A Designer is someone who conceptualizes & creates new concepts/ideas/products for consumption by the general public. It is different from an artist who creates art for a select few to understand or appreciate. However, both domains require some understanding of aesthetics. The design of clothing, furniture, and other common artifacts were left mostly to tradition or artisans specializing in hand making them.
With the increasing complexity in industrial design of today's society, and due to the needs of mass production where more time is usually associated with more cost, the production methods became more complex and with them, the way designs and their production are created. The classical areas are now subdivided into smaller and more specialized domains of design (landscape design, urban design, interior design, industrial design, furniture design, fashion design, and much more) according to the product designed or perhaps its means of production. Despite various specializations within the design industry, all of them have similarities in terms of the approach, skills, and methods of working.
Using design methods and design thinking to resolve problems and create new solutions are the most important aspects of being a designer. Part of a designer's job is to get to know the audience they intend on serving.
In education, the methods of teaching or the program and theories followed vary according to schools and field of study. In industry, a design team for large projects is usually composed of a number of different types of designers and specialists. The relationships between team members will vary according to the proposed product, the processes of production or the research followed during the idea development, but normally they give an opportunity to everyone in the team to take a part in the creation process.
Whenever I'm looking at a product designer's work, I find myself continuously asking the same question: which solution is the boring one? Maybe it's born out of seeing apps choose flash over function, or trying to understand just one too many indecipherable icons-as-buttons. Whatever the case, here's an ode to the boring designers among us. The designers who...
If you haven't read Randy Hunt's book on Product Design, you haven't lived. I'm stealing this first one right out of there. When given the choice between hiding things on hover or displaying them right away, the boring designer always chooses the latter. Sure, it might be harder to achieve that perfect visual balance your graphic design teachers drilled into you, but you love a good challenge, right? You value your users' experience over your own. Maybe you wince a little at the "compromises" you've made, but your users are benefiting and that's all that matters.
The boring designer chases the right idea over their idea every time. They respect their team and will try almost any idea (whether on a whiteboard or in Sketch or in code) that gets thrown their way. Instead of arguing about whose idea should win, the boring designer tries all the ideas and even elevates others' ideas in the process. The boring designer abhors groupthink and being told "yes." They consistently request feedback and new ideas. And as a result when they feel super passionately about their own idea, the team listens.
With infinite time and resources we could do anything, but the boring designer knows we have neither of those things. We have super talented people working together for a finite period of time. The boring designer maximizes their process and work for the team and the timeframe. Sometimes that means re-skinning a UI and making some light design/copy changes to enable the engineering team to focus on making the page loads lightning fast. Other times it means taking a V1 idea and making it a V2 or V3 idea in order to prioritize other features. Whatever the case, the boring designer supports the team and doubles down on the plan.
The boring designer realizes that the glory isn't in putting their personal stamp on everything they touch. In fact, most of the time, it's about leaving no trace of themselves. The boring designer loves consistency. The boring designer loves a style guide. They love not having to worry about choosing the wrong blue or accidentally introducing a new pattern. They pick and choose the right moments to upgrade or update existing laziness-promoting tools, but are open to being persuaded not to do so (see the "Rarely stand their ground" section). If no laziness-promoting tools exist, the boring designer temporarily allows themselves to be super-exciting so they can create those tools and go back to being boring once more.
You'd think with all those traits, the boring designer would get run over or ignored most of the time by their teammates and fellow designers. This turns out very rarely to be the case. Most people come to the boring designer first with questions about their work or plans. They trust the boring designer to look at their goals and problems with a practical eye. If there's The Big Idea, the boring designer is fantastic at finding a reasonable step one instead of making The Big Idea the starting line.
The boring designer is trusted and valued, because people know they're in it for the product and the user. The boring designer asks questions and leans on others' experience and expertise, creating even more trust over time. They rarely assume they know the answer.
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Online classes and cohorts make claims about how great it is to be an instructional designer and set up opportunities for those entering the field to "transition". Many of them are targeting classroom teachers who have been looking to escape their fields in hopes of finding something better. Allegedly the transition is easier for them compared to those who are entering from other lines of work, however I want to discuss the reality of being an instructional designer.
Think about how you actually want to spend your time so you can specialize accordingly. The other headings I discuss are based on the concept of the Instructional Designer role being the description below:
Instructional Designer (ID)- you meet with experts and write the storyboards built on best practices of learning theory and adult learning. You are the advocate for the learners with the subject matter expert in terms of how you offer the content, the order of it, and how to assess behavior change.
Learning Experience Designer (LX, LXD) you are expected to understand beyond the scope of the traditional instructional designer. You can create a comprehensive learning experience that includes change management, user experience design, flipped classroom, social learning, spaced learning, and more. It is the breadth of the learner's interaction with the content.
eXtended Reality Developer (XRD) - Extended Reality is the umbrella term that covers Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). An XRD would be able to use the mobile devices, glasses, and headsets to take learning into augmented and new worlds.
User Experience Designer (UX) - you think about the interface that bridges technology and the learner. They focus on making technology intuitive and invisible, so that a user knows what to do based on simply seeing it.
Graphic Designer- you will create images, animations, layouts for the e-Learning and classroom training. This can include handouts for the learners, infographics, and posters. In the LMS, you may create the graphics to represent the courses, certificates of completion, badges, advertisements/banners for marketing courses.
Subject Matter Expert (SME)- you know everything you want to teach to someone else about a particular topic. This can be literally anything from best practices in glazing pottery to optimal respirator settings for neonates. You know the content and you know the audience and can answer questions from the instructional designer on what to present and why.
Working with an ID is not ordering from fast food. An ID needs to fully understand the breadth of the information that the learner needs, why they need it, and how the information will be used by the learner and how they can be expected to be tested on that.
Many graduate programs in instructional design cover these topics. You can research them independently. A working knowledge of learning theory and the current research being done on brain science will augment your development.
Recently, I have taken over a project in Power Automate that was previously started on Classic Designer. Shortly after I started editing the power automate flow, in the new designer I found that all the email output formatting was gone and the angled brackets were greyed out entirely. I ended up deleting the body of the emails and inputting the credentials all over again. This seemed to fix the problem.
Now, whenever I work on the flow in the new designer the same problem persists. However, if I continue to work on it in the classic designer everything works properly (both formatting and the angled brackets do not become greyed out).
If the classic designer is indeed being phased out, will this bug be fixed in the new designer? Will I be able to keep making edits (if needed) using the new designer even though this flow was almost completely done in the classic version? Thanks!
I wouldn't expect the classic designer to go away anytime soon. From my experience, if there is something you can't do in the new designer, simply exit without saving and reopen in the classic experience. That said, it's safe to assume 99% of the existing features will work in the new designer whenever there is a cutover.
Just had this happen to me. I opened a flow with a whole bunch of 'send email' actions which defaulted to the new designer. (In fact it didn't give me the choice of which to use this time). I made a small change elsewhere in the flow and save. I find out later that the format of the emails were completely destroyed - in both in actions that were formatted using the text editor and in actions that were HTML formatted. It also broke the dynamic content in the HTML formatted email.
In short - I hope they fix this issue too...