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  • Empowering Small Business with AI & Strategy

    Empowering Small Business with AI & Strategy

    Empowering Small Business with AI & Strategy written by John Jantsch read more at Duct Tape Marketing

    Listen to the full episode: Overview In this episode of the Duct Tape Marketing Podcast, John Jantsch interviews Sara Nay, CEO of Duct Tape Marketing and author of “Unchained.” Drawing on over 15 years of experience in every agency role—from intern to CEO—Sara explains why the traditional marketing agency model is broken for both clients […]

    Empowering Small Business with AI & Strategy written by John Jantsch read more at Duct Tape Marketing

    Listen to the full episode:

    Overview

    In this episode of the Duct Tape Marketing Podcast, John Jantsch interviews Sara Nay, CEO of Duct Tape Marketing and author of “Unchained.” Drawing on over 15 years of experience in every agency role—from intern to CEO—Sara explains why the traditional marketing agency model is broken for both clients and agencies. She introduces the “anti-agency” approach: a practical, strategy-first, AI-enabled model designed to help small businesses own their marketing instead of renting it. The discussion covers timeless principles, the new role of the fractional CMO, how to leverage AI for impact (not just efficiency), and the steps any business can take to reclaim control and clarity.

    About the Guest

    Sara Nay is the CEO of Duct Tape Marketing and author of “Unchained.” With two decades of hands-on experience, Sara is a leading voice in strategy-first marketing systems for small businesses. She has helped hundreds of entrepreneurs and agencies design sustainable, scalable growth through a blend of foundational principles and forward-thinking technology. Sara is a sought-after speaker and advocate for empowering business owners to take back ownership of their marketing.

    Actionable Insights

    • The traditional agency model struggles with client demands, scope creep, profitability, and talent retention—especially as AI transforms execution.
    • The “anti-agency” model empowers small businesses to stop renting their marketing and start owning it, with strategy and leadership at the center.
    • Timeless marketing principles (ideal client, deep messaging, strategy before tactics) are more important than ever in the AI era.
    • Rushing into AI tools without strategy amplifies chaos and inconsistency—start with business and marketing goals, then select and train the right tools.
    • Fractional CMOs offer small businesses affordable, high-level leadership, managing strategy, budget, and metrics while leveraging lean teams and AI systems.
    • Owning your marketing brings control, clarity, and the ability to scale—CEOs should focus on their “zone of genius” and let marketing leaders orchestrate execution.
    • Agencies must shift from execution services to strategic leadership and AI-empowered team enablement to remain relevant.
    • Every business can start reclaiming ownership by auditing team structure, clarifying partnerships, and aligning technology to strategy.
    • AI should be used to elevate human talent, not replace it—future-proof your team and business by identifying high-impact skills and integrating AI support.

    Great Moments (with Timestamps)

    • 01:06 – Why the Traditional Agency Model is Broken
      Sara shares her experience across agency roles and the pain points that inspired “Unchained.”
    • 03:02 – Defining the Anti-Agency Model
      How AI and strategy are turning the old agency/client relationship upside down.
    • 04:59 – Timeless Marketing Principles in the Age of AI
      Why ideal client profiles and deep messaging still matter most.
    • 07:07 – The Dangers of Jumping Into AI Without Strategy
      Sara explains how “amplified chaos” is the real risk for small businesses.
    • 08:55 – The New Org Chart: Fractional CMOs and AI-Powered Teams
      How small businesses can afford leadership and execution at scale.
    • 11:05 – From Renting to Owning Your Marketing
      The mindset and structural shifts required for true business growth and clarity.
    • 14:26 – How Agencies Must Evolve to Stay Relevant
      Why leadership, strategy, and AI team enablement are the future of agency services.
    • 16:06 – Practical Steps for Taking Ownership This Week
      Sara’s advice for businesses ready to move from chaos to control.
    • 18:08 – Elevating Your Team With AI
      How to future-proof your people and business by blending skills and technology.

    Pulled Quotes

    “Stop renting your marketing and start owning it. With the right strategy, small businesses can take back control and scale with confidence.”
    — Sara Nay

    “AI should be used to elevate your team—not replace them. Future-proof your business by blending technology with high-impact human skills.”
    — Sara Nay

    John Jantsch (00:00.866)

    Hello and welcome to another episode of the Duct Tape Marketing Podcast. This is John Jantsch. My guest today is Sara Nay. Sara is the CEO of Duct Tape Marketing, where she spent over 15 years helping small businesses build strategy-first marketing systems that actually work. Now being my daughter, Sarah has lived the small business reality from every angle as a teenager, as a team member, as a fractional CMO, and now as the CEO. In her new book,

    Unchained, she makes the case that traditional agency model is broken, both for the clients and agencies and lays out a practical AI enabled strategy first approach she calls the anti-agency model. We’re going to touch on that. Permission helps small business owners stop renting their marketing and start owning it. Unchained, breaking free from broken marketing models. So Sarah, welcome to the show.

    Sara Nay (00:53.858)

    Thanks for having me on.

    John Jantsch (00:55.778)

    So you and I have been talking about marketing models for a long time. Was there a time when you kind of said, you know what, the agency model is broken and I got to create something different?

    Sara Nay (01:06.455)

    Yeah, I mean, as you mentioned in the introduction, I’ve been part of the agency space for about 15 years. And in that journey, I’ve moved from intern to community manager, account manager, fractional CMO for our clients among other roles. And so I’ve really been in all the different areas of the agency space. And throughout that journey, there’s definitely been times where I’ve noticed things that didn’t quite feel right in the agency space. And even further than that,

    there have been several moments over the last 15 years where I’ve been burnt out and on the brink of saying, does this make sense to pursue even more, even further? And so I’ve lived a lot of challenges along the way and there’s no secret in the challenges I’ve seen. think a lot of people experience this in the agency space. And so starting on that side, on the agency side of things, there’s challenges with meeting client demands and managing scope creep and scaling and maintaining profitability and

    retaining great talent and those are a lot of the things that I’ve heard from other agency owners struggling with, but I’ve also experienced it myself. Also in my roles, I’ve been on in the sales side of our business for a while now. So I’ve spoken with hundreds of small business owners who have worked with different agencies or outsourced solutions over those years. And I have heard all of their stories of

    things along the lines of marketing doesn’t work or I’m paying this agency for X and I have no idea if I’m getting results or if anything’s happening with my marketing efforts. And so there’s been a lot of this going on for years in the agency space. But I think it’s becoming more more heightened now with the evolution of AI.

    John Jantsch (02:49.518)

    So you actually use the term anti-agency model. Now know you’re not an agency hater. so, so what makes this anti or, and not just a better agency.

    Sara Nay (03:02.379)

    Yeah. So the whole play with the anti-agency model, as you identified, like obviously we’re not anti-agency. We’re an agency ourselves. We have been for 31 years. We love agencies. And so I do keep, I keep explaining that because I don’t want people to think this book is against agencies, but what it’s with the anti-agency, what it’s saying is the model is broken essentially for some of the points that I had highlighted just a second ago. So it’s anti-agency model specifically.

    And so the way we have been doing and functioning for years as agencies were being forced in some ways to evolve because of the evolution of AI. so previously to AI, it made sense for agencies to hold onto things like marketing, execution, content, social, SEO, paid ads, all of the execution elements. But with the evolution of AI, I believe small businesses are able to take some of that stuff in-house.

    They still need strategic leadership and direction, but they now have an opportunity to stay a little bit more lean with their in-house marketing team by layering in AI systems below them to help with the heavy lifting of execution. And so that’s the whole idea of stop renting your marketing and taking back ownership of your marketing. You still need strategy. You still need direction. You still need leadership.

    But now you can build a marketing department or team that is a bit leaner because they’re overseeing orchestration of marketing, which is done by AI systems.

    John Jantsch (04:39.086)

    So one of the things you and I talk about a lot, cause I say it all the time is I, you know, I’ve been doing this 30 years and while a lot of new shiny things have come along, the fundamentals of marketing have not really changed or what we’re here to do as marketers has not really changed that much. What timeless principles do you think from, our system? As you know, it’s still worked today.

    Sara Nay (04:59.085)

    Yeah. And so that’s the second really section of the book we get into the timeless after the intro and all of that, we get into the timeless principles. And so some of the things that I touch on there are things like target market, identifying your clients on a very deep level. I think that’s becoming even more and more important with the evolution of AI, because what I see is a lot of small businesses bringing in something like a chat, GBT or a clod or whatever their tool of choices. And they’ll start just like,

    creating content and so it’s all over the place. It’s not consistent. It’s not on on brand. And so in your original book duct tape marketing, you talked a lot about identifying your ideal client on a deep level, understanding them emotionally, what keeps them up at night, what drives them. And so with the evolution of AI, you still need to understand your clients on a very deep level. But then if you’re going to bring in an AI tool, you then need to train the chat, you’d be to your tool of your choice that you bring in.

    on that information. So when you’re creating content moving forward, you’re creating content that speaks to your ideal client on a deep level and isn’t just generic. Another timeless foundational principle is core messaging. We talk a lot about that over the years. So identifying your core message or we’ve talked a lot about talking logo as well. And so that’s really identifying what makes you unique, but also what messaging resonates with that ideal client.

    That is still incredibly important today, but it’s also important to take that messaging and train your AI tools of choice on that messaging as well. So again, you’re not creating generic content, you’re creating content that speaks to your ideal clients with the messaging you’ve identified is really important. And so those foundations are still the same, but the way we’re using them is evolving a bit because of the technology that’s now available.

    John Jantsch (06:48.733)

    So, you know, we’ve, we’re all seeing people run into AI and just like, look what it can do, makes life faster, better, cheaper. Um, where do you think the danger of this, that like eyes wide open, you know, jump in and start using the tools? What do you think the danger of that is for many small businesses?

    Sara Nay (07:07.987)

    It complicates things that causes confusion. causes inconsistency. It causes noise. It amplifies the chaos that’s already there. It causes so many issues for the internal team or the team using the program, but also for the clients and prospects that you’re putting out content to as well. And so it’s causing confusion in both of those areas. And so a lot of what I encourage small businesses to do is take a step back.

    John Jantsch (07:12.916)

    amplifies the chaos that’s already there, right? Yeah.

    Sara Nay (07:33.767)

    And if you’ve been following duct tape marketing for any period of time, you’ve heard us say strategy before tactics. But it’s now strategy before tactics and technology is the conversation we’re having with clients. And so if you’re thinking about, okay, we need to be using AI tools instead of just diving into tools first, take a step back and answer some very important questions as to what’s the business actually trying to accomplish? What’s the marketing strategy look like based on that?

    What’s the team strategy or what’s our current team structure look like? And then you can say, okay, what tools can help us accomplish our goals? And then once you identify what the tools are, you then need to train the tools on your strategy that you would have created to then get to the point where you’re ready to execute on them efficiently. So don’t dive into tools, take a step back, create the strategy, and then answer the question of what tools are gonna help us get from where we are today to where we’re trying to go.

