Before jumping into pixels, set the ground-rules
I recently published an article on our team-level operating principles and what they mean to us—these principles apply to every member of the team, regardless of position or practice, but what about individual disciplines?
Creating discipline-level principles is a little different—they’re used by everyone on the team, but in different ways: those who practice the discipline use them to guide the work; others use them to critique the work produced.
It’s worth noting that the design principles below aren’t intended to last forever. Like any operating principles, they should evolve alongside the team and business. If things change, we’ll change—and so will how we operate.
These principles are intended as both lenses through which to critique design, and as guiding forces to be referenced when creating the work. They should feature in conversation as often as the work does.
Shipping more often means learning more quickly. When creating a piece of work, think about how we could ship something in half the time, or half of that. Paint with a broad brush and don’t get lost in the details too quickly. Think about how work can be simplified and deconstructed.
We’re a realtime company that powers billions of interactions across the web — our work should communicate the potential of highly interactive experiences and our respect for the technologies that make it possible. We make the web move; we should be the last to be standing still.
Details that don’t have a clear job don’t have a place in our work. The things we make should work incredibly hard to communicate with our customers. In the tension between quality and quantity, choose the former, and question new things that are added to ensure they have a place.
We design where our customers are — both potential and present. We create experiences across the web, email, social, and more; it should be clear across the board that people are interacting with Pusher. Each sub-system should focus on coherence, re-usability, and speed.
We’re more interested in being authentic and high quality than in being idiosyncratic. Quality is a differentiator in itself, and our idiosyncrasies should come from an informed place. We don’t choose to look or feel different for the sake of it; if we look different, it’s because we are.
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Before jumping into pixels, set the ground-rules
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An Engineer, Designer and Product Manager at Pusher. I care deeply about UX, UI and delivering impactful work that is win-win for the business and our customers.
By Ruan Odendaal