exclusive Prey, to SDCC. There the historical period piece set during the 18th century and in Comanche Nation tore the roof off of a nearby theater. So seeing Trachtenberg back, now in Hall H alongside stars Elle Fanning and Dimitrius Schuster-Koloamatangi and moderator Kevin Smith, amounted to something of a victory lap. Except this win had a whole other movie to wow attendees.
While Trachtenberg didn’t bring his full Predator follow-up to San Diego in 2025 (it’s still being made), he and Disney confidently unveiled the first 15 minutes of Badlands, including portions of action sequences and special effects that are unfinished. They were right to be bullish, the sequence, which amounts to an extended prologue set on the Predators’ homeworld, reveals just how much of Schuster-Koloamatangi’s protagonist, a Predator named Dek, truly is the main character of the future-set movie (a first in the Predator franchise). His story is given vaguely Shakespearean heft as he must battle against the expectations of his clan and a murderous father.
Our full impression of the first 15 minutes can be found here, but rest assured that there is much yet to be revealed, including the full extent of Elle Fanning’s role as a pairof Weyland-Yutani synthetics that Dek discovers on a hostile alien world where there is an apex predator so ferocious that even the alien race which hunts Arnold Schwarzenegger for sport fears it. What that creature looks like has yet to be glimpsed–or just how much fun Fanning will have playing dual roles (Smith teased she portrays two very different kinds of robots)—but suffice to say the future looks bright for pop culture’s most beloved ugly MFer. – DC
The new music video for “As Alive As You Need Me To Be” by Nine Inch Nails closes out the ‘TRON: ARES’ panel at #SDCCpic.twitter.com/MeMvAPLZXi
Disney also brought Tron: Ares to SDCC this year with perhaps the most spectacular light show Hall H has ever witnessed. Heralded by several red-hued programs and neon-crimson beams piercing the darkness, an all-star cast, including Jeff Bridges (and for better or worse Jared Leto) took the stage to discuss the legacy of Tron, the future of technology, and just how awesome it is to walk on a Disney soundstage made to rebirth “the Grid.”
Still, the most tantalizing tease offered fans was an extended glimpse and listen at the original score written by Nine Inch Nails for the movie. Following in the footsteps of Daft Punk’s iconic score from Tron: Legacy (2010), all of NIN has reassembled to write and perform on a soundtrack that includes literal vocal tracks and new NIN songs. In fact, a killer music video was even fired up for Hall H attendees. Trust us, it’s amazing, as some naughty social media posts have proven with leaks like the one above. – DC
Events
Avatar Party
Earth, fire, water, air… the four nations were more than represented at the Nickelodeon x Den of Geek Avatar the Last Airbender 20th anniversary party in San Diego, celebrating the massively popular animated series and its ever-expanding world, with some of the cast and crew that made it special. including voice actors Jack De Sena, Jennie Kwan, Olivia Hack, Dante Basco, Zach Tyler Eisen, Michaela Jill Murphy, and Dee Bradley Baker, as well as co-creators Michael Dante DiMartino and Bryan Konietzko.
The party was a lively time with signature mixed drinks from each of the four nations and plenty of food to boot, including a beautifully crafted sushi bar made out of ice in the water tribe section, and a large charcuterie platter within the mini earth kingdom, while servers handed out a vast amount of food and treats like vegetarian spring rolls, cabbage dumplings, hand-cut potato chips, bao buns, and countless other Avatar-themed snacks. We were also happily entertained with the exciting sounds of DJ Dante, aka Dante Basco, pleasing the crowd with a set list signature to his swagger while at the DJ booth, Basco actually brought up his fellow Avatar castmates one by one, on stage by name and character name, to exclaim, “We just want to say thank you guys so much for 20 years, just being in support of the show and changing all of our lives… ours and yours.”
And he wasn’t the only one with words for the audience; co-creators Michael Dante DiMartino and Bryan Konietzko came up on stage to lend some words, with DiMartino stating, “We have Den of Geek to thank for that, for throwing, to my knowledge, the first actual really awesome, really fun party… Thank you, Den of Geek.” Konietzko added, “Here we are, we’ll keep going as long as we can go.” –CM
DC Comics x eBay Live
Den of Geek was honored to host the culmination event of our Summer of Superman charity auctions live at San Diego Comic-Con. Partnering with eBay and DC Comics, we brought you all-new and original Superman artwork from seasoned comics veterans like Rafael Albuquerque, Cully Hamner, Scott Koblish, Joe Prado, Ian Churchill, John Timms, Eddy Barrows, Daniel Sampere, Clayton Henry, Tony S. Daniel, Dan Jurgens, Kenneth Rocafort, and Ivan Reis.
