Hidden By Design

Hidden By Design

By Martin Whiskin and Thorbjørn Lynggaard SørensenArtsDesign
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Hidden By Design episodes

  • Creativity

    Creativity is not just something someone is. Creativity is something that you can be, and train yourself to be.

    How can I do this, you might ask yourself! Well, you can start by listening to this episode of Hidden By Design, were we will describe what creativity is, and secondly.. and maybe for some more importantly. The Hidden By Designs three step guide to being creative. (Poorly performed by Martin and Mr. T)

    Step 1. Be curious. Find ways to be inspired, and map this out, so you have dots to connect.
    Step 2. Connect the dots. Focus on the problem, while trying to find ways to connect the dots. This can take time.
    Step 3. Express your thoughts. In writing, drawing, dancing, get feedback or any other way you prefere to express yourself. And then you repeat, you go back to step one.

    52 min
  • Design and AI

    There is a lot of talk about AI these days. And when it comes to Design and Creatives, there is a lot of fear that AI will come to take our jobs. At Hidden By Design we believe that AI wont take your job. But if you dont start working with AI then Designers who work with AI will take your job.

    In this episode we talk about the Turning test. You will also learn what Large Language Models and Generative AI is, and how it is used. And a bunch more.

    So buckle in, and have fun in this Episode of Hidden by Design.

    Fun little quizz here at the end. How many times does Martin and I say the phrase Chat GTP..PTG..GPT wrong?

    43 min
  • Design Thinking

    Design thinking is not a new concept, in fact, some would claim that its more than 80 years old and in the making.

    Design thinking is a method to address human needs and desires in a technologically feasible and strategically viable manner. But how does it connect with the famous three-step business plan of "1 collect underpants, 2 ....mumble mumble... 3 profit"? (Credits to South Park)

    Design thinking takes business seriously, but shifts the focus from profits to people. It emphasizes divergent thinking—opening minds to new ideas—and convergent thinking—narrowing down possibilities.

    We talk a bit about: Empathize, Define, Ideate, Prototype, and Test. The Empathize stage compels us to walk in the user's shoes, truly understanding their needs. The Define stage crystallizes the problem at hand, determining what needs solving. The Ideation stage, generating a bunch of solution suggestions. Prototyping brings the ideas to life, ready for testing on users, so that we can either build or refine.

    Lastly, we talk about the "One Two Four Many" method? and the idea of solutions having to be "Viable, Feasible, Desirable." For a solution to succeed, it must meet these criteria.

    47 min
  • How to Feedback

    Getting feedback can feel overwhelming and be a bad experience, if done wrong. It can feel personal and agressive, and can often leave you feeling bad about yourself.

    Giving feedback is a super difficult, and is not, contrary to popular belief an exercie of guiding people by telling them what to do, its about making people understand what to do.

    Giving feedback is not about finding and sharing solutions, its about finding problems.

    In this episode you will learn:

    • What feedback really is.
    • How to recive feedback, and use these sessions contstuctively.
    • How to give feedback the right way.
    • How to avoid getting into a defensive mode, where you stop listening
    • How to help people open up to recieve feedback
    • How you can be candid and kind at the same time.
    • 39 min
    • Design Systems and Design Languages

      Design Systems is the bridge between professions which most important role is to be the foundation of creating a culture. This is one of the new enlightenments I got out of listening to John Bevan talking about his Passion for Design Systems.

      If you want to have a clear brand, but at the same time, want to build products fast, and with a consistent designs and experiences, then this episode is just for your. And even though we talk about this from the perspective of big companies, then most of this also works for small companies as well.

      This talk was inspireing and educational like nothing else. Take a listen yourself.

      52 min
    • Motion design

      Motion design is the trade of making design move. In this episode we interview Mark Lawrence, a 24 years in the making and super talented Motion Designer, and he tells us all of the knicks and knacks of motion design.

      We learn what it is, and what his day to day job entails.

      From a personal point of view, my favourite bit was understanding that Marc is the salt of any design, enhancing and pushing the original design to the edge and really making people engage in what you want them to engage in.

      51 min
    • Millers Law

      George Miller, wrote a paper in 1965, called “The magical number seven, plus or minus two” which describes limits to our capacity for processing information.

      This paper laid out the groundwork for “Miller’s Law”, which is “The average person can only keep 7 (plus or minus 2) items in their working memory.”

      In this episode we talk about how this does not nessecarily a limit that means that you can only handle 7 items, but rather, that you have to be thoughtful about how you manage information, and as a designer, you think about how you chunk your data, and build hierarchies of information, for the user to comprehend information better.

      32 min
    • Hicks Law

      How fast, or how slow, are you at taking action and making desicions ? Well, that really depends on how many things you are supposed to relate to, how clear the hieracy of the design is presented, how much else is disturbing the picture, and etc. Hicks law is a way to calculate your designs and how hard it will be to use, and it looks like this:

      RT = a + b log2 (n)
      Response time = personal + environmental * Log2(number)

      This episode is HARD CORE. And you really have to hang on to get it all.
      If you have questions, this might be the episode where you should ask!

      40 min
    • Gamification

      Gamification is NOT when you add a leaderboard and set highscores. Gamification is NOT when you simply take popular gamemechanics and push them into your designs, thinking that it will increase engagement.

      But what is is then?

      Listen to this episode about gamification, and you will learn what gamification is. You will also learn how to identify it, and what important elements you need to have in order to engage your users with gamification.

      33 min
    • Deceptive Design

      We dive into the topic of Deceptive Design (formerly referred to as “Dark Design”). We unravel it and tell you how to steer clear of its pitfalls.

      Season two starts of with a bang of a quote, The greatest trick the Devil ever pulled was convincing the world he didn’t exist.

      We explore a range of captivating topics, from Indulgences to marital infidelity and Amazon’s auto-subscription delivery service.

      Throughout our discussions, we’ll peel back the layers of complexity surrounding deceptive design, using a hammer to illustrate that the tools themselves aren’t inherently bad; it’s all about how designers wield them that makes the difference. Join us on a as we talk about design ethics!

      And if that’s not enough to pique your interest, stay tuned for a bonus segment where we grapple with the perplexing challenge of selecting our top three onions and imagine what we’d do if given the chance to redesign the onion itself. Intrigued?

      Don’t miss out!

      32 min

    About Hidden By Design

    From the publisher's feed

    We believe that the best and most pleasurable design, is the design that you dont see, the design that is hidden, and works without you noticing.