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  • An Holistic Framework for Shared Design Leadership

    An Holistic Framework for Shared Design Leadership

    Picture this: You’re in a meeting room at your tech company, and two people are having what looks like the same conversation about the same design problem. One is talking about whether the team has the right skills to tackle it. The other is diving deep into whether the solution actually solves the user’s problem. Same room, same problem, completely different lenses.

    This is the beautiful, sometimes messy reality of having both a Design Manager and a Lead Designer on the same team. And if you’re wondering how to make this work without creating confusion, overlap, or the dreaded “too many cooks” scenario, you’re asking the right question.

    The traditional answer has been to draw clean lines on an org chart. The Design Manager handles people, the Lead Designer handles craft. Problem solved, right? Except clean org charts are fantasy. In reality, both roles care deeply about team health, design quality, and shipping great work. 

    The magic happens when you embrace the overlap instead of fighting it—when you start thinking of your design org as a design organism.

    The Anatomy of a Healthy Design Team

    Here’s what I’ve learned from years of being on both sides of this equation: think of your design team as a living organism. The Design Manager tends to the mind (the psychological safety, the career growth, the team dynamics). The Lead Designer tends to the body (the craft skills, the design standards, the hands-on work that ships to users).

    But just like mind and body aren’t completely separate systems, so, too, do these roles overlap in important ways. You can’t have a healthy person without both working in harmony. The trick is knowing where those overlaps are and how to navigate them gracefully.

    When we look at how healthy teams actually function, three critical systems emerge. Each requires both roles to work together, but with one taking primary responsibility for keeping that system strong.

    The Nervous System: People & Psychology

    Primary caretaker: Design Manager
    Supporting role: Lead Designer

    The nervous system is all about signals, feedback, and psychological safety. When this system is healthy, information flows freely, people feel safe to take risks, and the team can adapt quickly to new challenges.

    The Design Manager is the primary caretaker here. They’re monitoring the team’s psychological pulse, ensuring feedback loops are healthy, and creating the conditions for people to grow. They’re hosting career conversations, managing workload, and making sure no one burns out.

    But the Lead Designer plays a crucial supporting role. They’re providing sensory input about craft development needs, spotting when someone’s design skills are stagnating, and helping identify growth opportunities that the Design Manager might miss.

    Design Manager tends to:

    • Career conversations and growth planning
    • Team psychological safety and dynamics
    • Workload management and resource allocation
    • Performance reviews and feedback systems
    • Creating learning opportunities

    Lead Designer supports by:

    • Providing craft-specific feedback on team member development
    • Identifying design skill gaps and growth opportunities
    • Offering design mentorship and guidance
    • Signaling when team members are ready for more complex challenges

    The Muscular System: Craft & Execution

    Primary caretaker: Lead Designer
    Supporting role: Design Manager

    The muscular system is about strength, coordination, and skill development. When this system is healthy, the team can execute complex design work with precision, maintain consistent quality, and adapt their craft to new challenges.

    The Lead Designer is the primary caretaker here. They’re setting design standards, providing craft coaching, and ensuring that shipping work meets the quality bar. They’re the ones who can tell you if a design decision is sound or if we’re solving the right problem.

    But the Design Manager plays a crucial supporting role. They’re ensuring the team has the resources and support to do their best craft work, like proper nutrition and recovery time for an athlete.

    Lead Designer tends to:

    • Definition of design standards and system usage
    • Feedback on what design work meets the standard
    • Experience direction for the product
    • Design decisions and product-wide alignment
    • Innovation and craft advancement

    Design Manager supports by:

    • Ensuring design standards are understood and adopted across the team
    • Confirming experience direction is being followed
    • Supporting practices and systems that scale without bottlenecking
    • Facilitating design alignment across teams
    • Providing resources and removing obstacles to great craft work

    The Circulatory System: Strategy & Flow

    Shared caretakers: Both Design Manager and Lead Designer

    The circulatory system is about how information, decisions, and energy flow through the team. When this system is healthy, strategic direction is clear, priorities are aligned, and the team can respond quickly to new opportunities or challenges.

    This is where true partnership happens. Both roles are responsible for keeping the circulation strong, but they’re bringing different perspectives to the table.

    Lead Designer contributes:

    • User needs are met by the product
    • Overall product quality and experience
    • Strategic design initiatives
    • Research-based user needs for each initiative

    Design Manager contributes:

    • Communication to team and stakeholders
    • Stakeholder management and alignment
    • Cross-functional team accountability
    • Strategic business initiatives

    Both collaborate on:

    • Co-creation of strategy with leadership
    • Team goals and prioritization approach
    • Organizational structure decisions
    • Success measures and frameworks

    Keeping the Organism Healthy

    The key to making this partnership sing is understanding that all three systems need to work together. A team with great craft skills but poor psychological safety will burn out. A team with great culture but weak craft execution will ship mediocre work. A team with both but poor strategic circulation will work hard on the wrong things.

    Be Explicit About Which System You’re Tending

    When you’re in a meeting about a design problem, it helps to acknowledge which system you’re primarily focused on. “I’m thinking about this from a team capacity perspective” (nervous system) or “I’m looking at this through the lens of user needs” (muscular system) gives everyone context for your input.

    This isn’t about staying in your lane. It’s about being transparent as to which lens you’re using, so the other person knows how to best add their perspective.

    Create Healthy Feedback Loops

    The most successful partnerships I’ve seen establish clear feedback loops between the systems:

    Nervous system signals to muscular system: “The team is struggling with confidence in their design skills” → Lead Designer provides more craft coaching and clearer standards.

    Muscular system signals to nervous system: “The team’s craft skills are advancing faster than their project complexity” → Design Manager finds more challenging growth opportunities.

    Both systems signal to circulatory system: “We’re seeing patterns in team health and craft development that suggest we need to adjust our strategic priorities.”

    Handle Handoffs Gracefully

    The most critical moments in this partnership are when something moves from one system to another. This might be when a design standard (muscular system) needs to be rolled out across the team (nervous system), or when a strategic initiative (circulatory system) needs specific craft execution (muscular system).

    Make these transitions explicit. “I’ve defined the new component standards. Can you help me think through how to get the team up to speed?” or “We’ve agreed on this strategic direction. I’m going to focus on the specific user experience approach from here.”

    Stay Curious, Not Territorial

    The Design Manager who never thinks about craft, or the Lead Designer who never considers team dynamics, is like a doctor who only looks at one body system. Great design leadership requires both people to care about the whole organism, even when they’re not the primary caretaker.

    This means asking questions rather than making assumptions. “What do you think about the team’s craft development in this area?” or “How do you see this impacting team morale and workload?” keeps both perspectives active in every decision.

    When the Organism Gets Sick

    Even with clear roles, this partnership can go sideways. Here are the most common failure modes I’ve seen:

    System Isolation

    The Design Manager focuses only on the nervous system and ignores craft development. The Lead Designer focuses only on the muscular system and ignores team dynamics. Both people retreat to their comfort zones and stop collaborating.

    The symptoms: Team members get mixed messages, work quality suffers, morale drops.

    The treatment: Reconnect around shared outcomes. What are you both trying to achieve? Usually it’s great design work that ships on time from a healthy team. Figure out how both systems serve that goal.

    Poor Circulation

    Strategic direction is unclear, priorities keep shifting, and neither role is taking responsibility for keeping information flowing.

    The symptoms: Team members are confused about priorities, work gets duplicated or dropped, deadlines are missed.

    The treatment: Explicitly assign responsibility for circulation. Who’s communicating what to whom? How often? What’s the feedback loop?

    Autoimmune Response

    One person feels threatened by the other’s expertise. The Design Manager thinks the Lead Designer is undermining their authority. The Lead Designer thinks the Design Manager doesn’t understand craft.

    The symptoms: Defensive behavior, territorial disputes, team members caught in the middle.

    The treatment: Remember that you’re both caretakers of the same organism. When one system fails, the whole team suffers. When both systems are healthy, the team thrives.

    The Payoff

    Yes, this model requires more communication. Yes, it requires both people to be secure enough to share responsibility for team health. But the payoff is worth it: better decisions, stronger teams, and design work that’s both excellent and sustainable.

    When both roles are healthy and working well together, you get the best of both worlds: deep craft expertise and strong people leadership. When one person is out sick, on vacation, or overwhelmed, the other can help maintain the team’s health. When a decision requires both the people perspective and the craft perspective, you’ve got both right there in the room.

    Most importantly, the framework scales. As your team grows, you can apply the same system thinking to new challenges. Need to launch a design system? Lead Designer tends to the muscular system (standards and implementation), Design Manager tends to the nervous system (team adoption and change management), and both tend to circulation (communication and stakeholder alignment).

    The Bottom Line

    The relationship between a Design Manager and Lead Designer isn’t about dividing territories. It’s about multiplying impact. When both roles understand they’re tending to different aspects of the same healthy organism, magic happens.

    The mind and body work together. The team gets both the strategic thinking and the craft excellence they need. And most importantly, the work that ships to users benefits from both perspectives.

    So the next time you’re in that meeting room, wondering why two people are talking about the same problem from different angles, remember: you’re watching shared leadership in action. And if it’s working well, both the mind and body of your design team are getting stronger.

  • From Beta to Bedrock: Build Products that Stick.

    From Beta to Bedrock: Build Products that Stick.

    I’ve lost count of the times I’ve watched promising thoughts go from zero to warrior in a few days before failing to deliver within weeks as a product developer for very long.

    Financial items, which is my area of expertise, are no exception. It’s tempting to put as many features at the ceiling as possible and hope someone sticks because people’s true, hard-earned money is on the line, user expectations are high, and a crammed market. However, this strategy is a formula for disaster. Why, you see this:

    The drawbacks of feature-first creation

    It’s simple to get swept up in the enthusiasm of developing innovative features when you start developing a financial product from scratch or are migrating existing client journeys from paper or phone channels to online bank or mobile apps. They may think,” If I may only add one more thing that solves this particular person problem, they’ll enjoy me”! What happens, however, when you eventually encounter a roadblock caused by your safety team? not like it? When a battle-tested film isn’t as well-known as you anticipated, or when it fails due to unforeseen difficulty?

