10 min read

Design like they're drunk

Overview

Lets start with the one line take away from this whole article "Design for very drunk user, make sure he can operate end to end and safely " In short the key ive realized is , Delightful, Customer feedback. Execute the final thing asap - Get genuin customer problem/ (human) feedback.. Repeate.


stpe 1 pls forget the terms and pr

The process, i've learnt and iterated.

Step 0 : A mother designing for children naturally has a lot of empathy in that design (empathy) (care , “safety”)

  1. Truly simply understand the product/feature / full lifecycle /  scenarios / intent for a user.

  2. Good research. everything is already out there. 

  3. Put all RAW functioning requirements.

  4. Remove / Reduce (cognitive load) (differences)  (change between elementn/ spacing/ icon differences / Reduce number of actions /Reduce information etc..)

  5. Imagine you are very very drunk and you have to navigate your design. (This seems to cover point 4 /6/ 3) (design for the worst day in your customers life)

  6. Is the interaction delightful? Enjoyable. Masti.  - How can I add more fun. (Icons / illustration , interactions, …….etc..)

  7. To design well - is to CARE about the experience you cause.- there is a weight to your decesions….. 

  8. Present in its final form (the actual environment) - Customer feedback(in the actual environment) . Repeate.


#1 - quickly make a v1 of the working thing - Watch people use the final thing…. repeate.

#1 - Forget the terms and lingos.

when i hear things like its to improve the usability and the interaction time and it make the user this that…… pls jsut be genuin. be simple. dont be fancy when ur thinking or designs . it takes a long time to just get back to where you started from.

#1 - Stop making up / assuming problems that aren't really there.


#1 - Is your heart/intent in the right place?

whenever in design books or colleges i saw empthy as somethign in design i never really got it untill now. i was always thinking more about the cool skethes or 3d renders or mockups but turn out whats beyond that is step 1 genuin care for your user / product / purpose. you will not believe how important this is and how tought it is to find companies product people who actually do this? cuase somewhere it goes against business. but ur a designer. your job is to ……

a mom designing solutions for its baby… a macchar dani pillows

#2 - Know the product inside out.

do you really know what ur making? how its gonna be made? how eveythign aorund it works? if its a physical product do you know the matirals well or how its manufactured or where ? how would the bottle cap you are makingibe injection moulded? how is the app feature you are making really gonna work? is that animation even supported in your companies tech stack? what about the larger system .

————- after actually starting the design.

#3 - put all the requirement on the table.

if its feature for an app , forget about design just put it all on a screen. is ur making a chair get the wood get the equipment.

#3 - Safety.

step one naturally translates to step two infact its a part of step one but wanted to segregate it cause its so importnat.

#4 - Make it fun.

if its not fun, its not done. treat this step like a

#5 - Don't Rush - nothing in head.

it takes a lot of experience to understand that you shouldnt do it fast. im not saying do it slow. but it give it the time that it needs not more not less. know design well enough to tell them this dosent take a 1 week it takes a month. do your step 1 properly . if youve started industry research dont hurry it up to jump onto the designs its as good as not doing it then. do it properly take another week but if you do it properly it benifits multiflod. and i guss just like all good princicels it applies to eveything if you rush your food its bad for you too slow bad for you rushing any work is bad and its obvious…but when your actually designing it has so many steps from preparing a survey to an interview to the first skethes and we rush through all the steps when it actually comes to doing this while ur on 1 step all ur thinking abotu is the next…

#5 - When ur amazed and happy you stop noticing whats wrong …. so come back the next day when u feel like its shit again


#5 - just keep asking problem kya hai.

#6 - The drunken master.

in martial arts its long back been a genuin term….one who fights in extreme flow… im not telling you to design drunk ….. but design as if you user is drunk.

Importance of safety. In design. 

When we think of safety im not just referring to cars having more safety or a bridge designed so it dosent or weapons not accidentally firing , but safety as a feeling even when ur pressing the close button. 

Empty - define - ideate - prototype - design. 

