Thinking in diagrams; a developers guide to learning to love drawing design

I find that software developers struggle to sketch diagrams of their software. They get lost in the specifics of diagraming techniques, in choosing from the many available tools, or in the futility of drawing diagrams at all. I understand their pain, as there are many standards for diagrams and many (often obtuse) tools for drawing with. It’s not very motivating to have a sea of choices, none of which looks particularly appealing. ...

April 14, 2015 · Bruce Alderson

The road to and from and (hopefully) back to simplicity

I wrote my first computer program when I was 8. It was a simple adventure game written in BASIC, a mess of GOTO and PRINT statements. I saved it to tape a few times, proud enough of my first creation that I didn’t want to lose it. And despite what I didn’t understand my mind exploded with ideas. I continued to write games and curios into my early teens. I wrote text adventures and arcade ripoffs. I hacked at biometric data collection using a busted set of paddles and mixed mode graphics. I designed and built a large (but clunky) side scrolling adventure game using only a set of customized fonts. I plagiarized code from magazines and hacked at my machine until the wee hours of the night. ...

May 2, 2014 · Bruce Alderson

Summer design fragments

I’ve been busy working on visual design bits for work projects this summer. My method is simple: Sketches and storyboards Static mockups (HTML/CSS, some Javascript) Live mockups (to test integration and interactions) Uncovering what a feature means is fundamental to the method. It exposes the nouns and verbs of the problem, and hints at the useful metaphors. The freeform nature of sketching and developing storyboards based on this language helps me focus on figuring out what the things mean, as well as finding their shape and rhythm. I end up working on several different approaches before it’s obvious which ones are workable for the client and product. ...

September 30, 2012 · Bruce Alderson

The facade of uptime

While writing a spec earlier today the last few years of progress in server land hit me: uptime is a facade. In the early days, server resources were expensive and scarce. Uptime was sacred. Long running hardware was celebrated, UNIX tools were born, beer was consumed. The problem of focusing on the hardware is that it detracts from the time you spend developing software. Remember those late nights configuring RAID setups? What about hunting down faster drives, or terminating SCSI cables? ...

February 10, 2012 · Bruce Alderson

On becoming a designer

I’ve become passionate about design. It’s a subtle craft that says something, things that can’t normally be said with words. It suggests things. It implores us to think in a particular way. It encourages us to go here or there. It is enough of a metaphor to be easily recognized, but not so much that it becomes tacky, unless of course tacky is the thing you need. Design is the artful side of craftsmanship, the soul of a thing. ...

June 6, 2011 · Bruce Alderson