    The concept of Minimum Viable Product ( MVP ) comes into play in this context. Even though Jason Fried doesn’t usually refer to it that way, his podcast Rework and his guide Getting Real frequently address this concept. An MVP is a product that offers only enough significance to your users to keep them interested, but not so much that it becomes difficult to keep up. Although the idea seems simple, it requires a razor-sharp eye, a ruthless edge, and the courage to stand up for your position because it is easy to fall for” the Columbo Effect” when there is always” just one more thing …” to add.

    The issue with most funding apps is that they frequently turn out to be reflections of the company’s internal politics rather than an experience created exclusively for the customer. This implies that the priority is to provide as some features and functionalities as possible to satisfy the requirements and desires of competing internal departments as opposed to a distinct value statement that is focused on what people in the real world actually want. As a result, these products can very quickly became a mixed bag of misleading, related, and finally unhappy customer experiences—a feature salad, you might say.

    The significance of the foundation

    What is a better strategy, then? How can we create products that are user-friendly, stable, and, most importantly, stick?

    The concept of “bedrock” comes into play in this context. The mainstay of your product is really important to users, and Bedrock is that. It serves as the foundation for the fundamental building block that creates value and maintains relevance over time.

    The bedrock has to be in and around the regular servicing journeys in the world of retail banking, which is where I work. People only look at their current account once every blue moon, but they do so daily. They purchase a credit card every year or two, but they at least once a month check their balance and pay their bills.

    The key is in identifying the core tasks that people want to complete and working relentlessly to make them simple, reliable, and trustworthy.

    But how do you reach the foundation? By focusing on the” MVP” approach, giving simplicity precedence, and working incrementally toward a clear value proposition. This entails removing unnecessary features and putting the emphasis on providing genuine value to your users.

    It also requires having some guts, as your coworkers might not always agree with you immediately. And in some cases, it might even mean making it clear to customers that you won’t be coming over to their house and prepare their meal. Sometimes you need to use the sporadic “opinionated user interface design” ( i .e. clunky workaround for edge cases ) to test a concept or to give yourself some more time to work on something more crucial.

    Practical methods for creating financially successful products

    What are the main learnings I’ve made from my own research and experience, then?

    1. What problem are you trying to solve first and foremost with a clear “why”? Whom? Before beginning any construction, make sure your mission is completely clear. Make sure it also aligns with the goals of your business.
    2. Avoid the temptation to add too many features at once by focusing on one, core feature and focusing on getting that right before moving on to something else. Choose one that actually adds value, and work from there.
    3. When it comes to financial products, simplicity is often more important than complexity. Eliminate unnecessary details and concentrate solely on what matters most.
    4. Accept continuous iteration as Bedrock is a dynamic process rather than a fixed destination. Continuously collect user feedback, make improvements to your product, and move toward that foundation.
    5. Stop, look, and listen: You don’t just have to test your product during the delivery process; you must also test it repeatedly in the field. Use it for yourself. A/B tests are run. User feedback on Gatter. Talk to those who use it, and change things up accordingly.

    The foundational paradox

    This is an intriguing paradox: sacrificing some of the potential for short-term growth in favor of long-term stability is at play. But the payoff is worthwhile because products created with a focus on bedrock will outlive and outperform their competitors and provide users with ongoing value over time.

    How do you begin your quest for bedrock, then? Take it slowly. Start by identifying the essential components that your users actually care about. Concentrate on developing and improving a single, potent feature that delivers real value. And most importantly, test constantly because, whatever you think, Abraham Lincoln, Alan Kay, or Peter Drucker are all in the same boat! The best way to foretell the future is to create it, he said.

  • Should You Hire a Fractional CMO? Here’s Who It’s For (and Who It’s Not For)

    Should You Hire a Fractional CMO? Here’s Who It’s For (and Who It’s Not For)

    Should You Hire a Fractional CMO? Here’s Who It’s For (and Who It’s Not For) written by John Jantsch read more at Duct Tape Marketing

    After working with thousands of business owners over the last three decades, I can tell you one thing with certainty: the marketing leader you hire, or don’t hire, can make or break your growth. TL;DR A Fractional CMO can be a game-changer for businesses with clear growth objectives, leadership buy-in, and a team ready to […]

    The Secret Weapon of Great Brands 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 Laura Ries, globally recognized branding strategist, bestselling author, and president of Ries & Ries. Laura shares insights from her new book, “The Strategic Enemy: How to Build and Position a Brand Worth Fighting For.” The conversation explores why brands need a focused enemy, how to find and define it, and how legendary brands—from Liquid Death to Tesla—win by creating real contrast and bold positioning. Laura breaks down her proven framework for entrepreneurs and established businesses alike, showing why focus, differentiation, and a compelling “enemy” are the keys to winning the battle for the mind.

    About the Guest

    Laura Ries is a globally recognized branding strategist, bestselling author, and president of Ries & Ries. Together with her father, Al Ries, Laura has helped Fortune 500s and ambitious startups win through bold, focused brand positioning. She’s a sought-after speaker, trusted advisor, and author of “The Strategic Enemy,” a book that helps brands of any size build a message—and a business—worth fighting for.

    Actionable Insights

    • A strategic enemy isn’t just a competitor; it’s a problem, category, or alternative that provides contrast and focus.
    • Brands without focus have no enemy—and without an enemy, they lack meaning and energy in the market.
    • The enemy can be a product feature (plastic bottles), an outdated process (taxis), or simply “the way it’s always been done.”
    • Great positioning starts with knowing who you are for—and who you are not for.
    • Legendary brands like Liquid Death, Uber, Oatly, and Tesla win by breaking category conventions and boldly defining what they’re against.
    • The first step for any brand: narrow your focus, say “no” to what you’re not, and stake out a clear enemy to create differentiation.
    • Entrepreneurs and challengers have an edge—they can outmaneuver larger brands by focusing on a single idea and exploiting big company weaknesses.
    • Visual hammers and clear metaphors make positioning “stick” (think: Liquid Death, White Claw, or even the Duct Tape Marketing brand itself).
    • Beware of “foe enemies”—don’t invent rivals that aren’t real. Your enemy must be genuine, tangible, and tied to customer pain or desire.
    • Big brands can stay relevant by launching new brands to attack new categories (instead of extending old ones).

    Great Moments (with Timestamps)

    • 02:39 – Strategic Enemy vs. Competitor
      Laura explains why brands need a contrast, not just a list of rivals.
    • 03:08 – Liquid Death, Uber, and the Power of Defining the Enemy
      How bold brands win by naming and attacking what they’re against.
    • 04:36 – The Enemy as Problem, Not Just a Company
      Positioning can be about fighting a pain or outdated alternative.
    • 05:57 – Why Brands Without Focus Lack Energy
      The risk of trying to be everything to everyone.
    • 07:55 – Focus First: Who You’re For, and Who You’re Not
      The role of clarity and saying “no” in setting up your enemy.
    • 08:53 – Category Over Brand: Why Tesla and Red Bull Won
      How owning a category and pioneering a new idea creates leadership.
    • 12:14 – Entrepreneur Advantage: The Power of Courage and Focus
      Why challengers can outmaneuver incumbents with sharper positioning.
    • 16:22 – Multiple Brands Beat Line Extensions
      Big brands should create new brands to fight new battles.
    • 18:04 – Subcategories and Visual Hammers
      Why new subcategories (like hard seltzer or nonalcoholic beer) and visual metaphors drive market momentum.
    • 20:31 – The Danger of “Foe Enemies”
      Laura cautions against inventing fake rivals—your enemy must be real.
    • 22:29 – Making Positioning Visual and Memorable
      The power of metaphors, visual hammers, and simple storytelling.

    Pulled Quotes

    “Brands without enemies are brands without energy. Focus first, then pick the enemy that brings your brand to life.”
    — Laura Ries

    “Legendary brands win by creating real contrast—fighting a problem, a category, or the ‘way it’s always been done.’”
    — Laura Ries

    John Jantsch (00:01.144)

    Hello and welcome to another episode of the Duct Tape Marketing Podcast. This is John Jantsch and my guest today is Laura Ries. She’s a globally recognized branding strategist, bestselling author and president of Reiss and Reiss, the firm she runs with her father, legendary positioning pioneer Al Reiss. Laura’s guided Fortune 500 companies and fast growing startups alike on how to win the battle in the mind through bold, focused brand positioning. We’re going to talk today about her latest book,

    the strategic enemy, how to build and position a brand worth fighting for. So Laura, welcome back to the show.

    Laura Ries (00:37.082)

    Well, thanks so much. It’s a pleasure to be here. And to see you again.

    John Jantsch (00:40.586)

    Likewise. And you know, there are very few people I can say this to, but you know, when I was just getting started, father’s book was very instrumental read for me as well. I’m sure you’ve heard that more than once.

    Laura Ries (00:55.45)

    and it was a very instrumental book for me as well. It’s what got me here, got me interested in falling in love with positioning. so it’s such a pleasure to have had the chance to work with him for so many years.

    John Jantsch (01:09.13)

    And as you and I have talked before, my daughter actually is our CEO and has worked with me for 15 years. it’s kind of that, you know, it’s funny people who maybe haven’t done that before, you know, have a lot of questions about like, how does that work? So I’m curious for you. I mean, for us, it’s been great. We have a great personal relationship. don’t take that. I mean, we do take it into business because I trust her at a level that I don’t think I would ever trust anyone else in business.

    and things of that nature, you know, doesn’t, some of the drama that people are used to, just, we’ve never experienced it as that. I get the sense that you’re probably in that same boat.

