The hottest Design Substack posts right now

And their main takeaways
Category
Top Culture Topics
Software Design: Tidy First? 861 implied HN points 20 Dec 24
  1. Different tasks require different strategies. What works for one situation might not work for another, so it's good to be flexible.
  2. In a project, you might focus on playing around with ideas, then expanding and finally getting results. Each stage has its own challenges and goals.
  3. Understanding the different phases of a project can help guide how you work. It helps avoid mistakes and ensures the right approach for each part.
Design Lobster 579 implied HN points 21 Aug 23
  1. Obviousness in writing can be seen negatively for lacking depth but celebrated in design for clarity and ease of use.
  2. Good writing avoids clichés and offers fresh perspectives, while good design balances between obviousness and experience for effective outcomes.
  3. Finding the right level of obviousness in design is crucial based on the project's focus on creating an experience or an outcome.
Austin Kleon 1358 implied HN points 24 Jan 23
  1. The Paper Mate Flair pen is great for writing, especially in notebooks. Many people love how it writes smoothly and that it doesn't bleed through the pages.
  2. Using the Flair pen can be a bit tricky as it's water-based ink, which can fade if washed. Some people prefer more permanent inks after experiencing this.
  3. Despite past issues, the Flair pen is making a comeback in some people's writing routines because of its unique feel and style. It's fun to use and can bring creativity to note-taking.
Austin Kleon 1938 implied HN points 16 Sep 22
  1. Nostalgia can be comforting, so it's okay to revisit old books and memories when things get tough.
  2. It's fun to discover new and interesting art and media, like books and podcasts, that bring inspiration and joy.
  3. Sharing experiences and recommendations can help build community and keep creativity flowing.
Software Design: Tidy First? 950 implied HN points 20 Nov 24
  1. Flying an airplane usually works better with one hand on the yoke instead of two. This way, it's easier to keep a smooth flight and not overcorrect.
  2. When you let go a bit and trust a self-organizing team, you can achieve better results, just like flying with less tension.
  3. Sometimes trying to control things too tightly can make them worse, like struggling with a suitcase that wobbles. Often, a lighter touch or changing the tool helps.
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Design Lobster 179 implied HN points 01 Apr 24
  1. Music visualisation dates back to as early as the 18th century with instruments like the Ocular Harpsichord by Lousi Bertrand Castel in 1725.
  2. The iconic album cover for Pink Floyd's Dark Side of the Moon teaches the power of condensing design into a single, impactful image.
  3. Designers can blend different senses creatively in their designs, like how music visualisation fuses sound and visuals in surprising ways.
Austin Kleon 1878 implied HN points 23 Sep 22
  1. It's a good time to enjoy the changing seasons and reflect on seasonal thinking. Fall brings an opportunity to re-evaluate our daily routines.
  2. Finding the right book can be a generous escape, as they can draw readers in so deeply that they want to stay up late reading.
  3. Embracing imperfection is important for creativity. It’s okay to make mistakes and learn from them instead of striving for perfection.
Software Design: Tidy First? 375 implied HN points 31 May 25
  1. Using a simpler coding language can help solve complex problems more effectively. It's like making a tough task easier by breaking it down.
  2. There's a technique to get better results from complicated languages by copying from simpler ones. This might be useful for solving tricky coding challenges.
  3. The speed of changes in coding can create new ways to approach these problems. Staying aware of these changes can help developers improve their skills.
Design Lobster 519 implied HN points 16 Oct 23
  1. In design, being obvious can be a compliment. It requires a creative mindset to see things as they truly are and eliminate the unnecessary.
  2. Design that makes people look good resonates more. A little flattery in design can go a long way in enhancing user experience.
  3. Embracing bad ideas in the design process can lead to wider exploration and better solutions. It's about challenging assumptions and sparking fresh ideas.
RPG Design Theories 530 implied HN points 12 Apr 23
  1. New designers often feel anxious about not living up to the standards set by previous designers.
  2. Instead of blindly following existing formats, designers should focus on creating fresh, innovative ideas.
  3. Designers should strive to produce work that is truly new and exciting, rather than simply replicating what has been done before.
storyvoyager 8 implied HN points 16 Feb 26
  1. Trying to dominate or 'master' nature comes from fear and isolates us, so we should stop treating the living world as an enemy and accept we won't fully control it.
  2. Technology should reintegrate humans into planetary life by immersing us in ecosystems rather than pulling us into abstract, life-simulating worlds.
  3. Design tech to enhance our senses and empathy—like listening to trees, feeling animal heartbeats, or sensing earthquakes—so we can connect with nature without violence or exploitation.