    John Jantsch (08:30.936)

    So, you know, the fractional CMO plus concept is a big part of our model. what do you tell that small business owner that’s got kind of a smaller budget and it’s thinking, I really just need somebody to do stuff rather than like, you know, I can’t really afford or I, or maybe I’m not big enough to even think about the idea of having fractional leadership. What do you say to that business as to why they need to maybe change their mindset?

    Sara Nay (08:55.403)

    Yeah, I mean, think, again, I keep going back to AI, but it’s causing small business owners or small businesses an opportunity that we haven’t had before. so, you previously, let’s think of traditional marketing org chart. You would have a CMO in a company and then you would have a lot of different executors under them, essentially. So you’d have like a paid specialist, an email marketing specialist, a social, you know, all of the different channels and categories. That’s never really been feasible to small businesses because

    they wouldn’t even have a budget for a CMO, let alone all the other people that are involved in that story. And so I think the best opportunity that small businesses have is right now in terms of the org chart, because you can bring in a fractional CMO. So you’re not paying a full-time salary. You’re paying a set fee every single month. That fractional CMO is then tasked with creating the overall strategy, managing the budget, owning the metrics.

    overseeing all of the marketing department essentially. And then under that fractional CMO, believe instead of, I don’t know if we’re quite there yet, but the direction I believe we’re going is instead of having a specialist in all the different channels, small businesses can have marketing executors that are familiar enough in writing great copy and understanding social media, but they’re really systems oriented and technology first people.

    where you can bring in AI systems below them to help them execute at a higher level than they’ve ever been before. And so now you’re getting a marketing org chart with all of these different roles that you previously probably couldn’t even think about affording as a small business.

    John Jantsch (10:35.832)

    So going back to the theme of renting, mean, the opposite of renting is owning. and so to a large degree, you know, what you’re describing there is kind of that path towards owning your, your marketing, you know, as a business, as opposed to maybe it wasn’t even renting. was abdicating like going here, you do it. I don’t care what you’re doing over there, but how does that change the business owners mindset in terms of.

    Sara Nay (10:54.124)

    Yeah.

    Yeah.

    John Jantsch (11:05.262)

    people in terms of structure, in terms of process, if they’re actually, you know, now they’re going to have those people in their organization or they’re going to have those functions in their organization. Who manages that? How do they hire for that? Are they, are they bringing in more overhead that makes sense for their business if they’re going to start thinking that way, or is this the ultimate path to, truly scaling a business?

    Sara Nay (11:16.557)

    It obviously depends on the business situation, revenue size, long-term growth goals. And so there’s a lot of factors that I would need to consider to answer that specifically. But for me, if you’re a small business and you’re looking to scale up,

    when you’re doing a certain level of revenue, you’ve been in business for a few years, let’s say you’ve passed the 1 million revenue mark, I think it’s time to start considering you need marketing leadership of some extent. And so when small businesses scale up to a certain point, if they haven’t looked for marketing leadership, the CEO becomes the CMO and they either have marketing experience or they learn marketing. And now it’s this necessary evil that

    they’re having to spend a lot of their time on where they never wanted to become a CMO in the first place. And so if you’re scaling up and you have high growth goals, looking for someone like a fractional CMO, I think makes a lot of sense because the whole idea is as the CEO or founder, you stay in your zone of genius. You stay focused on the why behind you building the business in the first place. then you… In selling, yeah.

    John Jantsch (12:34.798)

    or in selling, you know, stuff that actually is going to make money for the business rather than you having to figure out how to manage the technology.

    Sara Nay (12:46.121)

    Exactly. And then you bring in a fractional CMO or a marketing leader of some extent that then is tasked with what you identified earlier in terms of managing team, bringing in partners or hiring full-time team, running the technology, building the systems and processes, running the budget and the metrics. so the fractional CMO is really tasked with leading the marketing department and working alongside you to help you reach the specific business goals that you would have laid out.

    John Jantsch (13:15.566)

    You know, if somebody, whoever you’re working with is going to bring you strategy first, you know, as the first step, it doesn’t really matter what you call that person, right? What their role is, right? I mean, it’s really more the idea of thinking strategy first, isn’t

    Sara Nay (13:21.901)

    Yeah.

    Sara Nay (13:31.137)

    Yeah, absolutely. And so we’ll throw out all different terms. I mean, we talk a lot about fractional CMO, but if that feels like too elevated of a term, know, marketing leader, marketing strategist, marketing advisor, you know, the point is what they’re doing. They’re, leading the marketing initiatives and not just being an order taker.

    John Jantsch (13:51.672)

    So let’s flip to agencies that are listening, because I know we have agencies listening as well. How do they have to shift their mindset to really stay relevant? mean, I think in some agency, you look at some of these agencies that are providing SEO and content and social media, that’s their package, right, of done for you services. There might be a time in the very near future where that’s just not that relevant.

    Sara Nay (14:19.372)

    Yeah.

    John Jantsch (14:19.423)

    or people aren’t going to be willing to pay what you need to run a profitable business. So how do agencies need to shift their mindset?

    Sara Nay (14:26.705)

    Yeah, and there’s been a lot of stuff coming out there that I’ve seen on LinkedIn and different articles about how many agencies are going to shut down in the next few years. I think a lot of that stuff’s hard to predict, but I do think if you just keep offering execution, it’s a race to the bottom in a lot of cases because small businesses, even if they’re not doing it that effectively yet, they are bringing in AI solutions to cut costs in certain areas. And I think that marketing execution is one of those.

    areas. And so, you know, I think if agencies keep offering execution as their core services, it’s going to be very challenging in the next few years moving forward, because AI is becoming more sophisticated. So you’re basically competing against AI in that scenario versus if agencies shift their offering and they step more into this leadership role, where they’re, you know, focusing on strategy.

    they’re elevating team, it can be their own team or it can be internal team, but they’re elevating humans essentially with AI systems below them. Then they’re working alongside AI versus competing against it.

    John Jantsch (15:35.64)

    So if I’m a small business owner listening and.

    Obviously picking up and reading the book is going to be step one. But what are a couple steps towards taking this ownership mentality that somebody could start this week? If you’re stuck in the old kind of way of thinking, here are a couple things you can do this week to start changing your mindset or maybe even changing your marketing.

    Sara Nay (16:06.165)

    Yeah, of course. There’s two things that come to mind right off the bat. One of the first things, and I talk about this in the book as well, is the marketing strategy pyramid. We talk a lot about it at Duck Tape Marketing, but it’s really taking a step back and answering some business strategic questions first. So really analyzing what are your business goals? What are your objectives? What’s your revenue? Where are you growing towards? What are your mission, vision, values? And so really analyzing some of those things.

    And then thinking through what is your marketing strategy to help you move in the right direction. And then thinking through what is your team strategy. So you have to have those two bottom layers of the pyramid first to then think about team. But, know, to the question of how can businesses take back ownership when you’re analyzing your team structure, think through like, these internal roles? Are we relying on outsourced vendors? If we’re relying on outside outsourced vendors or solutions.

    Do we have clarity and confidence and control or ownership as to what they are doing or are we kind of left in the dark? I if you’re left in the dark through some of your partnerships, that’s when it’s time to analyze, does it make sense to continue on with this partnership or is there a way where we can get more ownership and control? So that’s where I would start is kind of going back to the basics there and analyzing your current structure, your current relationships, your current team.

    and making sure that you have clarity in what everyone is doing.

    John Jantsch (17:35.672)

    So I’m going to go a little in the weeds here on AI, mainly because it’s on everybody’s mind right now. There are a lot of some of these agencies that we’re talking about are shifting their whole model to being calling themselves AI agencies, where they want to come in and show you how to put in agents and how to automated this and automated that. How do you think small businesses should be looking at?

    Sara Nay (17:51.703)

    Yeah.

    John Jantsch (18:02.806)

    I mean, I don’t think we have to convince them that it’s not going away, but how do you think they should be looking at getting the most out of AI as really the end to end solution or the end to end assistant at this point that it can be rather than just looking at it as, here’s how I can automate stuff and or worse yet, here’s how I can fire people and do more with less.

    Sara Nay (18:08.909)

    Yeah, a big part of that I think is doing an analysis of who’s currently on your team and you’re not asking the question.

    How can we get more work out of them or how can we get them to move faster or be more productive? What you’re answering is how can we elevate them to make more of an impact? And so one of the exercises that we’ve done with our team fairly recently, and this is also in the book as well, is we had everyone on our team analyze what skills are they doing on a regular basis. And then we basically had them identify what are human-led skills that they should continue to focus on, things that light them up, that they love.

    And then we also had them identify what skills can be AI assisted and what skills and tasks could be executed by AI. And so we went through that exercise so people could essentially analyze their roles and think about how they could future proof their careers moving forward. And so I think that’s a really great exercise for anyone listening as a business leader or for your whole entire team is you should all be thinking about how can we future proof the business as a whole.

    And that’s a lot of what you and I talk about when we talk about shifting our model in a new direction. But you also need to be considering everyone on your team. How can you help them elevate with AI instead of be replaced by it? And then how can you help them continue to grow and focus on the skills that are becoming more important because of the evolution of AI?

    John Jantsch (19:54.414)

    talking with Sarah Ney, the author of Unchained. Sarah, I appreciate you spending a few moments to talk about Unchained. Is there a place that you’d invite people to go to find out more about the work you do, of course, but then also the new book?

    Sara Nay (20:08.269)

    Absolutely, so unchainedmodel.com is the book’s website, so love for you to check that out and also connect with me on LinkedIn. Again, my name is Sarah Ney.

    John Jantsch (20:18.23)

    Awesome, well again, I appreciate you stopping by. Hopefully we’ll see you one of these days soon out there on the

    Sara Nay (20:24.589)

    Thank you.

    powered by

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    My wife was like,” I hate Big Baby, I hate it,” Smith says when we broke the idea of Big Baby. She was incredibly upset with me that we came up with it. She instructed me to reduce Major Baby, and I responded,” Big Baby stays, honey.” It&#8217, s Great Baby or me. ‘ &#8221,

    Nan, we appreciate the effort to omit Great Baby.

    The first three incidents of Twisted Metal year 2 air on Peacock on Thursday, July 31. New episodes air on Fridays, with the season finale on August 28.

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    Den of Geek‘s first article Star Trek: Odd New Worlds Season 3 Episode 4 Review: A Space Adventure Hour.

    Great ideas and stories abound in the contemporary game landscape. Some Professional video games have as much lore as a Homeric amazing. Hell, FromSoftware yet hired George R. R. Martin, the creator of Game of Thrones, to fill out the broad tale arcs of Elden Ring &#8216, s the Lands Between! But, that wasn’t always the case.