    Laura Ries (01:48.6)

    Yeah, no, you do have that long-term trust and you’re in it for the long haul for your family, you hope. And so that longevity and history and all that you bring into it. But yeah, you do have to love what you do. I think that’s the most important thing. I love positioning. wasn’t that I just, my dad was cool, right? But I also really enjoyed, I loved learning from him. And then of course, I enjoyed to teach him a few tricks as well too.

    John Jantsch (02:03.853)

    Yeah.

    John Jantsch (02:09.23)

    you

    John Jantsch (02:15.874)

    Yeah, of course you wouldn’t stick around if I wouldn’t think if you loved it. It’s a grind. be. So you got to have some passion for it. So let’s jump right into the book. One of my first questions, I think I know, well, I know the answer to this, but I want you to clarify. How would you differentiate between a strategic enemy and say a competitor?

    Laura Ries (02:39.652)

    companies have lots of competitors. Right? So that’s the reality. But a strategic enemy is strategic in terms of it’s very important in your strategy. It’s always important to understand the enemy. But like I said, there’s many, but you want to pick that one. And the most important thing is you want to show what the contrast is. And so that is, for example, you have Liquid Death, right? One of the hottest new water brands. They pick not other water brands, but

    John Jantsch (02:41.506)

    Yeah.

    John Jantsch (03:04.663)

    Right.

    Laura Ries (03:08.634)

    Plastic water bottles as the enemy death to plastics is their slogan So they said no to something they didn’t offer it in plastic and they very pointedly said that you know We are killing the earth with plastic aluminum is much more infinitely recyclable and sadly We don’t even recycle much plastic anymore even though they can be so very important message and of course they have

    brilliant snazzy marketing along with it, but it is backed by something very specific, very tangible, and very much a difference from the enemy that they have set up. Another is, for example, Uber. The original name was ubercab.com, if you remember back in the day.

    John Jantsch (03:45.449)

    funny. No, I actually don’t know that I knew that one.

    Laura Ries (03:49.262)

    Yeah, no, I didn’t either, but you know, I do my research on these books. if you have a name like Uber cab, how can taxis be the enemy? The strongest thing to rally consumers for your cause is not so much to say, you know, come with us, we’re great, but let’s fight somebody else. Let’s fight those taxi cabs out there and we have a better way. Our way is that new category, which is always the best way to build a brand. And that was, you know, Uber with the ride sharing.

    John Jantsch (03:51.502)

    Right.

    John Jantsch (04:07.661)

    Yeah.

    John Jantsch (04:18.124)

    You know, it’s really interesting because I’m sure most people’s minds go to the enemy being like, you know, the, people that beat you out, you know, for, whatever, you know, work that you get. And as I listened to you to this, it’s probably in some ways the enemy can just be a problem that your ideal client is facing. Right.

    Laura Ries (04:36.314)

    Absolutely. like I say, it’s not evil corp is the enemy, right? That it’s a really big bad guy or thing or something out there. It is, yeah, two things, either a problem that you’re going to solve or just the alternative. There’s not just one way to do something. mean, think about mouthwash. Listerine, it’s medicine breath is what Scope said because they were selling good tasting mouthwash. But, know, Listerine, the fact that taste you hate twice a day, I mean, that

    John Jantsch (04:40.526)

    Right.

    Laura Ries (05:04.505)

    Talk to the efficacy. mean, it was very strong. That’s what was killing all the germs. So there’s two sides of every coin. And that’s the important part of strategy and of thinking about positioning in a way that it’s not just what we are, but what is the contrasting alternative that puts us in a better light? And there’s always multiple ways to look at things. I mean, some people like regular cow’s milk. It’s delicious. But then you have Oatly coming in with, wow, no cow, and selling, you know, this is milk for humans, you know, made from oats.

    John Jantsch (05:34.904)

    So it’s, it’s all, well, I shouldn’t say it almost. is, I mean, you’re a really key point of this book is you’re saying that brands need to actually maybe go looking for this enemy, find it, right? I mean, not necessarily make it up, but like without it, you even go as far as what was your statement or your brands without enemies or brands without energy that, that, that we actually need to go find this thing, right?

    Laura Ries (05:49.818)

    That’s right.

    Laura Ries (05:57.518)

    without meaning and here’s the biggest problem is most companies aren’t focused enough to have an enemy. They do too many things in too many markets and try to appeal to too many people. When you do that, you don’t have a focus and without a focus, you don’t have an enemy. So sometimes the first thing is looking at yourself and saying, what can we say no to? If you say no to something that tends to put you in a direction where you can find an enemy. What did Southwest do? They said no to first class being the coach class only.

    John Jantsch (06:16.92)

    Yeah.

    Laura Ries (06:26.99)

    that was, you know, they had more affordable seating. They also made the whole, you know, theme of the airline being about fun and games and they, you know, the stewardesses and airline attendants would make jokes and crack jokes. But, you know, you can’t crack jokes if you got a first class and a curtain and then us back in the coach, right? So that focus can very much help you define what your identity is and position against what that, you know, enemy you have put out there. And, companies too often get in trouble because

    John Jantsch (06:45.006)

    You

    Laura Ries (06:56.332)

    What is Southwest doing today? They’re adding first class and premium seating. All of that is going to undermine the bags don’t fly. And here’s the thing, seat assignments, I’m all for. That’s going to get rid of the chaos. But bags not flying free, that was something that they could anchor their brand on and say, everybody else is charging for bags, but here bags fly free. And listen.

    John Jantsch (06:58.647)

    Yeah.

    John Jantsch (07:02.254)

    Charging for bags.

    Laura Ries (07:21.71)

    That has an operational efficiency too, because if the bags fly free, people will check them. And then you could board the plane. Otherwise, everyone’s carrying all their bags on with them and that slows down everything. So it is very sad when companies lose their focus and we’re trying to fight that fight to help them stay focused.

    John Jantsch (07:26.606)

    Yeah.

    John Jantsch (07:40.952)

    So sounds like I hear you saying that really the first step too is that as you said, you’ve got to know who you are first before you can go out there and find the enemy maybe. But in a lot of ways, it probably starts with narrowing your focus, right? Here’s who we’re for. So here’s who we’re not for. It’s probably step one, isn’t it?

    Laura Ries (07:55.801)

    Absolutely.

    That’s right. Yeah, it’s a balance between knowing who you are, what you can say no to. But at the end of the day, focus has always been the key critical element of positioning itself. And the enemy is line extension, going in too many directions, diluting what your brand is. And when companies do focus, then they can make use of that strategic enemy. And it’s creating the contrast of the peak

    people can better understand because listen, people don’t have time. We’ve got to make these communications very simple, very clear so that people understand and also understand the choice. For example, you’ve got edible arrangements, which now goes by edible, which I don’t always shorten your name because edible today has a very different connotation. That’s not what they’re selling. There you go. That’s not what they’re selling.

    John Jantsch (08:48.11)

    I live in Colorado and it’s, you know, it’s…

    Laura Ries (08:53.418)

    They are selling edible fruit arrangements, which has a fantastic strategic enemy. Why buy flowers that will die, right? When you can send a delicious edible bouquet. But edible arrangements as a name is very, very strong. But again, it’s the category that really matters because people care more about the category than they do about brands. I hate to tell you.

    But while they speak in brands, we think, people love a Tesla. No, they don’t love the Tesla brand. It’s the category that they dominate, which is EV electric vehicles, the category that is booming right now. And people still buy them despite what they think of Elon Musk and all of his shenanigans. But very strong brand that did absolutely do many of the things we preach about, being first in pioneering a category and only focusing on EVs, which here’s the problem.

    Originally, this was a tiny market. The major automobile makers, they thought it was niche and they ignored it for many, many years. And that allowed Tesla to get in, not so much build the market initially, but build the mind of the consumer that Tesla was the car that stood for it. So, you can take advantage of the big companies are slow on these things. Another one was Red Bull. Coca-Cola ignored Red Bull for years until after 10 years, it was a hundred million dollars and they woke up and said, oops,

    But when they competed late, you know, it was too late to the game. Full throttle, tab energy, all of the others they try to launch were big losers. The brand that pioneers it, particularly when they do it with a good name, a good strategy, and a strong message, you know, it gives you wings if you didn’t know.

    John Jantsch (10:21.816)

    Yeah. Yeah. Yeah.

    John Jantsch (10:32.878)

    A lot of those big companies just go out and buy the competition that’s nipping at their heels.

    Laura Ries (10:38.874)

    Well, that’s not a bad idea. if you’ve got the money, I mean, today, what has Coca-Cola done? They can’t launch their, they even tried Coca-Cola energy, if you could believe that. But they have made, you know, they put a stake into Monster, which is the only brand that has successfully competed against Red Bull. And today, it’s a very strong leader globally in the energy drink market. How did they do it? They didn’t copy Red Bull. They didn’t try to be better. They came at a 16 ounce can. Now, is that better? Who knows? It’s different.

    John Jantsch (10:46.54)

    Ha ha.

    John Jantsch (11:04.28)

    Yeah.

    Laura Ries (11:06.81)

    And it’s visually different and not only that they combined it with a great name a simple visual hammer the green claw They’ve got you know monster motocross and truck events and all sorts of things They’ve they’ve utilized that strategy to unify their anchor as to what they stand for against their competitor Red Bull But how do you compete with that? Well, the big number three today is Celsius They’re hot in the energy drink market by not going the masculine male approach as you know what?

    mostly Red Bull and Monster have done, but it’s a more unisex, fitness friendly, no sugar, and they’ve taken on a very good chunk of the market by going and being different.

    John Jantsch (11:49.166)

    So we’re talking about big brands essentially right now, but you’ve developed a framework that is really quarter the book. Do you want to kind of walk us through some of the steps? And like, have you walked into a company and let’s put the big brands aside? You walked into a company that is kind of trying to make their way now and trying to, know, what are kind of some of the steps you would take somebody through? And again, obviously I didn’t give you a type of company or anything, but typically.