The event was hosted by Sam Stone and Rosie Knight, with guest appearances from comic creatives Jurgens, Hamner, Phillip Kennedy Johnson, and Tom King, as well as Peacemaker actor Steve Agee joining in on the fun. Fans and fellow geeks came out in droves to support the cause, helping raise over $7,000 for the BINC Foundation. BINC’s mission is to support the emergent financial, medical, and mental health service needs of comic and book shop owners and workers across the country, who have guided fellow comic enthusiasts along the way.-CM
Op Games
The Op Games Party came alive with shared laughter, the cheerful clink of glasses and a nostalgic soundtrack featuring ‘90s icons like Madonna and New Radicals, which captured the electric, feel-good vibes of the night. Tables buzzed with excitement as fans and first-timers alike dove into classic titles like Telestrations and Blank Slate. Founded in 1994, The Op Games, formally known as USAopoly, is celebrating over 30 years of bringing families and friends together over fun, easy-to-learn party games. The Op has built a legacy of laughter and connection with original fan favorites and licensed games from renowned brands like Disney, Marvel, Sanrio, and Nickelodeon. Partygoers who wanted to game rotated from table to table, speed-dating-style, sampling four of the company’s best-selling and most fast-paced games. Tasty hors d’oeuvres, beer, wine and specialty drinks at the open bar were restocked throughout the night as the over 400 guests that attended passed through the Andaz Hotel on the first night of San Diego Comic-Con.
At one table, each player would alternate between sketching and guessing to see how wildly their original phrase transforms by the end of the round while playing Telestrations. Others raced against the timer to shout out answers that fit a category without repeating letters during multiple intense rounds of Tapple. Attempting to read the room but not be too obvious, others tried to match one word with another player to complete a phrase in many hilarious rounds of Blank Slate. One of the most popular and competitive games of the night had to be Flip 7, which earned the 2025 Golden Geek Award for Party Game of the Year. People roared during this fast-paced, push-your-luck card game where players race to play numbered cards in sequence, which involves flipping and swapping cards to outwit opponents and be the first to clear their hand. Guests arrived in full cosplay, their best 90s fashion, in groups and solo, but no matter how they showed up, everyone found something to enjoy.
“My mission, and The Ops mission, is to bring people together, where we can all play these games and actually experience them in a real world situation that you can replicate at home and show to your friends,” Adam Minton, associate director of marketing at The Op Games, says. “We want nothing more than joy, laughter, lifetime memories, and doing events like these with cool people in a cool atmosphere.” – DZ
Mission Brewing Party
No SDCC is complete without stopping downtown at Mission Brewing, and with the Comic-Con crowd still buzzing from the recent release of Superman (2025), what better way to celebrate than with a super happy hour?
In collaboration with Mission Brewing, Upper Deck and Den of Geek, the brewery hosted two live podcast tapings. The podcast Power-Up discussed Upper Deck’s Rush of Ikorr card games, and Roddenberry Entertainment’s Does it Fly and iHeartRadio’s X-Ray Vision teamed up to chat about the Man of Steel himself.
The first 50 guests received a pack of Upper Deck Fleer Brilliants Superman trading cards, and the first 150 snagged a free Mission x Den of Geek custom pint. The vibes were good as people unwinded with tailor-made canned Den of Geek lagers, deliciously refreshing pale ales made just for the event. – DZ
One of the most successful soft skills we have at our disposal is feedback, in whatever form it takes, and whatever it may be called. It helps us collaborate to improve our designs while developing our own abilities and perspectives.
Feedback is also one of the most underestimated equipment, and generally by assuming that we’re now great at it, we settle, forgetting that it’s a skill that can be trained, grown, and improved. Bad opinions can lead to conflict on projects, lower morale, and long-term, undermine trust and teamwork. Quality comments can be a revolutionary force.
Practicing our knowledge is absolutely a good way to enhance, but the learning gets yet faster when it’s paired with a good base that programs and focuses the exercise. What are some fundamental components of providing effective opinions? And how can comments be adjusted for rural and distributed job settings?