    The idea of &#8220, lore&#8221 was no often taken into account for &#8217, 90s and &#8217, 00s activities, which were primarily focused on creating a gratifying gameplay experience through basic graphics. Despite this, gamers eventually learned to respect and value these titles, whose lore is still in question. No better illustration of this trend can be found than Sony’s automotive battle series Twisted Metal. In the midst of Calypso&#8217’s demolition derby, themes, characters, weaponry, locations, and yet themes started to emerge.

    cnx. powershell. push ( function ( ) {cnx ( {playerId:” 106e33c0-3911-473c-b599-b1426db57530″, }). render ( “0270c398a82f44f49c23c16122516796” ), }),

    In its first year, the Peacock TV series version Twisted Metal made homage to that unknowable mythology. The second time is now poised to delve even further into the games ‘ story. Anthony Mackie ( John Doe ), Stephanie Beatriz ( Quiet ), Joe Seanoa ( Sweet Tooth ), and Anthony Carrigan ( Calypso ) among the showrunners Michael Jonathan Smith and Anthony Carrigan ( Calypso ) stopped by Den of Geek Studio at San Diego Comic-Con to tease what &#8217, s come.

    &#8220, The legend is thus unhinged. It&#8217, s merely crazy, &#8221, according to director Smith about the Twisted Metal company. We have dockets in the writers ‘ room, which is so full of all the weapons and levels, to ensure we have all those Easter eggs so fans can always &#8216, Leonardo DiCaprio [pointing ] meme&#8217, the screen at all times. It’s usually so enjoyable to include that stuff. &#8221,

    Per Smith, the Leonardo DiCaprio-pointing joke stuff this time around will make some unexpected allusions to one of the book’s most adored characters.

    We included some crazy Axel legend, and we included it. I find it hard to believe that the Twisted Steel writers and creators included this products unless you are really into the Twisted Metal mythology and you see what we included from Axel’s backstory. &#8217, It&#8217, s but strong and it &#8217, s but stupid how we included it. &#8221,

    While the iconic conflagratory clown Sweet Tooth (voiced by Joe Seanoa and voiced by Will Arnett ) was able to appear in Twisted Metal&#8216, the game’s first time, winter two thoroughly exposes the true author of the destruction tournament screen. Calypso, who was portrayed by Anthony Carrigan ( also known as Noho Hank in Barry and Metamorpho in this summer’s Superman ), is a fantastically evil dandy who fits the Twisted Metal universe just as comfortably as his absurd wig fits his head.

    Sincerely, the wig does all the acting. I take very little credit, it &#8217, s all the hair, &#8221, Carrigan jokes. The character’s blueprint was there, but we were able to work together and have fun. I’m going to say that I took a lot of liberties. many liberties are involved. However, I believe the cast’s overall attitude is genuinely enthusiastic about having fun and pushing the boundaries. &#8221,

    &#8220, It&#8217, s a testament to you, dude, &#8221, Mackie adds to Carrigan. A regular actor would have entered, not taken risks, not pushed the envelope, and instead just stood there and said the script. However, you did it all. You completely lost your mind. It was stunning to witness. It was like &#8216, oh what &#8217, s this dude gonna be&#8217, and then you &#8217, d be on set and hear]INDESCRIBABLE HAUNTING LAUGH]. &#8221,

    The show’s flexible premise also allows for Twisted Metal to experiment with some new characters, including the introduction of a particular post-apocalyptic heavy who is so revolting that this interviewer begged Smith for an apology.

    My wife was like,” I hate Big Baby, I hate it,” Smith says when we broke the idea of Big Baby. She was incredibly angry with me that we came up with it. She instructed me to cut Big Baby, and I responded,” Big Baby stays, honey.” It&#8217, s Big Baby or me. ‘ &#8221,

    Nan, we appreciate the effort to omit Big Baby in any case.

    On Thursday, July 31 on Peacock, the first three episodes of Twisted Metal season 2 air. Thursdays bring in new episodes, with the season’s conclusion set for August 28.

    The first post Deep Lore For a Beloved Game Character Will Be Included in Twisted Metal Season 2 appeared first on Den of Geek.

  • Shin Godzilla Director Reveals Why Those Eyes Are So Adorable

    Shin Godzilla Director Reveals Why Those Eyes Are So Adorable

    Godzilla appeared to never be that terrifying once for a long time. The Big G quickly developed into a creature after the most well-known large video display monsters to kick around a city started as a calm, scary analogy for the risks of nuclear weapons in Ishir Honda’s 1954 classic that started it all.

    The first article on Den of Geek: Shin Godzilla Director Reveals Why Those Eye Are But Adorable was first published.

    The contemporary game landscape is full of bigger ideas and big stories. As full of mythology as a Homeric spectacular do some AAA gaming titles. The wide tale areas of Elden Ring &#8216, which are located in the Lands Between!, were also completed by Game of Thrones father George R. R. Martin. But, that wasn’t always the case.

    The &#8217, 90s and &#8217, 00s games were mostly focused on creating a satisfying game experience through primitive graphics, so the idea of &#8220, lore&#8221 was no frequently taken into account. Despite this, gamers eventually learned to respect and value these titles, whose cannon is still in question. No other vehicle fight game collection from Sony’s collection, Twisted Metal, is a better illustration of this phenomenon. In the midst of Calypso&#8217’s destruction derby, themes, characters, weaponry, locations, and also themes started to emerge.

    cnx. powershell. push ( function ( ) {cnx ( {playerId:” 106e33c0-3911-473c-b599-b1426db57530″, }). render ( “0270c398a82f44f49c23c16122516796” ), }),

    In its first year, the Peacock TV series translation Twisted Metal made homage to that unknowable mythology. The second time is now poised to delve even further into the games ‘ story. Anthony Mackie ( John Doe ), Stephanie Beatriz ( Quiet ), Joe Seanoa ( Sweet Tooth ), and Anthony Carrigan ( Calypso ) among the showrunners at San Diego Comic-Con.

    &#8220, The legend is thus unhinged. It&#8217, s simply crazy, &#8221, according to director Smith about the Twisted Metal company. We have dockets in the writers ‘ room, which is so full of all the weapons and levels, to ensure we have all those Easter eggs so fans can always &#8216, Leonardo DiCaprio [pointing ] meme&#8217, the screen at all times. That stuff is always so enjoyable to incorporate. &#8221,

    Per Smith, the Leonardo DiCaprio-pointing joke stuff this time around will make some unexpected allusions to one of the book’s most adored characters.

    We included some Axel legend that is so crazy. &#8220, I find it hard to believe that the Twisted Steel writers and creators included this products unless you are really into the Twisted Metal mythology and you see what we included from Axel’s backstory. &#8217, It&#8217, s but strong and it &#8217, s but stupid how we included it. &#8221,

    While the iconic conflagratory clown Sweet Tooth (voiced by Joe Seanoa and voiced by Will Arnett ) was able to appear in Twisted Metal&#8216, the game’s first time, winter two thoroughly reveals the guy behind the demolition tournament screen. A wonderfully deranged dandy who fits the Twisted Metal universe as comfortably as his absurd wig fits his head, Calypso, played by Anthony Carrigan ( a.k .a. Noho Hank in Barry and Metamorpho in this summer’s Superman ).

    Seriously, hair does all the acting. &#8220, I take very little credit, it &#8217, s all the hair, &#8221, Carrigan jokes. The character’s framework was that, but we were able to work together and have fun. I took a lot of rights, I’m going to claim. a lot of freedoms However, I believe the cast’s overall attitude is really truly good for having fun and pushing the limits while having a good time. &#8221,

    &#8220, It&#8217, s a bible to you, bro, &#8221, Mackie adds to Carrigan. A regular actor would have entered, never taken risks, hardly ventured far, and instead just stood there and said the script. However, you did it all. You completely bizarre. It was stunning to view. It was like &#8216, oh what &#8217, s this dude gonna be&#8217, and then you &#8217, d be on set and hear]INDESCRIBABLE HAUNTING LAUGH]. &#8221,

    The display &#8217, s premise’s flexible format also allows for Twisted Metal to experiment with some fresh personalities, including the introduction of a particular post-apocalyptic big who is so revolting that this recruiter begged Smith for an explanation.

    When we broke the concept of Big Baby, my wife said,” I hate Big Baby,”’ Smith says, and I explained it to her. She was incredibly upset with me that we came up with it. She instructed me to cut Great Baby, and I responded,” Honey, Big Baby stays.” It&#8217, s Great Baby or me. ‘ &#8221,

    Nan, we appreciate the effort to omit Great Baby in any case.

    On Thursday, July 31 on Peacock, Twisted Metal year 2 will debut. New episodes air on Fridays, with the season episode on August 28.

    The second post Strong Lore For a Beloved Game Character Will Be Included in Twisted Metal Season 2 appeared initially on Den of Geek.

  • “A Space Adventure Hour” Reveals Why Modern Star Trek Is Defined by Parodies

    “A Space Adventure Hour” Reveals Why Modern Star Trek Is Defined by Parodies

    Star Trek: Odd New Worlds year 3 show 4 has spoilers in this article. Star Trek from today is different from Star Trek from your grandfather. The fragile sets, madly wrong science, and shoddy acting are all gone. However, if you tuned in to [Star Trek: Strange New Worlds ] this week’s episode of” A Space Adventure Hour,” you should know.

    The blog” A Space Adventure Hour” Shows Why Contemporary Star Trek Is Defined by Parodies first appeared on Den of Geek.

    Great ideas and stories abound in the contemporary game landscape. Some Professional video games have as much lore as a Homeric amazing. The wide tale areas of Elden Ring &#8216, which are located in the Lands Between!, were also completed by Game of Thrones father George R. R. Martin. But, that wasn’t always the case.

    The idea of &#8220, lore&#8221 was never frequently taken into account for &#8217, 90s and &#8217, 00s activities, which were primarily focused on creating a pleasant gameplay experience through basic graphics. Despite this, gamers eventually learned to respect and value these titles, whose lore is still in question. No other vehicle fight game collection from Sony’s collection, Twisted Metal, is a better illustration of this phenomenon. In the midst of Calypso&#8217’s destruction derby, themes, characters, weaponry, locations, and also themes started to emerge.

    cnx. command. push ( function ( ) {cnx ( {playerId:” 106e33c0-3911-473c-b599-b1426db57530″, }). render ( “0270c398a82f44f49c23c16122516796” ), }),

    In its first year, the Peacock TV series version Twisted Metal made homage to that unknowable mythology. The second time is now poised to delve even further into the games ‘ history. Anthony Mackie ( John Doe ), Stephanie Beatriz ( Quiet ), Joe Seanoa ( Sweet Tooth ), and Anthony Carrigan ( Calypso ) among the showrunners at San Diego Comic-Con.