    Laura Ries (12:14.186)

    No, well, I mean, you’ve got tons of examples and listen, I love working with entrepreneurs. I mean, that is actually the most exciting. They have such creative new ideas and potential. And not only that, most importantly, they have the courage and the balls to really do something different, something that the big companies usually don’t have. For example, in the moist toilet paper market, the early pioneers were, know, cottonel fresh wipes, which never really went anywhere because it had a, you

    It was cottonel, Kleenex, fresh wipes, something or other. They were trying to position a dual, you need two things, you need wet and dry, which never really resonated until one guy was living in a post-college apartment with a bunch of dudes eating, as he says, lots of burritos, drinking late nights, and they needed some heavy duty cleaning up in the bathroom. So on his weekly trip to Costco, he picked up the usual, baby wipes and a bunch of other stuff that the guys like to use, and he said, wait a minute,

    John Jantsch (12:51.982)

    Yeah. Yeah.

    Laura Ries (13:12.974)

    Why isn’t there a company that makes a product I want to use that’s meant for me and my guy friends and cleans up like a baby wipe does, but is also flushable and environmentally friendly? And he did that. He just pioneered that category. It’s called Dude Wipes. It has over $350 million a year, but it was just a guy with an idea. But first and foremost, he saw a problem, right? It didn’t create the category, but he said everyone is not doing it in the right way. They’re not focused and they’re not strongly

    John Jantsch (13:36.034)

    Yeah, yeah, yeah.

    Laura Ries (13:42.97)

    calling out an enemy. I Cottonelle can’t say, you know, dry toilet paper sucks, but Dude Wipes can. Dude Wipes says, you’re wasting your time with that. You’re just smearing it around. I mean, they say all sorts of crazy things, but a very powerful message by narrowing the focus, by taking on the enemy. And, you know, going in with entrepreneurs, it is so exciting because you can really take on the big guys.

    John Jantsch (13:50.03)

    Right, right. Yeah

    John Jantsch (14:08.835)

    Yeah.

    Laura Ries (14:09.058)

    You don’t have to be a big guy because you leverage where they’re weak and in every strength there is always some kind of weakness. Even in Amazon, if you can believe it, a bunch of entrepreneurs launched Shopify and they said, you know, Amazon is not really serving the merchants, right? They’re all about the customer and they do such a great job on that. But they’re kind of given the short shaft to the merchant. So, know, Shopify is the merchant hero. They’re setting it up so merchants can have their own stores.

    John Jantsch (14:26.7)

    Yeah, yeah, yeah. Right.

    Laura Ries (14:37.976)

    making it totally seamless, easy to do, giving them all the tools, support they need, and they’ve been a very strong competitor to helping companies sell their goods on the internet.

    John Jantsch (14:48.616)

    And of course their connected network has now made them even more powerful.

    Laura Ries (14:52.186)

    It took time, literally it was just a bunch of guys who tried to sell their own website and said, instead of, was it surfing stuff? I can’t remember. But instead of selling this, mean, they gave that up quick and said, we’re just gonna sell the software, the backbone of this. And they added incrementally all the other things and bells and whistles that went along with it. But it’s that key one idea.

    John Jantsch (14:56.77)

    Yeah.

    John Jantsch (15:07.308)

    Yeah, yeah, yeah.

    Laura Ries (15:16.762)

    Airbnb was the same way. mean, it was, you know, a bunch of guys living in San Francisco that said, wait a minute, you know, it hot periods of conferences, it’s impossible and very costly to get a hotel. Why don’t we put some air mattresses in our living room? We’re going to call it air bread and breakfast and rent out the room. And, you know, today they are they are taking on hotels in a big way.

    John Jantsch (15:35.15)

    funny.

    John Jantsch (15:40.686)

    Oh yeah. Oh, a hundred percent. Yeah. In fact, you’re seeing some hotels actually now try to get into that business a little bit, you know, to, instead of just having their rooms, you know, actually buying houses and things to, get into that business. Yeah. Yeah.

    Laura Ries (15:53.302)

    Is that the right idea? Because listen, I’ve stayed in an Airbnb, I’ve stayed in a hotel, there’s advantages to hotels. I kind of like the fresh towels and the very clean sheets and the service that goes along with it. I mean, there’s no one way to do something. Instead of thinking about how can we copy Airbnb, how can we make hotels a better deal? And celebrate what is a very nice experience in a hotel.

    John Jantsch (16:09.581)

    Yeah.

    John Jantsch (16:13.102)

    Sure.

    Yeah, yeah,

    Laura Ries (16:22.66)

    Here’s the other thing. The best thing you can do as a big company or when you get to that size, if you’re an entrepreneur listening, is multiple brands. Give birth to your own enemy is a better strategy. Not trying to put one brand on many things, instead having multiple brands. And you see even great examples. So Mike’s Hard Lemonade was a big, big success at the turn of the century.

    John Jantsch (16:44.386)

    Yep.

    Laura Ries (16:46.87)

    As kids were turning away, young drinking adults were turning away from beer and other things. They enjoyed the Mike’s Hard Lemonade. But as a few years went by, we realized it had just as much sugar as a Coke almost and a ton of calories and we all were cutting carbs. So what did they do? Instead of line extending Mike’s into, well, they also did that honestly, into Mike’s Light Lemonade, they launched White Claw.

    John Jantsch (17:00.194)

    Yeah.

    Laura Ries (17:15.994)

    the first hard seltzer and this is the typhoon of seltzers of billions of dollars. And listen, it doesn’t even taste very good, but it is a new category. And as a hard seltzer, that again, naming the category is incredibly important. Zima, mean, you’re as old as I am, you know it, remember Zima, they didn’t know what it was. What was it?

    John Jantsch (17:16.035)

    Mm.

    John Jantsch (17:26.626)

    Yeah.

    John Jantsch (17:35.884)

    Yeah? Yeah, yeah, yeah. I do.

    Laura Ries (17:41.562)

    I mean, it was similar to, you know, again, what White Claw is selling, but, they didn’t quite name the category and explain to us what it is. And when we don’t know what something is, doesn’t always taste very good. And that was one of the experiences of the Zemas.

    John Jantsch (17:44.77)

    Yeah, yeah.

    John Jantsch (17:57.72)

    Yeah, that seltzer category is probably booming like beer, my craft beer was at one point.

    Laura Ries (18:04.428)

    Absolutely. And not only that, there’s a huge, there’s always opportunity out there, which is what makes marketing and business and entrepreneur so exciting. You think, like, I never thought there could be another water brand. I mean, how many hundreds of water brands? And then came Liquid Death. And you thought like beer, how many beer brands? But have you heard of this athletic brewing?

    This is the hottest new thing. It’s beer without alcohol. What fun is that? But anyway, there’s a big trend into drinking less. And do you really want to drink a Heineken Zero or a Bud Zero? I mean, come on. But this new brand owns the category and celebrates it and says, you know, live an athletic lifestyle.

    John Jantsch (18:39.918)

    You

    Laura Ries (18:47.466)

    no hangovers. And one of the things they did as an important part of the strategy is they knew they needed credibility, that this was something that was not just non-alcoholic. mean, there was O’Doul’s and kind of other brands out there, but it was a good tasting quality beer. And so they aggressively entered it into competitions. And that drove a lot of the PR. In fact, one of the competitions, they beat beer with alcohol. And they have just a great way of talking about it.

    John Jantsch (18:59.159)

    Mm-hmm, right.

    John Jantsch (19:05.998)

    Mmm.

    John Jantsch (19:11.426)

    Yeah.

    Laura Ries (19:16.442)

    pointing out that enemy which is, know, why bother with the alcohol? Why not live for a better tomorrow?

    John Jantsch (19:21.91)

    Well, it’s interesting because they created a subcategory, non-alcoholic beer that tastes good, because I think the category was there’s non-alcoholic beer, right? That was the category. So if they got lumped into that category, they probably weren’t going to go anywhere. They’re not going to fight. didn’t has their brush, probably. So I think they kind of…

    Laura Ries (19:29.338)

    That’s right. Yeah.

    Laura Ries (19:37.562)

    No. Yeah, not being a line extension and not trying to look like a beer. The other thing they did that was very brilliant and visuals matter, visuals are incredibly important. Athletic only comes in cans. All of the other brands, of course they offer it, but they promote the glass because they feel it looks premium and it does.

    But athletic, I mean, what’s their position? mean, athletic lifestyles, you can’t bring gas, a glass bottle on a camping trip or a boat. need the can. And the can in bright pastel colors was a distinctive difference that also communicated how different they were than all the other products.

    John Jantsch (20:05.752)

    Right, right, yeah.

    John Jantsch (20:16.012)

    Yeah. So I want to end with a, know, because I think a lot of people listening right now are getting very fired up about their who, how they’re going to go out there and create their enemy. What’s the risk of creating you call foe enemies? I mean, just kind of like making them up.

    Laura Ries (20:23.322)

    I hope so.

    Laura Ries (20:31.802)

    you can’t make them up. Of course they do. course they… No, the rivalry has to be real. But it doesn’t have to be something, for example, I’ve got a phone case, it’s called Flaunt. What’s their big difference? It’s a square case.

    John Jantsch (20:33.166)

    But certainly people try, right? I mean, it’s like, it’s like, here’s our rivalry, but it’s like, they really? Yeah, yeah.

    Laura Ries (20:53.562)

    And that’s an instantly visible difference, but they promote that as you know, they’re they’re positioning their difference, you know, what makes them great and I love a square case. It looks cool. It’s fun. I stick my iPhone in there. But yeah, that absolutely it has to be not just you know, claiming a boogeyman out there as the enemy but something that that is real. That’s a tangible problem a tangible enemy and there’s always more than ways

    John Jantsch (20:53.964)

    Yeah.

