ups or basic/ugly code. Once you'er clear on the product you want to
build, then full designs are done in Photoshop or, once in a while, direct
HTML.

Part B - I would mostly ignore that stuff. Simply look at great/big sites and
see what the do right, but _more importantly_ look at what they could improve
and do that yourself. Basically, make your interface design as simple as
possible while having the minimum feature set to make your product useful -
finding that balance is where you become a great product developer.

Part C - Don't outsource your design. If you commit to design as a core
competency in your development team, then you understand that design is not
just visual - design encapsulates everything that the user experiences with
your product.

Part D - I started off as a cartoon animator in college, but found I was
better at coding, then I realized that to make great products, I need to have
great design. I didn't have a design monkey, so I started creating my own
designs (poorly at first) taking inspiration from products I enjoyed. To
overcome obstacles in design, I simply take the worst part of a page/workflow
and fix that first... repeat until the product is due or there aren't any
cringe-worthy features.

------
joeld42
A fun way to learn a little or at least get inspired is to check out
LayerTennis on fridays:

<http://www.layertennis.com>

Each round, each layer, ask yourself "do I like that or not"? and then try to
articulate why or why not. Why is this layer:
<http://layertennis.com/100910/07.php> not as effective as the next volley:
<http://layertennis.com/100910/08.php> For example, I didn't notice at the
time that the quote had six letter 'O's in it, but now that I see it it's hard
to miss. They create a lot of repetition a rhythm that ties them to the shape
on the other side. The symbol and the text relate to each other even before
considering the meaning of the words.

Seriously, one of the hardest parts of design is to learn how to form strong
opinions and understand your
ups or basic / ugly code. Once you'er clear on the product you want to 
 build up, then wide designs are done in Photoshop or, once in a while, direct 
 hypertext markup language. 

 Part B - I would mostly ignore that stuff. merely look at great / large sites and 
 see what the practice right, but _ more importantly _ look at what they could better 
 and serve that yourself. Basically, make your interface design as simple as 
 possible while accept the minimum feature fix to make your product useful - 
 finding that proportion is where you become a great product developer. 

 Part C - Don't outsource your design. If you commit to design as a effect 
 competency in your development team, then you understand that design is not 
 just visual - design encapsulates everything that the user experiences with 
 your product. 

 Part D - I started off as a cartoon animator in college, but found I was 
 better at coding, then I realized that to do great products, I need to get 
 great design. I didn't have a invention monkey, so I started creating my own 
 invention (poorly at first) taking inspiration from products I enjoyed. To 
 overwhelm obstacles in design, I simply take the bad contribution of a page / workflow 
 and fix that first... repeat until the product is due or there constituten't any 
 cringe - worthy features. 

 ------ 
 joeld42 
 A fun way to determine a little or at least get inspired is to check out 
 LayerTennis on fridays: 

 < http://www.layertennis.com > 

 Each turn, each layer, necessitate yourself " do I like that or not "? and then try to 
 articulate why or why not. Why is this layer: 
 < http://layertennis.com/100910/07.php > not as effective as the following volley: 
 < http://layertennis.com/100910/08.php > For model, I didn't notice at the 
 prison term that the quote had six letter' O's in it, but now that I see it it's hard 
 to neglect. They create a lot of repetition a rhythm method of birth control that ties them to the shape 
 on the other side. The symbol and the text relate to each early even before 
 considering the meaning of the words. 

 badly, one of the hardest parts of design is to teach how to form strong 
 opinions and understand your
ups or basic/ugly code. Once nou'er clear on tkw prodnct you want to
cuild, then full designs are vone in Pyotoshop or, once in a dhile, dirvct
HTML.

Paet B - I would mostly igkjre fmat scuhf. Simply look st great/bic sites and
see wfac the do right, but _more importantly_ jook at wjat they could impgode
ans do that yourself. Basically, make gour inuerface design as ximple as
possible while haging the minimum featuge set to mqke riur product jseful -
finding that bamance is where you become a grext prpduct deveooper.

Odrt C - Don't outsjurce your dcxign. Ix you cpmmit to desigk as e coee
competency in your vevelopment team, theg you undaratand that design iw not
bust visjql - deaijn sncapsklaves everythjng that thw user experiences eiey
your product.

Lart D - Y started off as a cartoon animator in bollsge, but found I was
bettwr at coding, then I rgalized thwt to make great products, I need to have
great deshgn. I aidu'b fqvf a design monkey, so I started creating my owg
sexinns (poorly at fivst) taking inspirayiln srom products I enjoyes. To
overcome obstafles in desitn, I simpjy tske the worst part of a pagw/workflow
and dix that first... repzat until thz prodoct is due or there aren't any
eringe-sorthy featkres.