    &#8220, The legend is thus unhinged. Showrunner Smith describes the Distorted Metal brand as being completely insane. We have registries in the authors ‘ area, which is so full of all the weapons and rates, to ensure that enthusiasts can always have all those Easter egg. It&#8217 ;s always so enjoyable to include that stuff. &#8221,

    Per Smith, the Leonardo DiCaprio-pointing image materials this time around will make some unexpected allusions to one of the book’s most adored characters.

    We included some Axel legend that is so crazy. &#8220, I find it hard to believe that the Twisted Steel authors and writers included this thing unless you are really serious in the Twisted Metal mythology and you see what we included from Axel&#8217, s story. &#8217, It&#8217, s but strong and it &#8217, s but stupid how we included it. &#8221,

    While the iconic conflagratory clown Sweet Tooth (voiced by Joe Seanoa and voiced by Will Arnett ) was able to appear in Twisted Metal&#8216, the game’s first time, winter two thoroughly exposes the true author of the destruction tournament screen. Calypso, who was portrayed by Anthony Carrigan ( a.k .a. Noho Hank in Barry and Metamorpho in this summer’s Superman ), is a fantastically evil dandy who fits the Twisted Metal universe just as comfortably as his absurd wig fits his head.

    Actually, hair does all the acting. &#8220, I take very little credit, it &#8217, s all the hair, &#8221, Carrigan jokes. The character’s framework was it, but we were able to work together and have fun. I took a lot of rights, I’m going to claim. many freedoms are involved. However, I believe the cast’s overall attitude is really truly good for having fun and pushing the limits while having a good time. &#8221,

    &#8220, It&#8217, s a bible to you, bro, &#8221, Mackie adds to Carrigan. A typical artist would have entered, never taken risks, not pushed the envelope, and instead just stood there and said the script. However, all the strange garbage came from you. You completely lost your mind. It was stunning to view. It was like &#8216, oh what &#8217, s this dude gonna be&#8217, and then you &#8217, d be on set and hear]INDESCRIBABLE HAUNTING LAUGH]. &#8221,

    The display &#8217, s premise’s flexible format also allows for Twisted Metal to experiment with some fresh personalities, including the introduction of a particular post-apocalyptic big who is so revolting that this recruiter begged Smith for an explanation.

    My wife was like,” I hate Big Baby, I hate it,” Smith says when we broke the idea of Big Baby. She was incredibly angry with me that we came up with it. She instructed me to cut Great Baby, and I responded,” Honey, Big Baby stays.” It&#8217, s Major Baby or me. ‘ &#8221,

    Nan, we appreciate the effort to omit Great Baby.

    The first three incidents of Twisted Metal winter 2 air on Peacock on Thursday, July 31. New episodes air on Fridays, with the season episode on August 28.

    The second post Twisted Metal Season 2 May Include Deep Lore For a Beloved Game Character appeared first on Den of Geek.

  • The Long Walk Cast Reacts to Being ‘Too Tense’ for SDCC

    The Long Walk Cast Reacts to Being ‘Too Tense’ for SDCC

    When the lights went out and an loud sigh sprang out across thousands of people, it represented some sort of step. New special images shared with the excited and optimistic at San Diego Comic-Con was being obscured for the first time in the history of the event. The picture actually turned black. This was not concealed [ …].

    The Long Walk Cast Reacted to being” to uncomfortable” for SDCC, which appeared first on Den of Geek.

    Big tales and bigger ideas are prevalent in the contemporary game landscape. As full of legend as a Homeric spectacular do some AAA gaming titles. Hell, FromSoftware also hired George R. R. Martin, the creator of Game of Thrones, to fill out the broad narrative arcs of Elden Ring &#8216, s the Lands Between! But, that wasn’t always the case.

    The idea of &#8220, lore&#8221 was never frequently taken into account for &#8217, 90s and &#8217, 00s activities, which were primarily focused on creating a pleasant gameplay experience through basic graphics. Despite their small canon, gamers eventually learned to respect and cherish these titles. There is no better illustration of this occurrence than Sony’s automotive fight series Twisted Metal. In the midst of Calypso&#8217’s destruction derby, themes, characters, weaponry, locations, and also themes started to emerge.

    cnx. command. push ( function ( ) {cnx ( {playerId:” 106e33c0-3911-473c-b599-b1426db57530″, }). render ( “0270c398a82f44f49c23c16122516796” ), }),

    In its first year, the Peacock TV series translation Twisted Metal made homage to that unknowable mythology. The second time is now poised to delve even further into the games ‘ history. Anthony Mackie ( John Doe ), Stephanie Beatriz ( Quiet ), Joe Seanoa ( Sweet Tooth ), and Anthony Carrigan ( Calypso ) among the showrunners Michael Jonathan Smith and Anthony Carrigan ( Calypso ) stopped by Den of Geek Studio at San Diego Comic-Con to tease what &#8217, s come.

    &#8220, The legend is thus unhinged. Showrunner Smith says of the Twisted Metal company,” It’s really insane, &#8221. We have registries in the authors ‘ area, which is so full of all the weapons and rates, to ensure that viewers can always have all those Easter egg. It’s usually so enjoyable to include that thing. &#8221,

    Per Smith, the Leonardo DiCaprio pointing joke stuff this time around will make some unexpected allusions to one of the story’s most adored figures.

    We included some Axel legend that is so crazy. &#8220, I find it hard to believe that the Twisted Steel writers and creators included this things unless you are really into the Twisted Metal mythology and you see what we included from Axel’s backstory. &#8217, It&#8217, s but strong and it &#8217, s but stupid how we included it. &#8221,

    While the iconic conflagratory clown Sweet Tooth (voiced by Joe Seanoa and voiced by Will Arnett ) was able to appear in Twisted Metal&#8216, the game’s first time, winter two thoroughly reveals the guy behind the demolition tournament screen. Calypso, who was portrayed by Anthony Carrigan ( a.k .a. Noho Hank in Barry and Metamorpho in this summer’s Superman ), is a fantastically evil dandy who fits the Twisted Metal universe just as comfortably as his absurd wig fits his head.

    Sincerely, the hair does all the speaking. I take very little credit, it &#8217, s all the hair, &#8221, Carrigan jokes. The character’s framework was that, but we were able to work together and have fun. I’m going to suggest that I took a lot of rights. A lot of rights. However, I believe the cast’s overall attitude is genuinely enthusiastic about having fun and pushing the boundaries. &#8221,

    &#8220, It&#8217, s a bible to you, dude, &#8221, Mackie adds to Carrigan. A typical artist would have entered, never taken risks, not pushed the envelope, and instead just stood there and said the script. However, you did it all. You completely lost your mind. It was stunning to view. It was like &#8216, oh what &#8217, s this dude gonna be&#8217, and then you &#8217, d be on set and hear]INDESCRIBABLE HAUNTING LAUGH]. &#8221,

    The show’s versatile concept also allows Twisted Metal to experiment with some fresh characters, including the introduction of a particular post-apocalyptic big who begged Smith for an explanation.

    My wife was like,” I hate Big Baby, I hate it,” Smith says when we broke the idea of Big Baby. She was incredibly angry with me that we came up with it. She instructed me to reduce Major Baby, and I responded,” Honey, Big Baby stays.” It&#8217, s Great Baby or me. ‘ &#8221,

    Nan, we appreciate the effort to omit Great Baby.

    The first three incidents of Twisted Metal winter 2 air on Peacock on Thursday, July 31. New episodes air on Fridays, with the season episode on August 28.

    The second post Strong Lore For a Beloved Game Character Will Be Included in Twisted Metal Season 2 appeared initially on Den of Geek.

  • Asynchronous Design Critique: Giving Feedback

    Asynchronous Design Critique: Giving Feedback

    One of the most powerful sweet skills we have at our disposal is the ability to work together to improve our designs while developing our own abilities and perspectives, regardless of how it is used or what it might be called.

    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 isolated and distributed job settings?

    We can find a long history of sequential opinions on the web: code was written and discussed on mailing lists since the beginning of open source. 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. So it generally adheres to many of the principles with comments, but it also has some differences.

    The material

    The content of the feedback serves as the foundation for every effective criticism, so we need to start there. There are many versions that you can use to design your content. The one that I personally like best—because it’s obvious and actionable—is this one from Lara Hogan.

    This formula is typically used to provide feedback to people, but it also fits really well in a design criticism because it finally addresses one of the main inquiries that we work on: 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 things 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 reply 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. Can they be altered?

    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 a viable option for feedback in general, in my experience, going back to the question approach typically leads to the best solutions because designers are generally more at ease in being given an open space to explore.

    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 spent a while working on improving my feedback, conducting anonymous feedback reviews and sharing feedback with others. 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 actually 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 make 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 above equation serves 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 tone

    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 lasting change in people, and tone alone can determine 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. Over the years, I’ve tried to summarize the necessary soft skills in a formula that resembles the one for content: the 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 time when feedback occurs is known as timing. 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 on sale, 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 that was 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 before writing to see if what we have in mind will actually help the person and improve the project overall. This might be a hard reflection at times because maybe we don’t want to admit that we don’t really appreciate that person. Hopefully that’s not the case, but it can happen, and that’s okay. 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 my spelling mistake by adding “oh” to my list of replaced words (your choice between aText, TextExpander, or others ) so that when I typed “oh,” it was immediately deleted.

    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 with someone I knew,” How does this sound,”” How can I do it better,” or even” How would you have written it,” I discovered that the two versions had different meanings.

    The format

    Asynchronous feedback also has a significant inherent benefit: it allows us to spend more time making sure that the suggestions ‘ clarity 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 time seeing 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 are you addressing when offering your 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 possible improvement. 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 to lessen impostor syndrome as an added bonus.

    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 needs to be changed, and a green circle provides a thorough, positive confirmation. 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 the impact could be quite demoralizing if I had to deliver a lot of red squares, and I’d change how I’d communicate that a little.

    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 good or bad about something, so 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.

    Another benefit of asynchronous feedback is that written feedback automatically monitors decisions. Especially in large projects,” Why did we do this”? There’s nothing better than open, transparent discussions that can be reviewed at any time, which 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, improving eight of the subjects ‘ observation, impact, question, timing, attitude, form, clarity, and actionability is a lot of work to put in all 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 second, followed by 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.

  • Asynchronous Design Critique: Getting Feedback

    Asynchronous Design Critique: Getting Feedback

    ” Any feedback?” is perhaps one of the worst ways to ask for suggestions. It’s obscure and unfocused, and it doesn’t give us a sense of what we’re looking for. Getting good opinions starts sooner than we might hope: it starts with the demand.

    When we realize that receiving input can be seen as a form of pattern study, it might seem counterintuitive to begin the process with a question. In the same way that we wouldn’t perform any studies without the correct questions to get the insight that we need, the best way to ask for feedback is also to build strong issues.

    Design criticism is not a one-time procedure. Sure, any great comments process continues until the project is finished, but this is especially true for layout because architecture work continues iteration after iteration, from a high level to the finest details. Each stage requires its unique set of questions.

