Some Thoughts About The Moto X (2014)

Moto X among friends

I have been living with the Moto X (2014) as my primary phone for about a week now. The tl;dr is that this phone is great, and I consider it the best phone of the year (I don’t think there are any surprise devices left). This isn’t meant to be a comprehensive review; rather, it’s a bit of rambling about the best and worst aspects of the device.

Right away I have to say I love how much you can customize the Moto X. Android has always been extremely customizable from the software side, but the hardware customizations of the Moto X allow you to make a device that’s truly yours. I broke my normal preference and went with a white front. I picked the walnut back, a shoutout to the woodworking I’ve been doing this year, and put it together with a bronze trim. Continue reading

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Don’t Go Card-Crazy

There are a lot of decisions that go into design, but people new to design or with limited experience (such as most developers) frequently don’t know which factors are important. They tend to stick to defaults or simple solutions that should be good enough. Sometimes, people look at what other successful people have done as a starting point. They might look at Google Now and suddenly think that using cards to represent all types of data is the ideal solution, and they abuse that style of presentation. Continue reading

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Why Write Bad Code?

What is it that causes developers to write bad code? The easy excuse is time–pressing deadlines can cause anyone to take shortcuts–but I don’t think that’s the most frequent problem. Generally, good code takes only a little longer to write than bad code (with the exception of architectural differences) and it pays for itself in the long run when you know exactly what it should do, you can read it easily, you don’t have to chase down sloppy bugs, etc. Continue reading

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Material Design: The Basics

At Google I/O a couple of weeks ago, Google unveiled Material Design, new design guidelines intended for use across a variety of devices. Along with the guidelines, Google had several sessions on explaining the motivations behind them and the goals. Unfortunately, designers and developers tend to speak very different languages, so most explanations are either from the designer’s perspective (“This is what we’re trying to evoke”) or the developer’s perspective (“Here are the classes you should use”). I think this means a lot of the UX reasoning behind the guidelines gets lost. Continue reading

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User Experience: Perspectives And The Other State

Project managers have extremely different roles depending on the company. In some companies, they create high-level flowcharts, define the feature set, and split it into the primary screens. After that process, an app for posting photos might look like this from a high level:

Example app flowchart Continue reading

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