A long history of sequential comments can be found online: code was written and discussed on mailing lists before becoming an open source standard. Currently, engineers engage on pull calls, developers post in their favourite design tools, project managers and sprint masters exchange ideas on tickets, and so on.
Design analysis is often the label used for a type of input that’s provided to make our job better, jointly. It generally shares many of the principles with comments, but it also has some differences.
The information
The content of the feedback serves as the foundation for every effective criticism, so we need to start there. There are many designs that you can use to form your content. The one that I personally like best—because it’s obvious and actionable—is this one from Lara Hogan.
This calculation, which is typically used to provide feedback to users, even fits really well in a design critique because it finally addresses one of the main issues that we address: What? Where? Why? How? Imagine that you’re giving some comments about some pattern function that spans several screens, like an onboard movement: there are some pages shown, a stream blueprint, and an outline of the decisions made. You notice anything that needs to be improved. If you keep the three components of the equation in mind, you’ll have a mental unit that can help you become more precise and effective.
Here is a post that could be included in some feedback, and it might appear fair at first glance because it appears to partially fulfill the requirements. But does it?
Not confident about the keys ‘ patterns and hierarchy—it feels off. May you alter them?
Observation for style feedback doesn’t really mean pointing out which part of the software your input refers to, but it also refers to offering a viewpoint that’s as specific as possible. Do you offer the user’s viewpoint? Your expert perspective? A business perspective? From the perspective of the project manager? A first-time user’s perspective?
I anticipate that one of these two buttons will go forward and the other will go back when I see them.
Impact is about the why. Just pointing out a UI element might sometimes be enough if the issue may be obvious, but more often than not, you should add an explanation of what you’re pointing out.
I anticipate that one of these two buttons will go forward and the other will go back when I see them. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow.
The question approach is meant to provide open guidance by eliciting the critical thinking in the designer receiving the feedback. Notably, in Lara’s equation she provides a second approach: request, which instead provides guidance toward a specific solution. While that’s generally a viable option for feedback, I’ve found that going back to the question approach typically leads to the best solutions for design critiques because designers are generally more open to experiment in a space.
The difference between the two can be exemplified with, for the question approach:
I anticipate that one of these two buttons will go forward and the other will go back when I see them. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Would it make sense to unify them?
Or, for the request approach:
I anticipate that one of these two buttons will go forward and the other will go back when I see them. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Let’s make sure that all screens have the same pair of forward and back buttons.
At this point in some situations, it might be useful to integrate with an extra why: why you consider the given suggestion to be better.
I anticipate that one of these two buttons will go forward and the other will go back when I see them. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Let’s make sure that all screens have the same two forward and back buttons so that users don’t get confused.
Choosing the question approach or the request approach can also at times be a matter of personal preference. I did rounds of anonymous feedback and I reviewed feedback with other people a while back when I was putting a lot of effort into improving my feedback. After a few rounds of this work and a year later, I got a positive response: my feedback came across as effective and grounded. Until I changed teams. Surprise surprise, my next round of criticism from a specific person wasn’t very positive. The reason is that I had previously tried not to be prescriptive in my advice—because the people who I was previously working with preferred the open-ended question format over the request style of suggestions. However, there was one person in this other team who now preferred specific guidance. So I adapted my feedback for them to include requests.
One comment that I heard come up a few times is that this kind of feedback is quite long, and it doesn’t seem very efficient. Yes, but also no. Let’s explore both sides.
No, this kind of feedback is effective because the length is a byproduct of clarity, and giving this kind of feedback can provide precisely enough information for a sound fix. Also if we zoom out, it can reduce future back-and-forth conversations and misunderstandings, improving the overall efficiency and effectiveness of collaboration beyond the single comment. Imagine that in the example above the feedback were instead just,” Let’s make sure that all screens have the same two forward and back buttons”. Since the designer receiving this feedback wouldn’t have much to go by, they might just implement the change. In later iterations, the interface might change or they might introduce new features—and maybe that change might not make sense anymore. Without explaining the why, the designer might assume that the change is one of consistency, but what if it wasn’t? So there could now be an underlying concern that changing the buttons would be perceived as a regression.
Yes, this style of feedback is not always efficient because the points in some comments don’t always need to be exhaustive, sometimes because certain changes may be obvious (” The font used doesn’t follow our guidelines” ) and sometimes because the team may have a lot of internal knowledge such that some of the whys may be implied.