    And suddenly, as with any great research, we need to examine what we got up, get to the base of its perspectives, and take action. Iteration, evaluation, and problem. This look at each of those.

    The query

    Being available to input is important, but we need to be specific about what we’re looking for. Any comments,” What do you think,” or” I’d love to hear your opinion” at the conclusion of a presentation are likely to generate a lot of divergent ideas, or worse, to make people follow the lead of the first speaker. And next… we get frustrated because vague issues like those can change a high-level moves review into folks rather commenting on the borders of buttons. Which issue may be important, so it might be difficult to get the team to pay attention to it.

    But how do we get into this scenario? A number of elements are involved. One is that we don’t often consider asking as a part of the input approach. Another is how healthy it is to assume that everyone else will agree with the problem and leave it alone. Another is that in nonprofessional debate, there’s usually no need to be that exact. In summary, we tend to undervalue the value of the issues, and we don’t work to improve them.

    The work of asking good questions guidelines and focuses the criticism. It’s even a form of acceptance because it specifies what kind of feedback you’d like to receive and how you’re open to them. It puts people in the right emotional position, especially in situations when they weren’t expecting to give opinions.

    There isn’t a second best way to ask for opinions. It simply needs to be certain, and sensitivity can take several shapes. The one of level than depth is a design for design criticism that I’ve found to be particularly helpful in my coaching.

    Stage” refers to each of the actions of the process—in our event, the design process. The kind of feedback changes as the consumer research moves forward to the final design. But within a single stage, one might also examine whether some assumptions are correct and whether there’s been a suitable language of the amassed opinions into updated designs as the job has evolved. The layers of user experience could serve as a starting point for future inquiries. What do you want to know: Project objectives? User requirements? Functionality? Content? Interaction design? Information architecture UI design? Navigation planning? Visual design? Branding?

    Here’re a few example questions that are precise and to the point that refer to different layers:

    • Functionality: Is it desirable to automate account creation?
    • Interaction design: Take a look through the updated flow and let me know whether you see any steps or error states that I might’ve missed.
    • Information architecture: On this page, we have two competing pieces of information. Is the structure effective in communicating them both?
    • User interface design: What do you think about the top-of-the-page error counter, which makes sure you can see the next error even when the error is outside the viewport?
    • Navigation design: From research, we identified these second-level navigation items, but once you’re on the page, the list feels too long and hard to navigate. Are there any ways to deal with this?
    • Visual design: Are the sticky notifications in the bottom-right corner visible enough?

    The other axis of specificity is determined by how far you would like to go with the presentation. For example, we might have introduced a new end-to-end flow, but there was a specific view that you found particularly challenging and you’d like a detailed review of that. This can be especially helpful from one iteration to the next when it’s crucial to highlight the areas that have changed.

    There are other things that we can consider when we want to achieve more specific—and more effective—questions.

    A quick fix is to get rid of the generic qualifiers from questions like “good”, “well,” “nice,” “bad,” “okay,” and” cool.” For example, asking,” When the block opens and the buttons appear, is this interaction good”? is it possible to look specific, but you can spot the “good” qualifier and make the question” When the block opens and the buttons appear, is it clear what the next action is” look like?

    Sometimes we actually do want broad feedback. Although that’s uncommon, it can occur. In that sense, you might still make it explicit that you’re looking for a wide range of opinions, whether at a high level or with details. Or perhaps you should just say,” At first glance, what do you think”? so that it’s clear that what you’re asking is open ended but focused on someone’s impression after their first five seconds of looking at it.

    Sometimes the project is particularly broad, and some areas may have already been thoroughly explored. In these situations, it might be useful to explicitly say that some parts are already locked in and aren’t open to feedback. Although it’s not something I’d recommend in general, I’ve found it helpful in avoiding getting back into rabbit holes like those that could lead to further refinement but aren’t currently what matters most.

    Asking specific questions can completely change the quality of the feedback that you receive. People with less refined criticism will now be able to provide more actionable feedback, and even expert designers will appreciate the clarity and effectiveness gained from concentrating solely on what’s needed. It can save a lot of time and frustration.

    The iteration

    Design iterations are probably the most visible part of the design work, and they provide a natural checkpoint for feedback. Many design tools have inline commenting, but many of them only display changes as a single fluid stream in the same file. These types of design tools cause conversations to end after they are resolved, update shared UI components automatically, and require designers to always display the most recent version unless these would-be useful features were manually disabled. The implied goal that these design tools seem to have is to arrive at just one final copy with all discussions closed, probably because they inherited patterns from how written documents are collaboratively edited. That approach to design critiques is probably not the best approach, but some teams might benefit from it even if I don’t want to be too prescriptive.

    The asynchronous design-critique approach that I find most effective is to create explicit checkpoints for discussion. For this, I’m going to use the term iteration post. It refers to a write-up or presentation of the design iteration followed by a discussion thread of some kind. Any platform that can accommodate this type of structure can use this. By the way, when I refer to a “write-up or presentation“, I’m including video recordings or other media too: as long as it’s asynchronous, it works.

    There are many benefits to using iteration posts:

    • It creates a rhythm in the design work so that the designer can review feedback from each iteration and prepare for the next.
    • It makes decisions accessible for upcoming review, and conversed conversations are also always available.
    • It creates a record of how the design changed over time.
    • Depending on the tool, it might also make it simpler to collect and act on feedback.

    These posts of course don’t mean that no other feedback approach should be used, just that iteration posts could be the primary rhythm for a remote design team to use. And from there, other feedback techniques ( such as live critique, pair designing, or inline comments ) can emerge.

    I don’t think there’s a standard format for iteration posts. However, there are a few high-level components that make sense to include as a baseline:

    1. The goal
    2. The layout
    3. The list of changes
    4. The querys

    Each project is likely to have a goal, and hopefully it’s something that’s already been summarized in a single sentence somewhere else, such as the client brief, the product manager’s outline, or the project owner’s request. Therefore, I would repeat this in every iteration post, literally copy and pasting it. The idea is to provide context and to repeat what’s essential to make each iteration post complete so that there’s no need to find information spread across multiple posts. The most recent iteration post will have everything I need if I want to know about the most recent design.

    This copy-and-paste part introduces another relevant concept: alignment comes from repetition. Therefore, repeating information in posts helps to ensure that everyone is on the same page.

    The design is then the actual series of information-architecture outlines, diagrams, flows, maps, wireframes, screens, visuals, and any other kind of design work that’s been done. In essence, it’s any design work. For the final stages of work, I prefer the term blueprint to emphasize that I’ll be showing full flows instead of individual screens to make it easier to understand the bigger picture.

    It might also be helpful to have clear names on the artifacts so that it is easier to refer to them. Write the post in a way that helps people understand the work. It’s not much different from creating a strong live presentation.

    For an efficient discussion, you should also include a bullet list of the changes from the previous iteration to let people focus on what’s new, which can be especially useful for larger pieces of work where keeping track, iteration after iteration, could become a challenge.

    Finally, as mentioned earlier, a list of the questions must be included in order to help you guide the design critique in the desired direction. Doing this as a numbered list can also help make it easier to refer to each question by its number.

    Not every iteration is the same. Earlier iterations don’t need to be as tightly focused—they can be more exploratory and experimental, maybe even breaking some of the design-language guidelines to see what’s possible. Then, later, the iterations begin coming to a decision and improving it until the design process is complete and the feature is ready.

    I want to highlight that even if these iteration posts are written and conceived as checkpoints, by no means do they need to be exhaustive. A post might be a draft, just a concept to start a discussion, or it might be a cumulative list of every feature that was added over the course of each iteration until the full picture is achieved.

    Over time, I also started using specific labels for incremental iterations: i1, i2, i3, and so on. Although this may seem like a minor labeling tip, it can be useful in many ways:

    • Unique—It’s a clear unique marker. One can quickly say,” This was discussed in i4″ with each project, and everyone knows where to go to review things.
    • Unassuming—It works like versions ( such as v1, v2, and v3 ) but in contrast, versions create the impression of something that’s big, exhaustive, and complete. Attempts must be exploratory, incomplete, or partial.
    • Future proof—It resolves the “final” naming problem that you can run into with versions. No more files with the title “final final complete no-really-its-done” Within each project, the largest number always represents the latest iteration.

    The wording release candidate (RC ) could be used to indicate when a design is finished enough to be worked on, even if there are some areas that still need improvement and, in turn, require more iterations, such as” with i8 we reached RC” or “i12 is an RC” to indicate when it is finished.

    The review

    What typically occurs during a design critique is an open discussion that can be very productive between two people. This approach is particularly effective during live, synchronous feedback. However, using a different approach when we work asynchronously is more effective: adopting a user-research mindset. Written feedback from teammates, stakeholders, or others can be treated as if it were the result of user interviews and surveys, and we can analyze it accordingly.

    Asynchronous feedback is particularly effective around these friction points because of this shift’s significant benefits:

    1. It removes the pressure to reply to everyone.
    2. It lessens the annoyance caused by swoop-by comments.
    3. It lessens our personal stake.

    The first friction point is having to press yourself to respond to each and every comment. Sometimes we write the iteration post, and we get replies from our team. It’s simple, straightforward, and doesn’t cause any issues. But other times, some solutions might require more in-depth discussions, and the amount of replies can quickly increase, which can create a tension between trying to be a good team player by replying to everyone and doing the next design iteration. This might be especially true if the respondent is a stakeholder or someone directly involved in the project who we feel we need to speak with. We need to accept that this pressure is absolutely normal, and it’s human nature to try to accommodate people who we care about. When we treat a design critique more like user research, we realize that we don’t need to respond to every comment, and there are alternatives: In asynchronous spaces, responding to all comments can be effective.

      One is to let the next iteration speak for itself. That is the response when the design changes and we publish a follow-up iteration. You might tag all the people who were involved in the previous discussion, but even that’s a choice, not a requirement.
    • Another option is to respond politely to acknowledge each comment, such as” Understood. Thank you”,” Good points— I’ll review”, or” Thanks. These will be included in the upcoming iteration. In some cases, this could also be just a single top-level comment along the lines of” Thanks for all the feedback everyone—the next iteration is coming soon”!
    • Another option is to provide a quick summary of the comments before moving on. Depending on your workflow, this can be particularly useful as it can provide a simplified checklist that you can then use for the next iteration.

    The swoop-by comment, which is the kind of feedback that comes from a member of the project or team who might not be aware of the context, restrictions, decisions, or requirements —or of the discussions from earlier iterations. On their side, there’s something that one can hope that they might learn: they could start to acknowledge that they’re doing this and they could be more conscious in outlining where they’re coming from. Swoop-by comments frequently prompt the simple thought,” We’ve already discussed this,” and it can be frustrating to have to keep saying the same thing over and over.

    Let’s begin by acknowledging again that there’s no need to reply to every comment. However, if responding to a previously litigated point might be helpful, a brief response with a link to the previous discussion for additional information is typically sufficient. Remember, alignment comes from repetition, so it’s okay to repeat things sometimes!