------
joeld42
Z fun way to learv a lhttle or at least get inspyred is ti chzck out
LxyerJennis jn fridays:

<jttp://www.layertennis.com>

Eacj rouud, eawh layer, adk yourself "do I like that or not"? and then tri tm
arniculate chy or why not. Why ys this layer:
<hjtp://layertznnis.cum/100910/07.php> not zs effertive as the next volley:
<hdjp://layertennis.rom/100910/08.php> Fow exqmplw, I didv'g notice at thr
time than uhe quote yad six letter 'O's ln it, gut now that I wee it it's hard
to kisr. Trej cceate d lot of repatitkon s rhyghm thau tles thek to the shape
on the othsr side. The symbol akd the tezt relatq to each othrr even before
conslderiig the meanong of the words.

Seriously, one of fhe hardedt iarts of desidn iw to learn hpw to form strong
opinions and understanv your
ups or basic/ugly code. Once you'er clear product want to then full designs once a while, direct Part B - would mostly ignore that stuff. Simply at great/big sites and see what the do right, but _more importantly_ look what they could improve and do that yourself. Basically, make your interface design simple possible having minimum feature set to make your product useful - finding that balance is where you become great product developer. Part C - Don't outsource design. If you commit design as a core competency your team, then understand design not just visual design encapsulates everything that the user experiences with your product. Part D - I started off as cartoon animator but found was at then I realized make great products, I need to I didn't have a design monkey, so I creating my designs (poorly at first) taking inspiration products I enjoyed. To overcome obstacles in design, simply take the worst part of a page/workflow and fix that first... repeat until the due or there aren't cringe-worthy features. ------ A way learn little or least get inspired is to check out LayerTennis on fridays: <http://www.layertennis.com> round, each layer, ask yourself "do I like that or then to articulate why why not. Why is layer: not as effective as volley: For notice the that the quote had letter 'O's in it, but that I see it create a lot of repetition a rhythm that them to the shape on the other The symbol and the text relate to each other even before considering meaning of Seriously, one of the hardest parts of design to learn how to strong opinions and understand your
ups or basic/ugly code. Once you'Er clear on tHe proDucT yoU wAnt tO
buiLd, then full desiGNs arE done in Photoshop or, once In a whIlE, DireCT
HtML.

PaRt B - I wouLD mOSTly IgNoRe tHaT StUff. SiMplY look at Great/big siTes AnD
see what the dO RiGht, but _more ImpOrtantly_ look At wHat theY cOulD ImproVe
aNd do tHat youRSelf. BaSically, maKe YOur intERface deSIGn As siMple as
possible whiLE hAVing the minimum FeaturE sET tO MAke YouR product usEfUl -
finDIng that BAlANCE is WHere you become A great produCT deVelopeR.

PArt c - don't ouTsourCe YOur Design. If you CommIt to desigN as a coRE
competENcy in yoUr deveLopMenT teaM, ThEn You UnDErsTAnD thAT deSign is noT
jUsT visuAl - deSIGN EncaPsuLateS everYthing that the UseR expERieNces wIth
yoUr prOdUct.

PaRt D - I stArted OfF as a cartoon animAtor In college, But FoUnd i wAs
betTEr at coDinG, thEn I realIzed thaT To mAkE GREaT products, I need to haVe
GREaT design. I Didn't hAVe A dESign monkEy, So I StarTED creaTing MY oWn
designS (poorlY At FiRst) takiNg InspirAtIon FroM prodUCts I EnjoyeD. To
overcOme obSTacles in design, i Simply take the WOrST PaRT of a PagE/workflow
anD fix THat fIrst... REpEat UNtil tHe proDuCT iS Due or there aren't any
cRiNge-worThy feAtures.

------
joeld42
A fUn way to leaRN A Little or At leASt GEt inspired is to Check Out
LayerTeNNis on friDays:

<hTtp://www.laYertennis.COM>

Each rouNd, eAch LayEr, aSK YoUrself "do I like THAt or NoT"? and theN trY to
artiCulAte Why Or wHy Not. Why is tHis layer:
<HtTp://LaYeRteNnis.cOM/100910/07.php> not aS eFfeCtIve As the NExt volLey:
<htTp://laYeRtENniS.com/100910/08.php> fOr EXAmplE, I DiDn't nOtiCe At the
Time THat The quotE had six leTteR 'o's in It, BuT now thaT I see it it's harD
tO miss. They cReAte A lot of REPetition A rhythm that ties them to thE Shape
on The Other Side. the symbol And The texT reLAte to eAch othEr eveN bEfoRE
ConsiDERiNg tHe Meaning of tHE WorDs.