Therefore, the equation above is intended to serve as a mnemonic to reflect and enhance the practice rather than a strict template for feedback. Even after years of active work on my critiques, I still from time to time go back to this formula and reflect on whether what I just wrote is effective.
The atmosphere
Well-grounded content is the foundation of feedback, but that’s not really enough. The soft skills of the person who’s providing the critique can multiply the likelihood that the feedback will be well received and understood. It has been demonstrated that only positive feedback can lead to sustained change in people. It can be determined by tone alone whether content is rejected or welcomed.
Since our goal is to be understood and to have a positive working environment, tone is essential to work on. I’ve tried to summarize the necessary soft skills over the years using a formula that resembles that of the content receptivity equation.
Respectful feedback comes across as grounded, solid, and constructive. It’s the kind of feedback that, whether it’s positive or negative, is perceived as useful and fair.
The term “timing” describes the moment when the feedback occurs. To-the-point feedback doesn’t have much hope of being well received if it’s given at the wrong time. When a new feature’s entire high-level information architecture is about to go live, it might still be relevant if the questioning raises a significant blocker that no one saw, but those concerns are much more likely to have to wait for a later revision. So in general, attune your feedback to the stage of the project. Early iteration? Iteration later? Polishing work in progress? Each of these needs a different one. The right timing will make it more likely that your feedback will be well received.
Attitude is the equivalent of intent, and in the context of person-to-person feedback, it can be referred to as radical candor. That entails checking whether what we have in mind will actually help the person and improve the overall project before writing. This might be a hard reflection at times because maybe we don’t want to admit that we don’t really appreciate that person. Although it’s possible, and that’s okay, it’s hoped not to be the case. Acknowledging and owning that can help you make up for that: how would I write if I really cared about them? How can I avoid being passive aggressive? How can I encourage constructive behavior?
Form is relevant especially in a diverse and cross-cultural work environments because having great content, perfect timing, and the right attitude might not come across if the way that we write creates misunderstandings. There could be many reasons for this, including the fact that occasionally certain words may cause specific reactions, that nonnative speakers may not be able to comprehend all thenuances of some sentences, that our brains may be different and that our world may be perceived differently; hence, neurodiversity must be taken into account. Whatever the reason, it’s important to review not just what we write but how.
A few years back, I was asking for some feedback on how I give feedback. I was given some sound advice, but I also got a surprise comment. They pointed out that when I wrote” Oh, ]… ]”, I made them feel stupid. That wasn’t my intention at all! I felt really bad, and I just realized that I provided feedback to them for months, and every time I might have made them feel stupid. I was horrified … but also thankful. I quickly changed the way I typed “oh” into my list of replaced words (your choice between aText, TextExpander, or others ), so that it was instantly deleted when I typed “oh.”
Something to highlight because it’s quite frequent—especially in teams that have a strong group spirit—is that people tend to beat around the bush. A positive attitude doesn’t necessarily mean giving in to criticism; it just means that you give it in a respectful and constructive manner, whether it be in the form of criticism or criticism. The nicest thing that you can do for someone is to help them grow.
We have a great advantage in giving feedback in written form: it can be reviewed by another person who isn’t directly involved, which can help to reduce or remove any bias that might be there. When I shared a comment and asked someone I trusted,” How does this sound,”” How can I do it better,” or even” How would you have written it,” I discovered that the best, most insightful moments for me occurred when I saw the two versions side by side.
The format
Asynchronous feedback also has a significant inherent benefit: we can devote more time to making sure that the suggestions ‘ clarity of communication and actionability meet two main objectives.
Let’s imagine that someone shared a design iteration for a project. You are reviewing it and leaving a comment. There are many ways to accomplish this, and context is of course important, but let’s try to think about some things that might be worthwhile to take into account.
In terms of clarity, start by grounding the critique that you’re about to give by providing context. This includes specifically describing where you’re coming from: do you have a thorough understanding of the project, or is this your first encounter with it? Are you coming from a high-level perspective, or are you figuring out the details? Are there regressions? Which user’s point of view do you consider when providing feedback? Is the design iteration at a point where it would be okay to ship this, or are there major things that need to be addressed first?
Even if you’re giving feedback to a team that already has some background information on the project, providing context is helpful. And context is absolutely essential when giving cross-team feedback. If I were to review a design that might be indirectly related to my work, and if I had no knowledge about how the project arrived at that point, I would say so, highlighting my take as external.