Not Boring by Packy McCormick 226 implied HN points 01 Aug 25
  1. Meta is working on AI that can improve itself, which could lead to superintelligent systems. This tech aims to help people achieve their goals rather than just keeping them glued to social media.
  2. A Dutch startup has launched the first grid-connected iron-air battery, offering a more efficient way to store clean energy for extended periods. This could reduce reliance on rare materials used in traditional batteries.
  3. A new AI-designed gene editor is making it easier to edit the human genome precisely. This technology could lead to major advances in medicine and biotechnology, changing how we approach health and agriculture.
Design Lobster 379 implied HN points 04 Dec 23
  1. Hugo Cornejo designs digital products and follows universal design principles from small items to large projects.
  2. He reflects on the tradeoffs in design decisions, emphasizing the importance of understanding and communicating tradeoffs in the design process.
  3. Cornejo expresses optimism in design, sees it as an exercise in believing in the future, and enjoys relaxing with activities like playing tennis and watching his wife work.
Software Design: Tidy First? 243 implied HN points 18 Jul 25
  1. Tidyings are small design changes you can make on your own. It's important to find a good rhythm for when to start and stop these changes.
  2. The next step in design management is more complex than just tidying up. It involves big refactoring challenges that need teamwork.
  3. Managing tidying design changes can improve overall software quality, but it requires balancing between making improvements and delivering new features.
Austin Kleon 1578 implied HN points 11 Oct 22
  1. Creative tension is the gap between what you create and what you wish to create. It's common for beginners to feel disappointed because their work doesn't match their high standards.
  2. Everyone starts somewhere, and it's important to push through the awkward early stages of creativity. Many people give up here, but sticking with it is key to improvement.
  3. Reading and learning from others can help process your own creative thoughts. Books often show us that our ideas are not as original as we think.
The Uncertainty Mindset (soon to become tbd) 319 implied HN points 28 Dec 23
  1. Stuff can pile up because we think it might be useful later, but most of it just makes life messy and stressful. It's easy to lose track of things when we have too much stored away.
  2. Things are cheap and easy to buy nowadays, leading to lots of excess stuff that often isn’t worth keeping. This leads to clutter that can cause problems if it gets out of hand.
  3. To manage stuff better, we need to be proactive about it. This means designing our spaces and habits to prevent clutter from building up in the first place.
The Rectangle 84 implied HN points 07 Nov 25
  1. Apple introduced a new design called Liquid Glass that was meant to look like glass, but it didn't work well on devices like phones and laptops. Many users found it confusing and hard to use.
  2. Apple did make some changes to Liquid Glass to improve accessibility, allowing users to adjust how transparent it is, but they didn't address other big problems with their operating systems.
  3. There seems to be a shift in Apple's approach, as they focused on a new design instead of fixing bugs and improving user experience. This has raised questions about their commitment to quality and usability.
Software Design: Tidy First? 2540 implied HN points 22 Aug 23
  1. When designing software, prioritize safety of evolution over efficiency.
  2. Don't rush decisions; it's better to wait for more information to make informed choices.
  3. Getting feedback early and making design changes sooner is more valuable than waiting for the 'perfect' solution.
Design Lobster 419 implied HN points 30 Oct 23
  1. Nurturing imagination and inner sight is important for personal growth and creative processes.
  2. Society often undervalues the role of imagination in design, but it is a fundamental aspect of creating something meaningful.
  3. Disappointment can be a result of high imagination, but it should not deter one's commitment to nurturing the wonders of the mind's eye.
techandsocialcohesion 199 implied HN points 24 Feb 24
  1. Companies on social media make money when users stay longer, often through engaging and polarizing content.
  2. Algorithmic extremism on social media rewards and amplifies extremist content, resulting in more polarization in conversations.
  3. Promoting pro-social design governance and tools on social media can help build cohesion, encourage understanding, and bring out the best in humanity.
RPG Design Theories 452 implied HN points 06 Mar 23
  1. When designing a roleplaying game, start with the heart of the game.
  2. The heart of the game is what the characters do and what the game is about.
  3. Building an RPG is more like creating your own Lego creation than following a Lego set.
vrk loves paper 139 implied HN points 03 Apr 24
  1. The first issue of Pouch magazine is ready for printing. It has 50 pages packed with content for stationery lovers and journalers.
  2. A new cover design was created to better represent what Pouch is about. It now clearly targets a specific audience and reflects the magazine's fun vibe.
  3. The creator is taking time to develop Pouch carefully, treating the first issue as a pilot study to gauge interest and improve their skills in print design.