Experience details are eveything. Remeber your design will dictate how a users lifes is , how they behave what they do wrong or right thier behaviour. Make something people want…Judge by inner aesthetic feelings…. Tilt your head, smile frowns anything but feel it.Look at it like you never created it. People really remember how you make them feel….never make them feel bad/salty/stingy from a product especially.“Entertainment” “fun” - seems to be the only real purpose….? All products? All businesses? Rember that safety and fun are the most important roots of eveything we do. trace anythign back - i design make a saas platform that allows people to ab test thier website - some marketing manager from dominoz uses the dashboard to create variations of a buy now cta on a pizza so people eat more pizza or his business gets more revenue he gets more salary to then use it for trips with his family. ive done this crazy thought exercise for a lot of scenarios and it really make me realize to jsut make it as easy

As posisuble so its not in the persons way - remeber that any product is always "in the way" of something.MY DESIGN PHILOSOPHY…

For most cases if you follow aline of where your design is going at the end of the day it’s to have fun. Or do somethign entertaining. 

You design a sharpener so someone can draw with thier freinds. 

You design an app so someone can order then pizza easily and eat and enjoy with a movie maybe. 

You design a phone so people can call thier friends to meet and play or something. 

The end of almost any product is entertainment. Being fun playful entertained…. (And being healthy enough  for the entire medical industry.)

To enjoy. 

So my core philosophy in design after achieving the purpose set up to achieve the task the user wants is to make doing it enjoyable. 

How do I do that? Reduce cognitive load reduce decision making. Adding icons illustrations smooth interactions colors gradients illustrations better materials easier to approach more harmony color sync etc… whatever it may take. 

Keep perfecting the little little details on the same design / dont keep making new ones keep changing and building on top of current final

should feel  like human to human interaction / human to anything else in nature trees flowers etc (naturally built ) …copywriting / interactions…

actual designing

Where they are and what they can do next. 

(humans togeather strong). note reaction response n feedback and repeate - (FORGET BALNCE / FORGET SYMMETRY / - let the right people ur business audience tell u thier feelings(which will always subconsciously cover all design principles) 

Another final thing n repeate real users review.

Simply show people 2 options pick the better one then expand - like a neural network growing….

The manual workaround that people have to your existing product ! is the key to how the product should/could be developed.

Users actions matter (show you) more than words. (In terms where problem/solution lies)

Old

Predictive/easy/fast/clear - Action/ emotion direction (hand held walkthrough ) for silly instinctive humans. (just like our natural brain/ enviromnt insitnce consider thier viceral responses.first then behaviroal then reflective.bases on their knowledge and bias and patterns) usabillity.

People don’t want to feel fooled by a service.(or anyone infact.)

…..

Design like they're drunk

4 min read

…..

10 min read

Design like they're drunk

10 min read

Design like they're drunk

Overview

Lets start with the one line take away from this whole article "Design for very drunk user, make sure he can operate end to end and safely " In short the key ive realized is , Delightful, Customer feedback. Execute the final thing asap - Get genuin customer problem/ (human) feedback.. Repeate.


stpe 1 pls forget the terms and pr

The process, i've learnt and iterated.

Step 0 : A mother designing for children naturally has a lot of empathy in that design (empathy) (care , “safety”)

  1. Truly simply understand the product/feature / full lifecycle /  scenarios / intent for a user.

  2. Good research. everything is already out there. 

  3. Put all RAW functioning requirements.

  4. Remove / Reduce (cognitive load) (differences)  (change between elementn/ spacing/ icon differences / Reduce number of actions /Reduce information etc..)

  5. Imagine you are very very drunk and you have to navigate your design. (This seems to cover point 4 /6/ 3) (design for the worst day in your customers life)

  6. Is the interaction delightful? Enjoyable. Masti.  - How can I add more fun. (Icons / illustration , interactions, …….etc..)

  7. To design well - is to CARE about the experience you cause.- there is a weight to your decesions….. 

  8. Present in its final form (the actual environment) - Customer feedback(in the actual environment) . Repeate.


#1 - quickly make a v1 of the working thing - Watch people use the final thing…. repeate.

#1 - Forget the terms and lingos.

when i hear things like its to improve the usability and the interaction time and it make the user this that…… pls jsut be genuin. be simple. dont be fancy when ur thinking or designs . it takes a long time to just get back to where you started from.

#1 - Stop making up / assuming problems that aren't really there.


#1 - Is your heart/intent in the right place?

whenever in design books or colleges i saw empthy as somethign in design i never really got it untill now. i was always thinking more about the cool skethes or 3d renders or mockups but turn out whats beyond that is step 1 genuin care for your user / product / purpose. you will not believe how important this is and how tought it is to find companies product people who actually do this? cuase somewhere it goes against business. but ur a designer. your job is to ……

a mom designing solutions for its baby… a macchar dani pillows

#2 - Know the product inside out.

do you really know what ur making? how its gonna be made? how eveythign aorund it works? if its a physical product do you know the matirals well or how its manufactured or where ? how would the bottle cap you are makingibe injection moulded? how is the app feature you are making really gonna work? is that animation even supported in your companies tech stack? what about the larger system .