We frequently concentrate on the negatives and attempt to list every improvement that could be made. That’s of course important, but it’s just as important—if not more—to focus on the positives, especially if you saw progress from the previous iteration. Although this may seem superfluous, it’s important to remember that design has a number of possible solutions to each problem. So pointing out that the design solution that was chosen is good and explaining why it’s good has two major benefits: it confirms that the approach taken was solid, and it helps to ground your negative feedback. In the longer term, sharing positive feedback can help prevent regressions on things that are going well because those things will have been highlighted as important. Positive feedback can also help, as an added bonus, prevent impostor syndrome.
There’s one powerful approach that combines both context and a focus on the positives: frame how the design is better than the status quo ( compared to a previous iteration, competitors, or benchmarks ) and why, and then on that foundation, you can add what could be improved. There is a significant difference between a critique of a design that is already in good shape and one that isn’t quite there yet.
Another way that you can improve your feedback is to depersonalize the feedback: the comments should always be about the work, never about the person who made it. It’s” This button isn’t well aligned” versus” You haven’t aligned this button well”. This can be changed in your writing very quickly by reviewing it just before sending.
In terms of actionability, one of the best approaches to help the designer who’s reading through your feedback is to split it into bullet points or paragraphs, which are easier to review and analyze one by one. You might also think about breaking up the feedback into sections or even across multiple comments if it is longer. Of course, adding screenshots or signifying markers of the specific part of the interface you’re referring to can also be especially useful.
One approach that I’ve personally used effectively in some contexts is to enhance the bullet points with four markers using emojis. A red square indicates that it is something I consider blocking, a yellow diamond indicates that it should be changed, and a green circle indicates that it is fully confirmed. I also use a blue spiral � � for either something that I’m not sure about, an exploration, an open alternative, or just a note. However, I’d only use this strategy on teams where I’ve already established a high level of trust because it might turn out to be quite demoralizing if I deliver a lot of red squares, and I’d have to reframe how I’d communicate that.
Let’s see how this would work by reusing the example that we used earlier as the first bullet point in this list:
🔶 Navigation—I anticipate that one of these two buttons will go forward and the other will go back when I see them. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Let’s make sure that all screens have the same two forward and back buttons so that users don’t get confused.
� � Overall— I think the page is solid, and this is good enough to be our release candidate for a version 1.0.
� � Metrics—Good improvement in the buttons on the metrics area, the improved contrast and new focus style make them more accessible.
Button Style: Using the green accent in this context, which conveys that it is a positive action because green is typically seen as a confirmation color. Do we need to explore a different color?
Tiles—It seems to me that the tiles should use the Subtitle 2 style rather than the Subtitle 1 style given the number of items on the page and the overall page hierarchy. This will keep the visual hierarchy more consistent.
� � Background—Using a light texture works well, but I wonder whether it adds too much noise in this kind of page. What is the purpose of using that?
What about giving feedback directly in Figma or another design tool that allows in-place feedback? These are generally difficult to use because they conceal discussions and are harder to follow, but in the right setting, they can be very effective. Just make sure that each of the comments is separate so that it’s easier to match each discussion to a single task, similar to the idea of splitting mentioned above.
One final note: say the obvious. Sometimes we might feel that something is clearly right or wrong, and we don’t say it. Or sometimes we might have a doubt that we don’t express because the question might sound stupid. Say it, that’s fine. You might have to reword it a little bit to make the reader feel more comfortable, but don’t hold it back. Good feedback is transparent, even when it may be obvious.
Asynchronous feedback also has the benefit of automatically guiding decisions, according to writing. Especially in large projects,” Why did we do this”? there’s nothing better than open, transparent discussions that can be reviewed at any time, and this could be a question that arises from time to time. For this reason, I recommend using software that saves these discussions, without hiding them once they are resolved.
Content, tone, and format. Although each of these subjects offers a useful model, focusing on improving eight of the subjects ‘ focus points, including observation, impact, question, timing, attitude, form, clarity, and actionability, is a lot of work to complete at once. One effective approach is to take them one by one: first identify the area that you lack the most (either from your perspective or from feedback from others ) and start there. Then the third, the third, and so on. At first you’ll have to put in extra time for every piece of feedback that you give, but after a while, it’ll become second nature, and your impact on the work will multiply.
Thanks to Brie Anne Demkiw and Mike Shelton for reviewing the first draft of this article.