    Laura Ries (21:18.358)

    more than one way to do something. mean, sometimes you want the very best, right? A high price can be a benefit, but sometimes, you know, also the ease of and the shopping experience, for example, going to Costco. People love Costco. Even the Kirkland brand is rising, right? Because people are saying they’re making a statement and the companies focus on producing very high quality and also, you know, the ease of not over, you know, there’s only 4,000 items. It really makes it much easier to choose when there’s

    John Jantsch (21:33.88)

    Yeah.

    Laura Ries (21:46.82)

    fewer things to choose from.

    John Jantsch (21:48.046)

    That’s funny because, course, not every brand, not every everybody’s going to like every brand. I don’t like Costco. I think it’s a terrible shopping experience. I go in there and I can’t find anything.

    Laura Ries (21:54.901)

    See you.

    Laura Ries (21:58.97)

    Well, you know they do that on purpose because they want you to wander the aisles and see I love the discovery of it But that’s the point there is no one and here’s the problem Most companies like Kmart, right? They’re trying to appeal to everyone They want people that you know want the the bulk kind of Costco They want people that want the simple shopping or they try to be everything It’s much better to take a very narrow stance and not worry if it doesn’t appeal to everybody

    John Jantsch (22:05.068)

    Yeah. Yeah.

    John Jantsch (22:27.062)

    I did love a good blue light special though. You got to admit that was amazing.

    Laura Ries (22:29.018)

    It was a visual idea. See, if you can give your strategy some way to visualize it, it makes it much more powerful. mean, think about duct tape. I mean, what a great way to communicate something that’s instantly understand in the mind. We know what we do with duct tape. We know how great duct tape is. It can fix anything. what a, know, using metaphors like that are a great way to do branding.

    John Jantsch (22:41.112)

    Right?

    John Jantsch (22:47.288)

    Yep. Yeah.

    John Jantsch (22:55.382)

    Awesome. Well, Laura, I appreciate you taking a few moments to drop by the Duct Tape Marketing Podcast. Where would you invite people to connect with you and find out more, certainly about strategic enemy, but also your courses and the things that you do around it?

    Laura Ries (23:01.274)

    Absolutely. Well, of course you can visit us online at reese.com and that’s r i e s dot com. We’ve got strategicenemy.com and I’ve just launched a sub stack. Yay. Exciting newsletters. I’ve got even the Reese hotline where companies are calling in. Well, it’s fake. Don’t tell anybody, but I pretend like companies are coming in and I give them really great advice. So check out those videos, check out my book and let’s do positioning together and nail those strategic enemies.

    John Jantsch (23:23.118)

    You

    John Jantsch (23:34.211)

    Well, again, appreciate you stopping by and hopefully we’ll run into you on these days soon out there on the road.

    Laura Ries (23:38.852)

    Absolutely.

    powered by

  • Wednesday Season 2 Part 1 Review: No Sophomore Slump in Sight

    Wednesday Season 2 Part 1 Review: No Sophomore Slump in Sight

    This season 2 piece 1 review for Wednesday contains no spoilers. The only teen TV series that is still active generally squeaks into death with overly complex plots without enough time to wrap them up nicely. In the meantime, Wednesday offers a simple source of comfort. Many television programs that center on a mystery struggle with [ …]]…]]…]] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ]

    No Sophomore Slump in Sight, Part 1 of Wednesday Season 2 Component 1 Review, second appeared on Den of Geek.

    Has anyone had a favourite SNL Digital Short at least once?

    The Lonely Island’s short-form picture format was pioneered for Saturday Night Live in the mid-1980s by Andy Samberg, Jorma Taccone, and Akiva Schaffer. Every single short clip is inventive but completely bizarre, making it ideal for appeal to a wide range of comedic sensibilities, as long as those sensibilities enjoy a good dick joke.

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

    Some people &#8217, preferred online quick is the navigational gangsta &#8220, I&#8217, m On a Boat. &#8221, For another, early phenomenon &#8220, Lazy Sunday &#8221, takes the king. The Lonely Island &#8217, a March Madness-style game of the clothes, was created by then-SNL head author Seth Meyers, and its peers chose &#8220, Motherlover&#8221, as the best of all time. While this online debate about the best SNL Digital Short is entertaining ( and occupies space on the internet that would otherwise lead to something unsavory ), it also leaves out one of the most significant voices: The Lonely Island themselves.

    On the aptly-named &#8220, The Lonely Island and Seth Meyers Podcast, Andy Samberg, Jorma Taccone, and Akiva Schaffer have just begun delveing into their electronic runs alongside Meyers. The four companions discuss the development of the job and their ideas decades after every week as they navigate the SNL Digital Short lore in chronological order. It seems as though the podcast is all building up to the ultimate reveal of which short is The Lonely Island &#8217, s true favorite, as the podcast progresses ( and the quad creates an increasingly complex database of memetic references involving actor Jack Quaid &#8217, s eating habits, and the 2008 action film Righteous Kill ).

    We couldn&#8217, t wait that long. We requested that Samberg simply go ahead and show us his favourite online shorts when Samberg and author Neil Campbell stopped by Den of Geek Studio at San Diego Comic-Con 2025 to discuss the next year of their Comedy Central collection Digman! He graciously accepted, offering an unmistakable classic from the past, a newcomer to the scene, and a brief that is really off the beaten path of online discussion.

    &#8220, I have a number of them that I&#8217, m quite fond of, &#8221, Samberg said. &#8220, I really like &#8216, Jack Sparrow. I believe that one kind of sums up everything we do and is still admired by real funny experts. I really like the single we do, and it’s called Great Day, Great Day, and Commerce Street only gidden out of my head. I recently participated in a project called” Tennissers” with Jake Szymanski and Jonah Hill, and it is called” Tennissers.” &#8217, That&#8217, s one that makes me laugh so difficult. It was Jonah’s idea, since a person who was actually in a scientific video online said,” This is what happens when you get hit in the beans with a golf ball. We took it and traveled a great distance with it. &#8221,

    Certainly, &#8220, Jack Sparrow&#8221, and &#8220, Great Day &#8221, are natural considerations for any list of the best SNL Digital Shorts. The first should always be in anyone’s top 10, and the second is a neglected stone. On the other hand, Samberg made a genuine exotic card selection with &#8220, Tennis Balls, and &#8221. Like other modern shorts, this one hasn’t actually cracked the social zeitgeist. However, based on a review of the questionable picture, perhaps it should!

    The Jonah Hill and Samberg-starring picture, which is nearly four minutes long, is a little longer than the typical SNL modern short. However, the more time spent here is more than worthwhile as a tennis ball after being shot into Hill&#8217’s gonads as the camera examines the penile stress from a variety of angles. The little also allows some ghost hunters to stop by, and Hill is both killed and resurrected by immediate strikes to the nuts. Simply put: it &#8217, s a damned good day.

    Nevertheless, the most impressive aspect of it might just be how faithful it is to the classic movie. As Samberg noted, &#8220, Tennis Balls &#8221 was influenced by a Sports Science event hosted by the great John Brenkus, who sadly passed away earlier this year. Get a lot of this specimen if you thought Hill’s character, his dramatic goatee, protracted cargo shorts, and stupid sandals were a creative flourish:

    There is no dress more appropriate for being blasted in the balls, regardless of whether the objective is scientific study or funny enjoyment.

    Digman! New episodes of Winter 2 are available on Comedy Central on Wednesday at 10:30 p.m. ET.

    On Den of Geek, Andy Samberg had a surprising choice for his beloved SNL online brief.

  • Weapons Review: The Most Twisted Studio Movie of the Year

    Weapons Review: The Most Twisted Studio Movie of the Year

    For a lot of its length, Zach Cregger’s Weapons doesn’t always feeling like a horror film. Why do 17 primary schoolers from the same course wake up in their divergent youth bedrooms at 2: 17 and then vanish into the]…? The mysterious style piece begins and ends with a mystery.

    The first article on Den of Geek was titled Weapons Review: The Most Distorted Studio Movie of the Year.

    Has anyone had a favourite SNL Digital Short at least once?

    That&#8217 is the genius of the short-form video format that The Lonely Island ( Andy Samberg, Jorma Taccone, and Akiva Schaffer ) developed for Saturday Night Live in the middle of the 1980s. Every single short clip is expertly crafted yet completely crazy, making it ideal for appeal to a variety of comedic sensibilities, as long as those sensibilities enjoy a good dick joke.

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

    Some people &#8217, preferred online quick is the navigational gangsta &#8220, I&#8217, m On a Boat. &#8221, For another, early phenomenon &#8220, Lazy Sunday &#8221, takes the king. The Lonely Island, which was created in the March Madness style competition that Seth Meyers co-hosted, was chosen by the audience’s favorites, and Motherlover, which was chosen. While the debate over the best SNL digital short online is entertaining ( and occupies space on the internet for something unsavory ), it also excludes one of the most significant voices: The Lonely Island themselves.

    Sadly, Andy Samberg, Jorma Taccone, and Akiva Schaffer have just begun working on their online plays for the aptly-named &#8220, The Lonely Island, and Seth Meyers Podcast. The four companions each month go through the SNL Digital Short lore in chronological order to discuss the development of the job and their emotions after a long time. It seems as though the podcast is all building up to the ultimate reveal of which short is The Lonely Island &#8217, s true favorite, as the podcast progresses ( and the quad creates an increasingly complex database of memetic references involving actor Jack Quaid &#8217, s eating habits, and the 2008 action film Righteous Kill ).

    We couldn&#8217, t wait that long. We requested that Samberg simply go ahead and show us his favourite online shorts when Samberg and author Neil Campbell stopped by Den of Geek Studio at San Diego Comic-Con 2025 to discuss the next year of their Comedy Central collection Digman! He graciously accepted, offering up an unmistakable all-time classic, another humble hit, and a short that is really off the beaten path of online discourse.