Software Design: Tidy First? 773 implied HN points 07 Nov 24
  1. It's okay to just get things done, even if resources are limited. Sometimes, making progress is a big win.
  2. Working in tough conditions can still lead to success, and many teams create valuable software despite the challenges.
  3. The focus should be on growing skills and thriving, rather than just surviving in difficult situations.
Software Design: Tidy First? 265 implied HN points 16 Jun 25
  1. Multi-tasking is becoming more common in work environments again. People are finding ways to balance multiple tasks effectively.
  2. There's value in focusing on one task at a time, but new tools are changing how we approach work.
  3. Embracing tools and technologies can help integrate multi-tasking into our daily routines.
Supernuclear 359 implied HN points 08 Dec 23
  1. Radish housing cluster featured in Apartment Therapy
  2. Different unit types accommodate diverse needs in the community
  3. Private residences showcased to emphasize importance of individual living spaces
Design Lobster 459 implied HN points 29 May 23
  1. Collect things you love for inspiration in design, things that move you in some way can guide your work.
  2. Understand user intent in design, like the predictive text technology T9 that quickly works out what users intend to say.
  3. Balance familiarity with surprise in design to create products that are both comprehensible and innovative.
The Charlotte Ledger 235 implied HN points 22 Jan 24
  1. An exhibit called 'Craft Across Continents' at the Mint Museum showcases whimsical art pieces that evoke fun and creativity.
  2. Mecklenburg County experienced a 20% decrease in home sales in 2023, possibly due to high mortgage rates.
  3. A new daily podcast called CLT1st has launched in Charlotte, offering a quick way to stay informed about local news and events.
Design Lobster 419 implied HN points 04 Sep 23
  1. Toilet paper embossed with patterns is not just for aesthetics; it increases surface area for better grip and functionality.
  2. Patterns in design can convey stories and emotions without using words, adding depth and visual appeal.
  3. The right pattern can add value and uniqueness to a product, like the legal case involving a mathematician's copyrighted pattern on toilet paper.
Software Design: Tidy First? 265 implied HN points 06 Jun 25
  1. TDD is not just about writing tests, it also involves thoughtful design. Practitioners understand the balance between testing and creating a good product structure.
  2. Having good examples in TDD practices is really important for understanding and applying concepts effectively. Clear examples can help break down complex ideas.
  3. There is a common misconception that TDD lacks a design phase, but experienced users know that design is a key part of the process. It's essential to integrate design thinking into TDD for better outcomes.
UX Psychology 178 implied HN points 23 Feb 24
  1. The curse of knowledge is a cognitive bias where experts find it hard to imagine not knowing what they know, this can impact different fields, including UX.
  2. Cognitive biases like the curse of knowledge stem from how our brains process and remember information, leading to errors in thinking and decision-making.
  3. To overcome the curse of knowledge, involve users in the design process, seek feedback from colleagues, and communicate in plain language to ensure better collaboration and user experience.
slow motion multitasking 595 implied HN points 30 Jul 23
  1. The final season of Summer Camp Island premieres on July 21st at 12PM on Cartoon Network.
  2. There are title cards created by various artists showcased in the post.
  3. The post features a collection of title card illustrations by different artists.
UX Psychology 218 implied HN points 19 Jan 24
  1. Understanding user mood is crucial in user experience design as it influences interactions over time.
  2. Moods can be monitored, expressed, and regulated in UX design to create more personalized and empathetic experiences.
  3. Implementing mood-focused strategies requires considering ethical challenges, personalization opportunities, and continuous testing.
Software Design: Tidy First? 243 implied HN points 09 Jun 25
  1. Copying and pasting code can help speed up development but may lead to issues if you're not careful. It's important to ensure that the pasted code fits well with the rest of your project.
  2. Having a clear design sense is crucial when coding. If your code lacks structure, it can become messy and hard to manage later on.
  3. Learning from mistakes in coding can lead to important lessons for future projects. Sharing these lessons can help others avoid the same pitfalls.
Common Sense with Bari Weiss 1451 implied HN points 17 Feb 24
  1. Young adults are making waves in various fields - like fashion and AI technology
  2. Think outside the box when it comes to dating and be open-minded to connect with different people
  3. Making personal changes for the greater good, like trying to reduce meat consumption, can impact your way of life in meaningful ways
Sunday Letters 219 implied HN points 15 Jan 24
  1. Engineers can have many interests and skills, not just coding, which makes them versatile. It's okay to be like a 'paladin' who does many things well, even if it takes longer to master everything.
  2. Balancing different skills means you might not be the best in just one area, but you can excel in roles that need different perspectives, which is valuable.
  3. It's important to clearly define how you see yourself and communicate that to others. Having a simple and grounded story helps people understand your unique blend of skills.