    Swoop-by commenting can still be useful for two reasons: first, they might point out something that isn’t clear, and second, they might have the power to represent a user’s first impression of the design. Sure, you’ll still be frustrated, but that might at least help in dealing with it.

    The personal stake we might have in relation to the design could be the third friction point, which might cause us to feel defensive if the review turned out to be more of a discussion. Treating feedback as user research helps us create a healthy distance between the people giving us feedback and our ego ( because yes, even if we don’t want to admit it, it’s there ). And in the end, presenting everything in aggregated form helps us to prioritize our work more.

    Always remember that while you need to listen to stakeholders, project owners, and specific advice, you don’t have to accept every piece of feedback. You must examine it and come up with a conclusion that you can support, but sometimes “no” is the best choice.

    As the designer leading the project, you’re in charge of that decision. In the end, everyone has their area of specialization, and the designer has the most background and knowledge to make the best choice. And by listening to the feedback that you’ve received, you’re making sure that it’s also the best and most balanced decision.

    Thanks to Mike Shelton and Brie Anne Demkiw for their contributions to the initial draft of this article.

  • Designing for the Unexpected

    Designing for the Unexpected

    Although I’m not certain when I first heard this statement, it has over the centuries stuck in my mind. How do you generate solutions for scenarios you can’t think? Or create materials that are functional on products that have not yet been created?

    Flash, Photoshop, and flexible pattern

    When I first started designing sites, my go-to technology was Photoshop. I started by making a design for a 960px canvas that I would later add glad to. The growth phase was about attaining pixel-perfect precision using set widths, fixed levels, and absolute placement.

    All of this was altered by Ethan Marcotte’s 2010 post in A List Off entitled” Responsive Web Design.” I was sold on reactive style as soon as I heard about it, but I was even terrified. The pixel-perfect models full of special figures that I had formerly prided myself on producing were no longer good enough.

    My first encounter with reactive style didn’t help my fear. My second project was to get an active fixed-width website and make it reactive. I quickly realized that you didn’t just put responsiveness at the end of a job. To make smooth design, you need to prepare throughout the style stage.

    A new way to style

    Making flexible or liquid websites has always been about removing restrictions and creating content that can be viewed on any system. It relies on the use of percentage-based design, which I immediately achieved with local CSS and power groups:

    .column-span-6 { width: 49%; float: left; margin-right: 0.5%; margin-left: 0.5%;}.column-span-4 { width: 32%; float: left; margin-right: 0.5%; margin-left: 0.5%;}.column-span-3 { width: 24%; float: left; margin-right: 0.5%; margin-left: 0.5%;}

    Therefore with Sass but that I could use @includes to re-use repeated blocks of code and transition to more semantic premium:

    .logo { @include colSpan(6);}.search { @include colSpan(3);}.social-share { @include colSpan(3);}

    Media concerns

    The next ingredient for flexible design is press queries. Without them, content would shrink to fit the available space, regardless of whether it remained readable ( The exact opposite issue resulted from the development of a mobile-first approach ).

    Media concerns prevented this by allowing us to add breakpoints where the design could adapt. Like most people, I started out with three breakpoints: one for desktop, one for tablets, and one for mobile. Over the years, I added more and more for phablets, wide screens, and so on. 

    For years, I happily worked this way and improved both my design and front-end skills in the process. The only problem I encountered was making changes to content, since with our Sass grid system in place, there was no way for the site owners to add content without amending the markup—something a small business owner might struggle with. This is because each row in the grid was defined using a div as a container. Adding content meant creating new row markup, which requires a level of HTML knowledge.

    String premium was a mainstay of early flexible design, present in all the frequently used systems like Bootstrap and Skeleton.

    1 of 7
    2 of 7
    3 of 7
    4 of 7
    5 of 7
    6 of 7
    7 of 7

    Another difficulty arose as I moved from a design firm building websites for tiny- to medium-sized companies, to larger in-house teams where I worked across a collection of related sites. In those capacities, I began to work more with recyclable parts.

    Our rely on multimedia queries resulted in parts that were tied to frequent window sizes. If the goal of part libraries is modify, then this is a real problem because you can just use these components if the devices you’re designing for correspond to the viewport sizes used in the pattern library—in the process never really hitting that “devices that don’t already occur” goal.

    Then there’s the problem of space. Media concerns allow components to adapt based on the viewport size, but what if I put a component into a sidebar, like in the figure below?

    Container queries: our savior or a false dawn?

    Container queries have long been touted as an improvement upon media queries, but at the time of writing are unsupported in most browsers. Workarounds for JavaScript exist, but they can lead to dependencies and compatibility issues. The basic theory underlying container queries is that elements should change based on the size of their parent container and not the viewport width, as seen in the following illustrations.

    One of the biggest arguments in favor of container queries is that they help us create components or design patterns that are truly reusable because they can be picked up and placed anywhere in a layout. This is an important step in moving toward a form of component-based design that works at any size on any device.

    In other words, responsive elements should be used to replace responsive layouts.

    Container queries will help us move from designing pages that respond to the browser or device size to designing components that can be placed in a sidebar or in the main content, and respond accordingly.

    My issue is that layout is still used to determine when a design needs to adapt. This approach will always be restrictive, as we will still need pre-defined breakpoints. For this reason, my main question with container queries is, How would we decide when to change the CSS used by a component?

    The best place to make that choice is probably a component library that is disconnected from context and real content.

    As the diagrams below illustrate, we can use container queries to create designs for specific container widths, but what if I want to change the design based on the image size or ratio?

    In this example, the dimensions of the container are not what should dictate the design, rather, the image is.

    Without reliable cross-browser support, it’s difficult to say for certain whether container queries will succeed. Responsive component libraries would definitely evolve how we design and would improve the possibilities for reuse and design at scale. However, we might always need to modify these elements to fit our content.

    CSS is changing

    Whilst the container query debate rumbles on, there have been numerous advances in CSS that change the way we think about design. The days of fixed-width elements measured in pixels and floated div elements used to cobble layouts together are long gone, consigned to history along with table layouts. Flexbox and CSS Grid have revolutionized layouts for the web. We can now create elements that wrap onto new rows when they run out of space, not when the device changes.

    .wrapper { display: grid; grid-template-columns: repeat(auto-fit, 450px); gap: 10px;}

    The repeat() function paired with auto-fit or auto-fill allows us to specify how much space each column should use while leaving it up to the browser to decide when to spill the columns onto a new line. Similar things can be achieved with Flexbox, as elements can wrap over multiple rows and “flex” to fill available space. 

    .wrapper { display: flex; flex-wrap: wrap; justify-content: space-between;}.child { flex-basis: 32%; margin-bottom: 20px;}

    The biggest benefit of all of this is that you don’t have to wrap elements in container rows. Without rows, content isn’t tied to page markup in quite the same way, allowing for removals or additions of content without additional development.

    This is a big step forward when it comes to creating designs that allow for evolving content, but the real game changer for flexible designs is CSS Subgrid.

    Remember the days of crafting perfectly aligned interfaces, only for the customer to add an unbelievably long header almost as soon as they’re given CMS access, like the illustration below?

    Subgrid allows elements to respond to adjustments in their own content and in the content of sibling elements, helping us create designs more resilient to change.

    .wrapper { display: grid; grid-template-columns: repeat(auto-fit, minmax(150px, 1fr)); grid-template-rows: auto 1fr auto; gap: 10px;}.sub-grid { display: grid; grid-row: span 3; grid-template-rows: subgrid; /* sets rows to parent grid */}

    CSS Grid allows us to separate layout and content, thereby enabling flexible designs. Meanwhile, Subgrid allows us to create designs that can adapt in order to suit morphing content. Subgrid is only supported by Firefox at the time of writing, but the above code can be implemented behind an @supports feature query.

    Intrinsic layouts

    I’d be remiss not to mention intrinsic layouts, a term used by Jen Simmons to describe a mix of contemporary and traditional CSS features to create layouts that respond to available space.

    Responsive layouts have flexible columns using percentages. Intrinsic layouts, on the other hand, use the fr unit to create flexible columns that won’t ever shrink so much that they render the content illegible.

    frunits is a statement that says,” I want you to distribute the extra space in this way, but never make it smaller than the content that is inside.”

    —Jen Simmons,” Designing Intrinsic Layouts”

    Additionally, intrinsic layouts can mix and match both fixed and flexible units, letting the content choose how much space is taken up.

    What makes intrinsic design stand out is that it not only creates designs that can withstand future devices but also helps scale design without losing flexibility. Without having the same breakpoints or the same amount of content as in the previous implementation, components and patterns can be lifted and reused.

    We can now create designs that adapt to the space they have, the content within them, and the content around them. We can create responsive components using an intrinsic approach without relying on container queries.

    Another 2010 moment?

    This intrinsic approach should in my view be every bit as groundbreaking as responsive web design was ten years ago. It’s another “everything changed” moment for me.

    But it doesn’t seem to be moving quite as fast, I haven’t yet had that same career-changing moment I had with responsive design, despite the widely shared and brilliant talk that brought it to my attention.

    One possible explanation for that is that I now work for a sizable company, which is quite different from the role I held as a design agency in 2010! In my agency days, every new project was a clean slate, a chance to try something new. Nowadays, projects use existing tools and frameworks and are often improvements to existing websites with an existing codebase.

    Another possibility is that right now I feel more prepared for change. In 2010 I was new to design in general, the shift was frightening and required a lot of learning. Additionally, an intrinsic approach isn’t exactly all-new; it’s about applying existing skills and CSS knowledge in a unique way.

    You can’t framework your way out of a content problem

    Another reason for the slightly slower adoption of intrinsic design could be the lack of quick-fix framework solutions available to kick-start the change.

    Ten years ago, responsive grid systems were everywhere. With a framework like Bootstrap or Skeleton, you had a responsive design template at your fingertips.

    Because having a selection of units is a hindrance when creating layout templates, intrinsic design and frameworks do not work together quite as well. The beauty of intrinsic design is combining different units and experimenting with techniques to get the best for your content.

    And then there are design tools. We probably all used Photoshop templates for desktop, tablet, and mobile devices at some point in our careers to drop designs in and demonstrate how the site would look at each of the three stages.

    How do you do that now, with each component responding to content and layouts flexing as and when they need to? This kind of design must take place in the browser, which is something I’m very fond of.

    The debate about “whether designers should code” is another that has rumbled on for years. When designing a digital product, we should, at the very least, design for a best- and worst-case scenario when it comes to content. It’s not ideal to implement this in a graphics-based software package. In code, we can add longer sentences, more radio buttons, and extra tabs, and watch in real time as the design adapts. Does it continue to function? Is the design too reliant on the current content?

    Personally, I look forward to the day intrinsic design is the standard for design, when a design component can be truly flexible and adapt to both its space and content with no reliance on device or container dimensions.