    &#8220, I have a handful of them that I&#8217, m quite fond of, &#8221, Samberg said. &#8220, I really like &#8216, Jack Sparrow. I believe that one type of encapsulates everything we do and is still admired by real comedy experts. I really like the single we do, and it’s called Great Day, Great Day, where I’m on Commerce Street, simply gidden out of my head. I recently participated in a project called” Tennissers” with Jake Szymanski and Jonah Hill, and it is called” Tennissers.” &#8217, That&#8217, s one that makes me laugh so difficult. It was Jonah’s idea, because a person who was actually in a scientific movie online said,” This is what happens when you get hit in the beans with a golf ball. We took it and traveled a great distance with it. &#8221,

    Certainly, &#8220, Jack Sparrow&#8221, and &#8220, Great Day &#8221, are natural considerations for any list of the best SNL Digital Shorts. The first should always be in anyone’s top 10, and the second is an underrated stone. On the other hand, &#8220, Tennis Balls, and &#8221 are a true wild cards selection from Samberg. This one hasn’t actually captured the historical zeitgeist like other electronic shorts. However, if you rewatch the video in topic, it might have been.

    The Jonah Hill and Samberg-starring picture, which is about four days long, is a little longer than the typical SNL Digital Short. However, the more time spent here is more than worthwhile as a golf ball after being shot into Hill’s gonads as the camera examines the penile stress from a variety of angles. The little also allows some ghost hunters to stop by, and Hill is both killed and resurrected by immediate strikes to the nuts. Simply put: it &#8217, s a damned good time.

    But, it might just be able to stay true to the original video. As Samberg noted, an episode of the FSN/ESPN series Sports Science ( hosted by the wonderful John Brenkus who unfortunately passed away earlier this year ), served as inspiration for &#8220, Tennis Balls &#8221. Get a weight of this sample if you thought Hill’s character, his dramatic goatee, long goods shorts, and stupid sandals were a imaginative flourish:

    There is no uniform more appropriate for being blasted in the balls, regardless of whether the objective is scientific study or humorous enjoyment.

    ! Digman! New episodes of Season 2 are available on Comedy Central on Wednesday at 10:30 p.m. ET.

    The first article on Den of Geek: Andy Samberg Has a Amazing Candidate For Favorite SNL Digital Short.

  • Andy Samberg Has a Surprising Candidate For Favorite SNL Digital Short

    Andy Samberg Has a Surprising Candidate For Favorite SNL Digital Short

    Has anyone had a favourite SNL Digital Short to share? Anyone who has seen at least one SNL Digital Short. That’s the genius of the short-form video format that The Lonely Island ( Andy Samberg, Jorma Taccone, and Akiva Schaffer ) created for Saturday Night Live in the middle of the 1980s. Every single short clip is expertly crafted yet completely bizarre, ]…

    The first post on Den of Geek was Andy Samberg’s amazing choice for the best SNL online quick.

    Has anyone had a favourite SNL Digital Short at least once?

    That&#8217 is the genius of the short-form video format that The Lonely Island ( Andy Samberg, Jorma Taccone, and Akiva Schaffer ) developed for Saturday Night Live in the middle of the 1980s. Every single short clip is inventive but completely bizarre, making it ideal for appeal to a wide range of comedic sensibilities, as long as those sensibilities enjoy a good dick joke.

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

    Some people &#8217, preferred online quick is the navigational gangsta &#8220, I&#8217, m On a Boat. &#8221, For another, early phenomenon &#8220, Lazy Sunday &#8221, takes the king. The Lonely Island &#8217, a March Madness-style game of the clothes, was created when then-SNL head author Seth Meyers chose &#8220, Motherlover&#8221, as the best of all time. While this online debate about the best SNL Digital Short is entertaining ( and occupies space on the internet that would otherwise lead to something unsavory ), it also leaves out one of the most significant voices: The Lonely Island themselves.

    On the aptly-named &#8220, The Lonely Island and Seth Meyers Podcast, Andy Samberg, Jorma Taccone, and Akiva Schaffer have just begun delveing into their electronic runs alongside Meyers. Every year, the four friends walk through the SNL Digital Short lore in historical order to discuss the development of the job and their thoughts all these years later. It seems as though the podcast is all building up to the ultimate reveal of which short is The Lonely Island &#8217, s true favorite, as the podcast progresses ( and the quad creates an increasingly complex database of memetic references involving actor Jack Quaid &#8217, s eating habits, and the 2008 action film Righteous Kill ).

    We couldn&#8217, t wait that long. That&#8217 is why we requested that Samberg just go ahead and tell us his favourite online shorts when Samberg and author Neil Campbell stopped by Den of Geek Studio at San Diego Comic-Con 2025 to examine the second year of their Comedy Central collection Digman! He graciously accepted, offering an unmistakable all-time classic, a new modest hit, and a short that is really off the beaten path of online discourse.

    &#8220, I have a handful of them that I&#8217, m quite fond of, &#8221, Samberg said. &#8220, I really like &#8216, Jack Sparrow. I believe that one kind of sums up everything we do and is still admired by real funny experts. I really like the single we do, and it’s called Great Day, Great Day, and Commerce Street only gidden out of my head. I recently participated in a project called” Tennissers” with Jake Szymanski and Jonah Hill, and it is called” Tennissers.” &#8217, That&#8217, s one that makes me laugh but difficult. It was Jonah’s idea, because a guy in a science video who was like” #8216″ was actually saying,” This is what happens when you get hit in the nuts with a tennis ball. We took it and traveled a great distance with it. &#8221,

    Certainly, &#8220, Jack Sparrow&#8221, and &#8220, Great Day &#8221, are natural considerations for any list of the best SNL Digital Shorts. The first should always be in anyone’s top 10, and the second is an underrated stone. On the other hand, Samberg made a genuine wild card selection with &#8220, Tennis Balls, and &#8221. Like other modern shorts, this one hasn’t actually cracked the social zeitgeist. However, if you rewatch the video in topic, it might have been.

    The Jonah Hill and Samberg-starring picture, which is about four hours long, is a little longer than the typical SNL Digital Short. However, the more time spent here is more than worthwhile as a tennis ball after being shot into Hill&#8217’s gonads as the camera examines the penile stress from a variety of angles. The little also allows for some ghost hunters to visit them, and it both kills and revives Hill by direct strikes to the nuts. Simply put: it &#8217, s a damned good time.

    The best aspect of it, but, might just be how faithful it is to the classic movie. As Samberg noted, an episode of the FSN/ESPN series Sports Science ( hosted by the wonderful John Brenkus who unfortunately passed away earlier this year ), served as inspiration for &#8220, Tennis Balls &#8221. Get a weight of this sample if you thought Hill’s character, his dramatic goatee, long goods shorts, and stupid sandals were a imaginative flourish:

    There is no dress more appropriate for getting blasted in the balls, regardless of whether the objective is scientific study or funny enjoyment.

    Digman! New episodes of Season 2 are premiered on Comedy Central on Wednesday at 10:30 p.m. ET.

    The first post on Den of Geek was Andy Samberg’s amazing choice for the best SNL online quick.

  • 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 already good at it, we settle, forgetting that it’s a talent 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 opinions can be a revolutionary force.

    Practicing our knowledge is absolutely a good way to enhance, but the learning gets yet faster when it’s paired with a good base that programs and focuses the exercise. What are some fundamental components of providing effective opinions? And how can comments be adjusted for rural and distributed job settings?

    A long history of sequential opinions can be found online: code was written and discussed on mailing lists before becoming an open source standard. Currently, engineers engage on pull calls, developers post in their favourite design tools, project managers and sprint masters exchange ideas on tickets, and so on.

    Design analysis is often the label used for a type of input that’s provided to make our job better, jointly. So it generally adheres to many of the concepts with comments, but it also has some differences.

    The material

    The material of the feedback serves as the foundation for all effective critiques, so we need to begin there. There are many designs that you can use to form your content. The one that I personally like best—because it’s obvious and actionable—is this one from Lara Hogan.

    This calculation, which is typically used to provide feedback to users, even fits really well in a design critique because it finally addresses one of the main issues that we address: What? Where? Why? How? Imagine that you’re giving some comments about some pattern function that spans several screens, like an onboard movement: there are some pages shown, a stream blueprint, and an outline of the decisions made. You notice anything that needs to be improved. If you keep the three components of the equation in mind, you’ll have a mental unit that can help you become more precise and effective.

    Here is a reply that could be included in some feedback, and it might appear fair at first glance because it appears to merely fit the equation. But does it?

    Not confident about the keys ‘ patterns and hierarchy—it feels off. May you alter them?

    Observation for style feedback doesn’t really mean pointing out which part of the software your input refers to, but it also refers to offering a viewpoint that’s as specific as possible. Do you offer the user’s viewpoint? Your expert perspective? A business perspective? From the perspective of the project manager? A first-time user’s perspective?

    I anticipate that one of these two buttons will go forward and the other will go back when I see them.

    Impact is about the why. Just pointing out a UI element might sometimes be enough if the issue may be obvious, but more often than not, you should add an explanation of what you’re pointing out.

    I anticipate that one of these two buttons will go forward and the other will go back when I see them. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow.

    The question approach is meant to provide open guidance by eliciting the critical thinking in the designer receiving the feedback. Notably, in Lara’s equation she provides a second approach: request, which instead provides guidance toward a specific solution. While that’s a viable option for general feedback, in my experience, going back to the question approach typically leads to the best solutions because designers are generally more at ease with having an open space to experiment with.

    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 no. Let’s explore both sides.

    No, this kind of feedback is effective because the length is a byproduct of clarity, and giving this kind of feedback can provide precisely enough information for a sound fix. Also if we zoom out, it can reduce future back-and-forth conversations and misunderstandings, improving the overall efficiency and effectiveness of collaboration beyond the single comment. Imagine that in the example above the feedback were instead just,” Let’s make sure that all screens have the same two forward and back buttons”. Since the designer receiving this feedback wouldn’t have much to go by, they might just implement the change. In later iterations, the interface might change or they might introduce new features—and maybe that change might not make sense anymore. Without explaining the why, the designer might assume that the change is one of consistency, but what if it wasn’t? So there could now be an underlying concern that changing the buttons would be perceived as a regression.