————- after actually starting the design.

#3 - put all the requirement on the table.

if its feature for an app , forget about design just put it all on a screen. is ur making a chair get the wood get the equipment.

#3 - Safety.

step one naturally translates to step two infact its a part of step one but wanted to segregate it cause its so importnat.

#4 - Make it fun.

if its not fun, its not done. treat this step like a

#5 - Don't Rush - nothing in head.

it takes a lot of experience to understand that you shouldnt do it fast. im not saying do it slow. but it give it the time that it needs not more not less. know design well enough to tell them this dosent take a 1 week it takes a month. do your step 1 properly . if youve started industry research dont hurry it up to jump onto the designs its as good as not doing it then. do it properly take another week but if you do it properly it benifits multiflod. and i guss just like all good princicels it applies to eveything if you rush your food its bad for you too slow bad for you rushing any work is bad and its obvious…but when your actually designing it has so many steps from preparing a survey to an interview to the first skethes and we rush through all the steps when it actually comes to doing this while ur on 1 step all ur thinking abotu is the next…

#5 - When ur amazed and happy you stop noticing whats wrong …. so come back the next day when u feel like its shit again


#5 - just keep asking problem kya hai.

#6 - The drunken master.

in martial arts its long back been a genuin term….one who fights in extreme flow… im not telling you to design drunk ….. but design as if you user is drunk.

Importance of safety. In design. 

When we think of safety im not just referring to cars having more safety or a bridge designed so it dosent or weapons not accidentally firing , but safety as a feeling even when ur pressing the close button. 

Empty - define - ideate - prototype - design. 

Experience details are eveything. Remeber your design will dictate how a users lifes is , how they behave what they do wrong or right thier behaviour. Make something people want…Judge by inner aesthetic feelings…. Tilt your head, smile frowns anything but feel it.Look at it like you never created it. People really remember how you make them feel….never make them feel bad/salty/stingy from a product especially.“Entertainment” “fun” - seems to be the only real purpose….? All products? All businesses? Rember that safety and fun are the most important roots of eveything we do. trace anythign back - i design make a saas platform that allows people to ab test thier website - some marketing manager from dominoz uses the dashboard to create variations of a buy now cta on a pizza so people eat more pizza or his business gets more revenue he gets more salary to then use it for trips with his family. ive done this crazy thought exercise for a lot of scenarios and it really make me realize to jsut make it as easy

As posisuble so its not in the persons way - remeber that any product is always "in the way" of something.MY DESIGN PHILOSOPHY…

For most cases if you follow aline of where your design is going at the end of the day it’s to have fun. Or do somethign entertaining. 

You design a sharpener so someone can draw with thier freinds. 

You design an app so someone can order then pizza easily and eat and enjoy with a movie maybe. 

You design a phone so people can call thier friends to meet and play or something. 

The end of almost any product is entertainment. Being fun playful entertained…. (And being healthy enough  for the entire medical industry.)

To enjoy. 

So my core philosophy in design after achieving the purpose set up to achieve the task the user wants is to make doing it enjoyable. 

How do I do that? Reduce cognitive load reduce decision making. Adding icons illustrations smooth interactions colors gradients illustrations better materials easier to approach more harmony color sync etc… whatever it may take. 

Keep perfecting the little little details on the same design / dont keep making new ones keep changing and building on top of current final

should feel  like human to human interaction / human to anything else in nature trees flowers etc (naturally built ) …copywriting / interactions…

actual designing

Where they are and what they can do next. 

(humans togeather strong). note reaction response n feedback and repeate - (FORGET BALNCE / FORGET SYMMETRY / - let the right people ur business audience tell u thier feelings(which will always subconsciously cover all design principles) 

Another final thing n repeate real users review.

Simply show people 2 options pick the better one then expand - like a neural network growing….

The manual workaround that people have to your existing product ! is the key to how the product should/could be developed.

Users actions matter (show you) more than words. (In terms where problem/solution lies)

Old

Predictive/easy/fast/clear - Action/ emotion direction (hand held walkthrough ) for silly instinctive humans. (just like our natural brain/ enviromnt insitnce consider thier viceral responses.first then behaviroal then reflective.bases on their knowledge and bias and patterns) usabillity.

People don’t want to feel fooled by a service.(or anyone infact.)