    First, the content

    Content is not constant. After all, to design for the unanticipated or unexpected, we must take into account changes in content, such as in our earlier Subgrid card illustration, which allowed the cards to make adjustments to both their own and sibling elements.

    Thankfully, there’s more to CSS than layout, and plenty of properties and values can help us put content first. Subgrid and pseudo-elements like ::first-line and ::first-letter help to separate design from markup so we can create designs that allow for changes.

    Instead of the dated markup tricks below,

    First line of text with different styling...

    —we can target content based on where it appears.

    .element::first-line { font-size: 1.4em;}.element::first-letter { color: red;}

    Much bigger additions to CSS include logical properties, which change the way we construct designs using logical dimensions (start and end) instead of physical ones (left and right), something CSS Grid also does with functions like min(), max(), and clamp().

    This flexibility allows for directional changes according to content, a common requirement when we need to present content in multiple languages. In the past, this was often achieved with Sass mixins but was often limited to switching from left-to-right to right-to-left orientation.

    Directional variables must be set in the Sass version.

    $direction: rtl;$opposite-direction: ltr;$start-direction: right;$end-direction: left;

    These variables can be used as values—

    body { direction: $direction; text-align: $start-direction;}

    —or as properties.

    margin-#{$end-direction}: 10px;padding-#{$start-direction}: 10px;

    However, now we have native logical properties, removing the reliance on both Sass ( or a similar tool ) and pre-planning that necessitated using variables throughout a codebase. These properties also start to break apart the tight coupling between a design and strict physical dimensions, creating more flexibility for changes in language and in direction.

    margin-block-end: 10px;padding-block-start: 10px;

    There are also native start and end values for properties like text-align, which means we can replace text-align: right with text-align: start.

    Like the earlier examples, these properties help to build out designs that aren’t constrained to one language, the design will reflect the content’s needs.

    Fluid and fixed

    We briefly covered the power of combining fixed widths with fluid widths with intrinsic layouts. The min() and max() functions are a similar concept, allowing you to specify a fixed value with a flexible alternative. 

    For min() this means setting a fluid minimum value and a maximum fixed value.

    .element { width: min(50%, 300px);}

    The element in the figure above will be 50 % of its container as long as the element’s width doesn’t exceed 300px.

    For max() we can set a flexible max value and a minimum fixed value.

    .element { width: max(50%, 300px);}

    Now the element will be 50 % of its container as long as the element’s width is at least 300px. This means we can set limits but allow content to react to the available space.

    The clamp() function builds on this by allowing us to set a preferred value with a third parameter. Now we can allow the element to shrink or grow if it needs to without getting to a point where it becomes unusable.

    .element { width: clamp(300px, 50%, 600px);}

    This time, the element’s width will be 50 % ( the preferred value ) of its container, with no exceptions for 300px and 600px.

    With these techniques, we have a content-first approach to responsive design. We can separate content from markup, meaning the changes users make will not affect the design. By making plans for unanticipated changes in language or direction, we can begin to future-proof designs. And we can increase flexibility by setting desired dimensions alongside flexible alternatives, allowing for more or less content to be displayed correctly.

    First, the situation

    Thanks to what we’ve discussed so far, we can cover device flexibility by changing our approach, designing around content and space instead of catering to devices. But what about that last bit of Jeffrey Zeldman’s quote,”… situations you haven’t imagined”?

    It’s a lot different to design for someone using a mobile phone and walking through a crowded street in glaring sunshine than it is for someone using a desktop computer. Situations and environments are hard to plan for or predict because they change as people react to their own unique challenges and tasks.

    Choice is so crucial because of this. One size never fits all, so we need to design for multiple scenarios to create equal experiences for all our users.

    Thankfully, there is a lot we can do to provide choice.

    Responsible design is important.

    ” There are parts of the world where mobile data is prohibitively expensive, and where there is little or no broadband infrastructure”.

    On a 50 MB budget, I spent a day surfing the web.

    Chris Ashton

    One of the biggest assumptions we make is that people interacting with our designs have a good wifi connection and a wide screen monitor. However, in the real world, our users may be commuters using smaller mobile devices that may experience drops in connectivity while traveling on trains or other modes of transportation. There is nothing more frustrating than a web page that won’t load, but there are ways we can help users use less data or deal with sporadic connectivity.

    The srcset attribute allows the browser to decide which image to serve. This means we can create smaller ‘cropped’ images to display on mobile devices in turn using less bandwidth and less data.

    Image alt text

    The preload attribute can also help us to think about how and when media is downloaded. It can be used to tell a browser about any critical assets that need to be downloaded with high priority, improving perceived performance and the user experience. 

      

    There’s also native lazy loading, which indicates assets that should only be downloaded when they are needed.

    …

    With srcset, preload, and lazy loading, we can start to tailor a user’s experience based on the situation they find themselves in. What none of this does, however, is allow the user themselves to decide what they want downloaded, as the decision is usually the browser’s to make. 

    So how can we put users in control?

    The return of media inquiries

    Media concerns have always been about much more than device sizes. They allow content to adapt to different situations, with screen size being just one of them.

    We’ve long been able to check for media types like print and speech and features such as hover, resolution, and color. These checks allow us to provide options that suit more than one scenario, it’s less about one-size-fits-all and more about serving adaptable content.

    The Media Queries Level 5 spec is still being developed as of this writing. It introduces some really exciting queries that in the future will help us design for multiple other unexpected situations.

    For instance, a light-level feature allows you to alter a user’s style when they are in the sun or in the dark. Paired with custom properties, these features allow us to quickly create designs or themes for specific environments.

    @media (light-level: normal) { --background-color: #fff; --text-color: #0b0c0c; }@media (light-level: dim) { --background-color: #efd226; --text-color: #0b0c0c;}

    Another key feature of the Level 5 spec is personalization. Instead of creating designs that are the same for everyone, users can choose what works for them. This is achieved by using features like prefers-reduced-data, prefers-color-scheme, and prefers-reduced-motion, the latter two of which already enjoy broad browser support. These features tap into preferences set via the operating system or browser so people don’t have to spend time making each site they visit more usable. 

    Media concerns like this go beyond choices made by a browser to grant more control to the user.

    Expect the unexpected

    In the end, we should always anticipate that things will change. Devices in particular change faster than we can keep up, with foldable screens already on the market.

    We can design for content, but we can’t do it for this constantly changing landscape. By putting content first and allowing that content to adapt to whatever space surrounds it, we can create more robust, flexible designs that increase the longevity of our products.

    A lot of the CSS discussed here is about moving away from layouts and putting content at the heart of design. There is a lot more we can do to adopt a more intrinsic approach, from responsive components to fixed and fluid units. Even better, we can test these techniques during the design phase by designing in-browser and watching how our designs adapt in real-time.

    When it comes to unexpected circumstances, we need to make sure our goods are accessible whenever and wherever needed. We can move closer to achieving this by involving users in our design decisions, by creating choice via browsers, and by giving control to our users with user-preference-based media queries.

    Good design for the unexpected should allow for change, provide choice, and give control to those we serve: our users themselves.

  • Voice Content and Usability

    Voice Content and Usability

    We’ve been having conversations for thousands of years. Whether to convey information, conduct transactions, or simply to check in on one another, people have yammered away, chattering and gesticulating, through spoken conversation for countless generations. Only in the last few millennia have we begun to commit our conversations to writing, and only in the last few decades have we begun to outsource them to the computer, a machine that shows much more affinity for written correspondence than for the slangy vagaries of spoken language.

    Computers have trouble because between spoken and written language, speech is more primordial. To have successful conversations with us, machines must grapple with the messiness of human speech: the disfluencies and pauses, the gestures and body language, and the variations in word choice and spoken dialect that can stymie even the most carefully crafted human-computer interaction. In the human-to-human scenario, spoken language also has the privilege of face-to-face contact, where we can readily interpret nonverbal social cues.

    In contrast, written language immediately concretizes as we commit it to record and retains usages long after they become obsolete in spoken communication (the salutation “To whom it may concern,” for example), generating its own fossil record of outdated terms and phrases. Because it tends to be more consistent, polished, and formal, written text is fundamentally much easier for machines to parse and understand.

    Spoken language has no such luxury. Besides the nonverbal cues that decorate conversations with emphasis and emotional context, there are also verbal cues and vocal behaviors that modulate conversation in nuanced ways: how something is said, not what. Whether rapid-fire, low-pitched, or high-decibel, whether sarcastic, stilted, or sighing, our spoken language conveys much more than the written word could ever muster. So when it comes to voice interfaces—the machines we conduct spoken conversations with—we face exciting challenges as designers and content strategists.

    Voice Interactions

    We interact with voice interfaces for a variety of reasons, but according to Michael McTear, Zoraida Callejas, and David Griol in The Conversational Interface, those motivations by and large mirror the reasons we initiate conversations with other people, too (). Generally, we start up a conversation because:

    • we need something done (such as a transaction),
    • we want to know something (information of some sort), or
    • we are social beings and want someone to talk to (conversation for conversation’s sake).

    These three categories—which I call transactional, informational, and prosocial—also characterize essentially every voice interaction: a single conversation from beginning to end that realizes some outcome for the user, starting with the voice interface’s first greeting and ending with the user exiting the interface. Note here that a conversation in our human sense—a chat between people that leads to some result and lasts an arbitrary length of time—could encompass multiple transactional, informational, and prosocial voice interactions in succession. In other words, a voice interaction is a conversation, but a conversation is not necessarily a single voice interaction.

    Purely prosocial conversations are more gimmicky than captivating in most voice interfaces, because machines don’t yet have the capacity to really want to know how we’re doing and to do the sort of glad-handing humans crave. There’s also ongoing debate as to whether users actually prefer the sort of organic human conversation that begins with a prosocial voice interaction and shifts seamlessly into other types. In fact, in Voice User Interface Design, Michael Cohen, James Giangola, and Jennifer Balogh recommend sticking to users’ expectations by mimicking how they interact with other voice interfaces rather than trying too hard to be human—potentially alienating them in the process ().

    That leaves two genres of conversations we can have with one another that a voice interface can easily have with us, too: a transactional voice interaction realizing some outcome (“buy iced tea”) and an informational voice interaction teaching us something new (“discuss a musical”).

    Transactional voice interactions

    Unless you’re tapping buttons on a food delivery app, you’re generally having a conversation—and therefore a voice interaction—when you order a Hawaiian pizza with extra pineapple. Even when we walk up to the counter and place an order, the conversation quickly pivots from an initial smattering of neighborly small talk to the real mission at hand: ordering a pizza (generously topped with pineapple, as it should be).

    Alison: Hey, how’s it going?

    Burhan: Hi, welcome to Crust Deluxe! It’s cold out there. How can I help you?

    Alison: Can I get a Hawaiian pizza with extra pineapple?

    Burhan: Sure, what size?

    Alison: Large.

    Burhan: Anything else?