    Yes, this style of feedback is not always efficient because the points in some comments don’t always need to be exhaustive, sometimes because certain changes may be obvious (” The font used doesn’t follow our guidelines” ) and sometimes because the team may have a lot of internal knowledge such that some of the whys may be implied.

    Therefore, the equation above is intended to serve as a mnemonic to reflect and enhance the practice rather than a strict template for feedback. Even after years of active work on my critiques, I still from time to time go back to this formula and reflect on whether what I just wrote is effective.

    The 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 sustained change in people. It can be determined by tone alone whether content is rejected or welcomed.

    Since our goal is to be understood and to have a positive working environment, tone is essential to work on. 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.

    Timing refers to the moment when the feedback occurs. To-the-point feedback doesn’t have much hope of being well received if it’s given at the wrong time. If a new feature’s entire high-level information architecture is about to go live when it’s about to be released, it might still be relevant if that questioning raises a significant blocker that no one saw, but those concerns are much more likely to have to wait for a later revision. So in general, attune your feedback to the stage of the project. Early iteration? Iteration later? Polishing work in progress? Each of these needs a different one. The right timing will make it more likely that your feedback will be well received.

    Attitude is the equivalent of intent, and in the context of person-to-person feedback, it can be referred to as radical candor. Before writing, it’s important to make sure the person we’re writing will actually benefit them and improve the overall project. 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, which is fine. 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? What can I do to encourage constructive behavior?

    Form is relevant especially in a diverse and cross-cultural work environments because having great content, perfect timing, and the right attitude might not come across if the way that we write creates misunderstandings. There could be many reasons for this, including the fact that occasionally certain words may cause specific reactions, that nonnative speakers may not be able to comprehend all thenuances of some sentences, that our brains may be different and that our world may be perceived differently; hence, neurodiversity must be taken into account. Whatever the reason, it’s important to review not just what we write but how.

    A few years back, I was asking for some feedback on how I give feedback. I was given some sound advice, but I also got a surprise comment. They pointed out that when I wrote” Oh, ]… ]”, I made them feel stupid. That wasn’t my intention at all! I felt really bad, and I just realized that I provided feedback to them for months, and every time I might have made them feel stupid. I was horrified … but also thankful. I quickly changed the way I typed “oh” into my list of replaced words (your choice between aText, TextExpander, or others ), so that it was instantly deleted when I typed “oh.”

    Something to highlight because it’s quite frequent—especially in teams that have a strong group spirit—is that people tend to beat around the bush. It’s important to keep in mind that having a positive attitude doesn’t necessarily mean passing judgment on the feedback; rather, it simply means that you give it constructive and respectful feedback, whether it be difficult or positive. 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: we can devote more time to making sure that the suggestions ‘ clarity of communication and actionability fulfill 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 keep in mind that design is a field with hundreds 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 should be changed, and a green circle indicates that it is fully confirmed. I also use a blue spiral � � for either something that I’m not sure about, an exploration, an open alternative, or just a note. However, I’d only use this strategy on teams where I’ve already established a high level of trust because it might turn out to be quite demoralizing if I deliver a lot of red squares and change how I communicate that.

    Let’s see how this would work by reusing the example that we used earlier as the first bullet point in this list:

    • 🔶 Navigation—I anticipate that one of these two buttons will go forward and the other will go back when I see them. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Let’s make sure that all screens have the same two forward and back buttons so that users don’t get confused.
    • � � Overall— I think the page is solid, and this is good enough to be our release candidate for a version 1.0.
    • � � Metrics—Good improvement in the buttons on the metrics area, the improved contrast and new focus style make them more accessible.
    • Button Style: Using the green accent in this context gives the impression that it’s 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 behind 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 they can be very useful in the right context. 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. We don’t say something because we sometimes think it’s obvious that something is either good or wrong. 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, and this could be a question that arises from time to time. For this reason, I recommend using software that saves these discussions, without hiding them once they are resolved.

    Content, tone, and format. Although each of these subjects offers a useful model, focusing on improving eight of the subjects ‘ focus points, including observation, impact, question, timing, attitude, form, clarity, and actionability, is a lot of work to complete at once. One effective approach is to take them one by one: first identify the area that you lack the most (either from your perspective or from feedback from others ) and start there. Then the third, the third, and so on. At first you’ll have to put in extra time for every piece of feedback that you give, but after a while, it’ll become second nature, and your impact on the work will multiply.

    Thanks to Brie Anne Demkiw and Mike Shelton for reviewing the first draft of this article.

  • Asynchronous Design Critique: Getting Feedback

    Asynchronous Design Critique: Getting Feedback

    ” Any post” you might have? is perhaps one of the worst ways to ask for opinions. It’s obscure and unreliable, and it doesn’t give a clear picture of what we’re looking for. Getting good opinions starts sooner than we might hope: it starts with the demand.

    Starting the process of receiving feedback with a question may seem counterintuitive, but it makes sense if we consider that receiving input can be considered a form of pattern research. 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 analysis 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 issue. 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 mind” at the conclusion of a presentation are likely to garner a lot of different ideas, or worse, to make everyone follow the lead of the first speaker. And next… we get frustrated because vague issues like those you turn a high-level moves review into folks rather commenting on the borders of buttons. Which topic 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 leave the question open and assume that everyone else will agree. 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 also serves as a form of acceptance, outlining your willingness to make comments and the types of responses you want to receive. It puts people in the right emotional position, especially in situations when they weren’t expecting to provide feedback.

    There isn’t a second best method to request feedback. 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 steps of the process—in our event, the design process. The type of input changes as the customer 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? the content Interaction design? Information architecture UI design? design of navigation 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: This page contains two competing pieces of information. Is the structure effective in communicating them both?
    • User interface design: What do you think about the error counter at the top of the page, which makes sure you see the next error even if it 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. Do you have any suggestions for how to handle 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’d like to go with the information being presented. 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 possible to appear specific, but the “good” qualifier can be found in an even better question,” When the block opens and the buttons appear, is it clear what the next action is?”

    Sometimes we actually do want broad feedback. That’s uncommon, but 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 falling into rabbit holes like those that could lead to further refinement but aren’t what’s important right now.

    Asking specific questions can completely change the quality of the feedback that you receive. Even experienced designers will appreciate the clarity and efficiency gained from concentrating solely on what is required, and those with less refined critique skills will now be able to offer more actionable feedback. 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 those methods typically display changes as a single fluid stream in the same file. These methods cause conversations to vanish once they’re resolved, update shared UI components automatically, and require designs to always display the most recent version unless these would-be useful features were manually turned off. 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.
    • It might also make it simpler to collect and act on feedback depending on the tool.

    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 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 is actually very effective at ensuring 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. It’s any design object, to put it briefly. 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.

    Because it makes it easier to refer to the objects, it might also be helpful to have clear names on them. Write the post in a way that helps people understand the work. It’s not very 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. 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 feature development is complete.

    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 describe a design as complete enough to be worked on, even if there might be some bits that still need more attention and in turn, more iterations would be required, such as” with i8 we reached RC” or “i12 is an RC” to indicate when it is finished.

    The review

    A back-and-forth between two people that can be very productive typically occurs during a design critique. 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 because of this shift, especially around these friction points:

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

    The first friction is being forced to respond to every comment. Sometimes we write the iteration post, and we get replies from our team. It’s just a few of them, it’s simple, and there isn’t much to worry about. 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. If the respondent is a stakeholder or a person directly involved in the project, this might be especially true. We need to accept that this pressure is absolutely normal, and it’s human nature to try to accommodate people who we care about. Responding to all comments at times can be effective, but when we consider 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:

      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 quickly summarize 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 a team or non-project who might not be aware of the context, restrictions, decisions, or requirements, or of the discussions from earlier iterations, is the second friction point. 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 coming back and forth.

    Let’s begin by acknowledging again that there’s no need to reply to every comment. However, if responding to a previously litigated point is useful, 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 has two benefits: first, they might point out something that isn’t clear, and second, they might serve as a reference point for someone who is first viewing 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 ). In the end, putting everything in aggregate 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 to a decision that can be justified, 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 expertise, and as a designer, you are the one with the most background and knowledge to make the right 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 initial review of this article.

  • Voice Content and Usability

    Voice Content and Usability

    We’ve been conversing for a long time. Whether to present information, perform transactions, or just to check in on one another, people have yammered aside, chattering and gesticulating, through spoken discussion for many generations. Only recently have conversations started to be written, and only recently have we outsourced them to the system, a device that exhibits a significantly higher affinity for written communications than for the vernacular rigors of spoken language.

    Laptops have trouble because between spoken and written speech, talk is more primitive. Machines must wrestle with the complexity of human statement, including the disfluencies and pauses, the gestures and body speech, and the variations in expression choice and spoken dialect, which may impede even the most skillfully crafted human-computer interaction. In the human-to-human situation, spoken language also has the opportunity of face-to-face call, where we can easily interpret visual interpersonal cues.

    In contrast, written language develops its own fossil record of dated terms and phrases as we report it and keep utilization long after they are no longer needed in spoken communication ( for example, the welcome” To whom it may concern” ). Because it tends to be more consistent, smooth, and proper, written word is necessarily far easier for devices to interpret and know.

    This luxury is not available in spoken language. 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. Our spoken language conveys much more than the written word could ever contain, whether it be rapid-fire, low-pitched, or high-decibel, sarcastic, stilted, or sighing. So when it comes to voice interfaces—the machines we conduct spoken conversations with—we face exciting challenges as designers and content strategists.

    Voice Compositions

    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 ( ). We typically strike up a conversation as a result:

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

    A single conversation from beginning to end that achieves some outcome for the user, starting with the voice interface’s first greeting and ending with the user exiting the interface, also fits into these three categories, which I refer to as transactional, informational, and prosocial. 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 it may not always be one 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. Users are also debating whether or not they prefer the kind of organic human conversation that starts with a prosocial voiceover and progresses 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 different types of conversations we can have with one another that a voice interface can also have easily, including one that is transactional and one that is informational, teaching us something new ( “discuss a musical” ).