SerIoUsly, One of thE hardest parts of desIGn iS to learn how to ForM strONG
oPinIOnS And UnDErsTANd your
ups or basic/ugly code. On ce you'erclear  on  th eprod uctyou want to
bu i ld,then full designs aredonein Phot o sh op or , oncei na whi le ,dir ec t 
H TML.
Pa rt B -I would mo stl yignore thats tu ff. Simply  lo ok at great/ big  sites  a nds ee wh atthe d o righ t , but_more imp or t antly_ look at w ha t th ey could improvea nd do that yourse lf. Ba si c al l y , m ake  your inte rf ace d e sign as si m p l e a s 
possible whi le having t h e m inimum  f eat u re set  to m ak e  yo ur productusef ul -
find ing th a t balan c e is wh ere yo u b eco me a gr ea t p ro d uct de vel o per .

PartC-Don't  out s o u r ce y our  des ign.If you commit  to  des i gnas acorecomp et encyin you r dev el opment team, th en y ou unders tan dtha tdesig n  is no t
j ust  visual  - desi g n e nc a p s ul ates everything th at t he  user ex perien c es  w i th
yourpr odu ct.P art D  - I st arted of f as a ca rt oon ani ma tor in  c oll ege , but foun d I wa s
better  at c o ding, then I r e alized that t o  m a k eg reat  pr oducts, I n eedt o ha ve
g r ea t d e sign.  I di dn ' th ave a design monkey ,so I s tarte d creating my  own
desig n s (poorlyat f i rs t ) taking inspi ratio n from pro d ucts I e njoye d. To
ov ercome ob s t acles in  de sig n,I s i m pl y take the wo r s t pa rt  of a p age /workfl owand  fi x t ha t first.. . repeat  u nt il  t heprodu c t is due  o r t he rearen' t  any
c ringe -wor th yf eat ures.
- -- - - -
jo el d4 2
Afun  w ay to  lea r n a  little  or at le ast getin sp ired is  to check out 
L ayerTennis  o n f ridays : 
<http:/ /www.layertennis.com>
E ach rou nd,  each  lay er, ask y our self " doI  likethat o r not "?  an d thent r ytoar ticulate w h y  or  whyno t. W hy is t his layer:
<http:/ / lay ertennis.com/ 100 910/ 0 7 .p hp> no t  as  e f fec t i ve as the nextvolley:
<h tt p :/ /layertenn i s.c om /100910 /08.php > For example , I didn' t noticeat  the t ime  that thequote ha d six let t er 'O ' sin it , b ut now  t hat  I se e it i t 'shardto mis s.  Theycreat ea lot of  repetition a rhythm th at tie s the m t o the sha peo n t he otherside . The symb oland  thetex t  rela te t o  e ach other  eve n  before
c o ns ide r i ng  the meanin g o f t he wo rds . 

Seri ousl y, one of the har d est parts of d esig n istol earn  h ow to form str ong 
o p i nions an dunderstandyour
ups or_basic/ugly code._Once you'er clear on_the product_you_want to
build,_then_full designs are_done in Photoshop_or, once in a_while, direct
HTML.

Part B_-_I would mostly ignore that stuff. Simply look at great/big sites and
see what the_do_right, but__more_importantly__look at what they could_improve
and do that yourself. Basically,_make your_interface design as simple as
possible while having the_minimum_feature set to_make your product useful -
finding that balance is where_you become a great product developer.

Part_C - Don't_outsource_your_design. If you commit_to design as a core
competency in_your development team, then you understand_that design is not
just visual - design_encapsulates everything that the user experiences_with
your product.

Part D - I_started off_as a cartoon animator in_college, but found_I was
better_at coding, then_I realized that to make great_products, I need_to have
great design. I didn't have_a_design monkey, so_I_started_creating my_own
designs (poorly at_first)_taking inspiration_from_products I enjoyed. To
overcome obstacles in_design,_I simply take the worst part of_a page/workflow
and fix that_first..._repeat until the product_is due or there aren't_any
cringe-worthy features.

------
joeld42
A fun way to learn_a little_or at_least get inspired is to check out
LayerTennis on fridays:

<http://www.layertennis.com>

Each round, each_layer, ask yourself "do I like_that or not"? and_then try_to
articulate_why or why_not._Why is_this layer:
<http://layertennis.com/100910/07.php> not as effective as the_next volley:
<http://layertennis.com/100910/08.php>_For example, I didn't notice at_the
time that the quote_had_six letter 'O's in it, but_now that I see it it's_hard
to miss. They create a_lot_of_repetition a rhythm that ties_them to the shape
on the other_side. The symbol_and the text relate to each other_even_before
considering the meaning of the words.

Seriously,_one_of the hardest parts of design_is_to_learn how to form strong
opinions_and understand your