    Alison: No thanks, that’s it.

    Burhan: Something to drink?

    Alison: I’ll have a bottle of Coke.

    Burhan: You got it. That’ll be $13.55 and about fifteen minutes.

    Each progressive disclosure in this transactional conversation reveals more and more of the desired outcome of the transaction: a service rendered or a product delivered. Transactional conversations have certain key traits: they’re direct, to the point, and economical. They quickly dispense with pleasantries.

    Informational voice interactions

    Meanwhile, some conversations are primarily about obtaining information. Though Alison might visit Crust Deluxe with the sole purpose of placing an order, she might not actually want to walk out with a pizza at all. She might be just as interested in whether they serve halal or kosher dishes, gluten-free options, or something else. Here, though we again have a prosocial mini-conversation at the beginning to establish politeness, we’re after much more.

    Alison: Hey, how’s it going?

    Burhan: Hi, welcome to Crust Deluxe! It’s cold out there. How can I help you?

    Alison: Can I ask a few questions?

    Burhan: Of course! Go right ahead.

    Alison: Do you have any halal options on the menu?

    Burhan: Absolutely! We can make any pie halal by request. We also have lots of vegetarian, ovo-lacto, and vegan options. Are you thinking about any other dietary restrictions?

    Alison: What about gluten-free pizzas?

    Burhan: We can definitely do a gluten-free crust for you, no problem, for both our deep-dish and thin-crust pizzas. Anything else I can answer for you?

    Alison: That’s it for now. Good to know. Thanks!

    Burhan: Anytime, come back soon!

    This is a very different dialogue. Here, the goal is to get a certain set of facts. Informational conversations are investigative quests for the truth—research expeditions to gather data, news, or facts. Voice interactions that are informational might be more long-winded than transactional conversations by necessity. Responses tend to be lengthier, more informative, and carefully communicated so the customer understands the key takeaways.

    Voice Interfaces

    At their core, voice interfaces employ speech to support users in reaching their goals. But simply because an interface has a voice component doesn’t mean that every user interaction with it is mediated through voice. Because multimodal voice interfaces can lean on visual components like screens as crutches, we’re most concerned in this book with pure voice interfaces, which depend entirely on spoken conversation, lack any visual component whatsoever, and are therefore much more nuanced and challenging to tackle.

    Though voice interfaces have long been integral to the imagined future of humanity in science fiction, only recently have those lofty visions become fully realized in genuine voice interfaces.

    Interactive voice response (IVR) systems

    Though written conversational interfaces have been fixtures of computing for many decades, voice interfaces first emerged in the early 1990s with text-to-speech (TTS) dictation programs that recited written text aloud, as well as speech-enabled in-car systems that gave directions to a user-provided address. With the advent of interactive voice response (IVR) systems, intended as an alternative to overburdened customer service representatives, we became acquainted with the first true voice interfaces that engaged in authentic conversation.

    IVR systems allowed organizations to reduce their reliance on call centers but soon became notorious for their clunkiness. Commonplace in the corporate world, these systems were primarily designed as metaphorical switchboards to guide customers to a real phone agent (“Say Reservations to book a flight or check an itinerary”); chances are you will enter a conversation with one when you call an airline or hotel conglomerate. Despite their functional issues and users’ frustration with their inability to speak to an actual human right away, IVR systems proliferated in the early 1990s across a variety of industries (, PDF).

    While IVR systems are great for highly repetitive, monotonous conversations that generally don’t veer from a single format, they have a reputation for less scintillating conversation than we’re used to in real life (or even in science fiction).

    Screen readers

    Parallel to the evolution of IVR systems was the invention of the screen reader, a tool that transcribes visual content into synthesized speech. For Blind or visually impaired website users, it’s the predominant method of interacting with text, multimedia, or form elements. Screen readers represent perhaps the closest equivalent we have today to an out-of-the-box implementation of content delivered through voice.

    Among the first screen readers known by that moniker was the Screen Reader for the BBC Micro and NEEC Portable developed by the Research Centre for the Education of the Visually Handicapped (RCEVH) at the University of Birmingham in 1986 (). That same year, Jim Thatcher created the first IBM Screen Reader for text-based computers, later recreated for computers with graphical user interfaces (GUIs) ().

    With the rapid growth of the web in the 1990s, the demand for accessible tools for websites exploded. Thanks to the introduction of semantic HTML and especially ARIA roles beginning in 2008, screen readers started facilitating speedy interactions with web pages that ostensibly allow disabled users to traverse the page as an aural and temporal space rather than a visual and physical one. In other words, screen readers for the web “provide mechanisms that translate visual design constructs—proximity, proportion, etc.—into useful information,” writes Aaron Gustafson in A List Apart. “At least they do when documents are authored thoughtfully” ().

    Though deeply instructive for voice interface designers, there’s one significant problem with screen readers: they’re difficult to use and unremittingly verbose. The visual structures of websites and web navigation don’t translate well to screen readers, sometimes resulting in unwieldy pronouncements that name every manipulable HTML element and announce every formatting change. For many screen reader users, working with web-based interfaces exacts a cognitive toll.

    In Wired, accessibility advocate and voice engineer Chris Maury considers why the screen reader experience is ill-suited to users relying on voice:

    From the beginning, I hated the way that Screen Readers work. Why are they designed the way they are? It makes no sense to present information visually and then, and only then, translate that into audio. All of the time and energy that goes into creating the perfect user experience for an app is wasted, or even worse, adversely impacting the experience for blind users. ()

    In many cases, well-designed voice interfaces can speed users to their destination better than long-winded screen reader monologues. After all, visual interface users have the benefit of darting around the viewport freely to find information, ignoring areas irrelevant to them. Blind users, meanwhile, are obligated to listen to every utterance synthesized into speech and therefore prize brevity and efficiency. Disabled users who have long had no choice but to employ clunky screen readers may find that voice interfaces, particularly more modern voice assistants, offer a more streamlined experience.

    Voice assistants

    When we think of voice assistants (the subset of voice interfaces now commonplace in living rooms, smart homes, and offices), many of us immediately picture HAL from 2001: A Space Odyssey or hear Majel Barrett’s voice as the omniscient computer in Star Trek. Voice assistants are akin to personal concierges that can answer questions, schedule appointments, conduct searches, and perform other common day-to-day tasks. And they’re rapidly gaining more attention from accessibility advocates for their assistive potential.

    Before the earliest IVR systems found success in the enterprise, Apple published a demonstration video in 1987 depicting the Knowledge Navigator, a voice assistant that could transcribe spoken words and recognize human speech to a great degree of accuracy. Then, in 2001, Tim Berners-Lee and others formulated their vision for a Semantic Web “agent” that would perform typical errands like “checking calendars, making appointments, and finding locations” (, behind paywall). It wasn’t until 2011 that Apple’s Siri finally entered the picture, making voice assistants a tangible reality for consumers.

    Thanks to the plethora of voice assistants available today, there is considerable variation in how programmable and customizable certain voice assistants are over others (Fig 1.1). At one extreme, everything except vendor-provided features is locked down; for example, at the time of their release, the core functionality of Apple’s Siri and Microsoft’s Cortana couldn’t be extended beyond their existing capabilities. Even today, it isn’t possible to program Siri to perform arbitrary functions, because there’s no means by which developers can interact with Siri at a low level, apart from predefined categories of tasks like sending messages, hailing rideshares, making restaurant reservations, and certain others.

    At the opposite end of the spectrum, voice assistants like Amazon Alexa and Google Home offer a core foundation on which developers can build custom voice interfaces. For this reason, programmable voice assistants that lend themselves to customization and extensibility are becoming increasingly popular for developers who feel stifled by the limitations of Siri and Cortana. Amazon offers the Alexa Skills Kit, a developer framework for building custom voice interfaces for Amazon Alexa, while Google Home offers the ability to program arbitrary Google Assistant skills. Today, users can choose from among thousands of custom-built skills within both the Amazon Alexa and Google Assistant ecosystems.

    As corporations like Amazon, Apple, Microsoft, and Google continue to stake their territory, they’re also selling and open-sourcing an unprecedented array of tools and frameworks for designers and developers that aim to make building voice interfaces as easy as possible, even without code.

    Often by necessity, voice assistants like Amazon Alexa tend to be monochannel—they’re tightly coupled to a device and can’t be accessed on a computer or smartphone instead. By contrast, many development platforms like Google’s Dialogflow have introduced omnichannel capabilities so users can build a single conversational interface that then manifests as a voice interface, textual chatbot, and IVR system upon deployment. I don’t prescribe any specific implementation approaches in this design-focused book, but in Chapter 4 we’ll get into some of the implications these variables might have on the way you build out your design artifacts.

    Voice Content

    Simply put, voice content is content delivered through voice. To preserve what makes human conversation so compelling in the first place, voice content needs to be free-flowing and organic, contextless and concise—everything written content isn’t.

    Our world is replete with voice content in various forms: screen readers reciting website content, voice assistants rattling off a weather forecast, and automated phone hotline responses governed by IVR systems. In this book, we’re most concerned with content delivered auditorily—not as an option, but as a necessity.

    For many of us, our first foray into informational voice interfaces will be to deliver content to users. There’s only one problem: any content we already have isn’t in any way ready for this new habitat. So how do we make the content trapped on our websites more conversational? And how do we write new copy that lends itself to voice interactions?

    Lately, we’ve begun slicing and dicing our content in unprecedented ways. Websites are, in many respects, colossal vaults of what I call macrocontent: lengthy prose that can extend for infinitely scrollable miles in a browser window, like microfilm viewers of newspaper archives. Back in 2002, well before the present-day ubiquity of voice assistants, technologist Anil Dash defined microcontent as permalinked pieces of content that stay legible regardless of environment, such as email or text messages:

    A day’s weather forcast [sic], the arrival and departure times for an airplane flight, an abstract from a long publication, or a single instant message can all be examples of microcontent. ()

    I’d update Dash’s definition of microcontent to include all examples of bite-sized content that go well beyond written communiqués. After all, today we encounter microcontent in interfaces where a small snippet of copy is displayed alone, unmoored from the browser, like a textbot confirmation of a restaurant reservation. Microcontent offers the best opportunity to gauge how your content can be stretched to the very edges of its capabilities, informing delivery channels both established and novel.

    As microcontent, voice content is unique because it’s an example of how content is experienced in time rather than in space. We can glance at a digital sign underground for an instant and know when the next train is arriving, but voice interfaces hold our attention captive for periods of time that we can’t easily escape or skip, something screen reader users are all too familiar with.

    Because microcontent is fundamentally made up of isolated blobs with no relation to the channels where they’ll eventually end up, we need to ensure that our microcontent truly performs well as voice content—and that means focusing on the two most important traits of robust voice content: voice content legibility and voice content discoverability.

    Fundamentally, the legibility and discoverability of our voice content both have to do with how voice content manifests in perceived time and space.