    Transactional voice interactions

    When you order a Hawaiian pizza with extra pineapple, you’re typically having a conversation and a voice interaction when you’re tapping buttons on a food delivery app. 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 are things going?

    Burhan: Hi, welcome to Crust Deluxe! It’s chilly outside. How can I help you?

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

    Burhan: Sure, what size?

    Large, Alison.

    Burhan: Anything else?

    Alison: No, that’s it.

    Burhan: Something to drink?

    Alison: I’ll have a bottle of Coke.

    Burhan: You got it. That will cost$ 13.55 and take 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. Conversations that are transactional have certain characteristics: they are direct, concise, and cost-effective. They quickly dispense with pleasantries.

    Informational voice interactions

    Meanwhile, some conversations are primarily about obtaining information. Alison might only want to place an order at Crust Deluxe, but she might not want to leave without a pizza at all. She might be just as interested in whether they serve halal or kosher dishes, gluten-free options, or something else. Even though we have a prosocial mini-conversation once more at the beginning to practice politeness, we are after much more.

    Alison: Hey, how are things going?

    Burhan: Hi, welcome to Crust Deluxe! It’s chilly outside. How can I help you?

    Alison: Can I ask a few questions?

    Burhan: Of course! Go right ahead.

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

    Burhan: Absolutely! On request, we can make any pie halal. We also have lots of vegetarian, ovo-lacto, and vegan options. Do you have any other dietary restrictions in mind?

    Alison: What about gluten-free pizzas?

    Burhan: For both our deep-dish and thin-crust pizzas, we can definitely make a gluten-free crust for you, without a problem. Anything else I can answer for you?

    Alison: That’s it for now. Good to know. Thank you.

    Burhan: Anytime, come back soon!

    This dialogue is radically different. Here, the goal is to get a certain set of facts. Informational conversations are research expeditions to gather data, news, or facts in search of the truth. Voice interactions that are informational might be more long-winded than transactional conversations by necessity. Responses are typically longer, more in-depth, and carefully communicated to ensure that the customer understands the main ideas.

    Voice Interfaces

    Voice interfaces essentially use speech to assist users in accomplishing their objectives. But simply because an interface has a voice component doesn’t mean that every user interaction with it is mediated through voice. We’re most concerned with pure voice interfaces, which are completely dependent on spoken conversation and lack any visual component, making them much more nuanced and challenging to deal with because multimodal voice interfaces can lean on visual components like screens as crutches.

    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.

    IVR ( interactive voice response ) 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. We became familiar with the first real voice interfaces that could actually be spoken to without having to deal with overburdened customer service representatives as a result of the development of interactive voice response ( IVR ) systems.

    IVR systems allowed organizations to reduce their reliance on call centers but soon became notorious for their clunkiness. These systems, which are commonplace in the corporate world, were primarily intended as metaphorical switchboards to direct customers to real phone agents (” Say Reservations to book a flight or check an itinerary” ), and it is likely that when you call an airline or hotel conglomerate, you will have the opportunity to have a conversation with one. 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).

    IVR systems have a reputation for having less scintillating conversations than we’re used to in real life ( or even in science fiction ), despite being extremely repetitive and monotonous.

    Screen readers

    The screen reader, a program that converts visual information into synthesized speech, was a development that accompanied the development of IVR systems. For Blind or visually impaired website users, it’s the predominant method of interacting with text, multimedia, or form elements. The most recent version of a voice-over-text format of content delivery is probably the one that is closest to it.

    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 ( ). In the same year, Jim Thatcher created the first IBM Screen Reader for text-based computers, which was later reworked 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. Screen readers started facilitating quick 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 with the introduction of semantic HTML and especially ARIA roles in 2008, allowing them to do so in an aural and temporal space. In other words, screen readers for the web “provide mechanisms that translate visual design constructs—proximity, proportion, etc. in A List Apart, writes Aaron Gustafson, “into useful information.” ” At least they do when documents are authored thoughtfully” ( ).

    Although incredibly instructive for voice interface designers, screen readers have a major flaw: they’re challenging to use and consistently 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. Working with web-based interfaces takes a cognitive toll for many screen reader users.

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

    I disliked the operation of Screen Readers from the beginning. Why are they designed the way they are? It makes no sense to present information visually before converting it to audio only after that. 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, users of the visual interface have the advantage of freely scurrying around the viewport to find information without getting too close to it. Blind users, meanwhile, are obligated to listen to every utterance synthesized into speech and therefore prize brevity and efficiency. Users with disabilities who have long had no choice but to use clumsy screen readers might find that voice interfaces, especially more contemporary voice assistants, provide a more streamlined experience.

    Voice assistants

    Many of us immediately associate voice assistants with the subset of voice interfaces that are now commonplace in living rooms, smart homes, and offices with the film HAL from 2001: A Space Odyssey or 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 quickly 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 created their vision for a Semantic Web “agent” that would carry out routine tasks 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.

    There is a significant variation in how programmable and customizable some voice assistants are compared to others due to the sheer number of voice assistants available today ( Fig 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. There are no other means by which developers can interact with Siri at a low level, aside from predefined categories of tasks like sending messages, hailing rideshares, making restaurant reservations, and other things, which are still unavoidable today.

    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, developers who feel stifled by the limitations of Siri and Cortana are increasingly using programmable voice assistants that are capable of customization and extensibility. 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. Users of the Amazon Alexa and Google Assistant ecosystems can choose from among the thousands of custom-built skills available today.

    As businesses like Amazon, Apple, Microsoft, and Google continue to dominate their markets, they are also selling and open-sourcing an unmatched range of tools and frameworks for designers and developers, aiming to make creating voice interfaces as simple as possible, even without the use of any 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. In contrast, many development platforms, such as Google’s Dialogflow, have omnichannel capabilities that allow users to create 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. Voice content must be free-flowing, organic, contextless, and concise in order to preserve what makes human conversation so compelling in the first place.

    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. We’re most concerned with the content in this book being delivered auditorically, 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. One issue is that any content we already have isn’t in any way suitable for this new environment. So how do we make the content trapped on our websites more conversational? And how do we create fresh copy that works with voice movements?

    Lately, we’ve begun slicing and dicing our content in unprecedented ways. Websites are, in many ways, massive vaults of what I call macrocontent: lengthy prose that can last for miles in a browser window while being viewed in microfilm format in 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:

    An example of microcontent can be a day’s weather forecast [sic], the arrival and departure times for an airplane flight, an abstract from a lengthy publication, or a single instant message. ( ) _ _ _

    I would update Dash’s definition of microcontent to include all instances of bite-sized content that transcends 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. The best way to learn how your content can be stretched to the limits of its potential is through microcontent, which will inform both established and new delivery channels.

    As microcontent, voice content is unique because it’s an example of how content is experienced in time rather than in space. We can instantly look at a digital sign for an instant and be informed when the next train is coming, but voice interfaces keep our attention captive for so long that we can’t quickly evade or skip, a feature that 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, how voice content manifests in perceived time and space both affect the legibility and discoverability of our voice content.

  • Designing for the Unexpected

    Designing for the Unexpected

    Although I’m not certain when I first heard this statement, it has stuck with me over the centuries. 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 created a design for a 960px paint that I would later add willing to. The growth phase was about attaining pixel-perfect reliability using set widths, fixed levels, and absolute placement.

    All of this was altered by Ethan Marcotte’s 2010 content in A List Off entitled” Responsive Web Design.” I was sold on responsive pattern 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 flexible design 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 phase.

    A new way to style

    Making articles accessible to all devices a priority when designing responsive or liquid websites has always been the goal. 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 using Sass to re-use repeated slabs of code and transition to more semantic premium:

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

    Media questions

    The next ingredient for flexible design is press queries. Without them, regardless of whether the information was still readable, may reduce to fit the available space.

    Media questions 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 little- 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 many more with washable 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 questions 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. There are workarounds for JavaScript, 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.

    We still use layout to determine when a design needs to adapt, which is my concern. 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?

    A component library that is disconnected from context and real content is probably not the best place to make that choice.

    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 having strong cross-browser support for them, it’s difficult to say for certain whether container queries will be a success story. Responsive component libraries would definitely evolve how we design and would improve the possibilities for reuse and design at scale. However, we might need to modify these elements in order 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;}

    You don’t need to wrap elements in container rows, which is the biggest benefit of all of this. 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. The above code can be implemented behind an @supports feature query even though Firefox is the only browser that supports subgrid at the time of writing.

    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 used 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 manner, but never that it should be smaller than the content inside.

    —Jen Simmons,” Designing Intrinsic Layouts”

    Intrinsic layouts can also make use of a mix of fixed and flexible units, letting the content choose how much space it occupies.

    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 without relying on container queries using an intrinsic approach.

    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 benefit when creating layout templates, intrinsic design and frameworks do not go hand in hand 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? Personally, I’m a big fan of this kind of design in the browser.

    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.

    Content should come first

    Content is not constant. After all, to design for the unanticipated or unexpected, we must take into account content modifications, such as the earlier Subgrid card example, which allowed the cards to adjust both their own content and that of their 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.

    This is not the same as previous markup hacks like this.

    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 real estate.

    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 % of its container’s preferred value, 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 anticipating unforeseen language or direction changes, we can begin creating future-proofing designs. And we can increase flexibility by setting desired dimensions alongside flexible alternatives, allowing for more or less content to be displayed correctly.

    Situation first

    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

    ” 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 questions 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 Level 5 spec for Media Queries 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 questions 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 the same way we do 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 are still many more things we can do to adopt a more intrinsic approach, from responsive to fluid and fixed. 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 usable when people need them, whenever and wherever that may be. 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.