Ira Glass has some advice on the issue of when you start something you enjoy, but your skill doesn't match your taste. Push through and keep practicing until your skill matches your taste. ▶ this video
in “What Doesn't Seem Like Work?” · View on HN
Ira Glass on the Creative Process (www.getoutthebox.org) on HackerTube: recommended by 3 Hacker News commenters across 3 separate months, 2012–2015.
interview · evergreen
A two-minute video of Ira Glass on the creative process, describing the gap between taste and skill when starting out and urging you to keep producing until your work matches your taste.
Shared as encouragement for beginners learning design or craft, on persisting through the taste-skill gap.
“You learn how to differentiate between good and bad much faster than you learn how to create good.”
3 Hacker News comments link this video. Each one links back to its thread.
Ira Glass has some advice on the issue of when you start something you enjoy, but your skill doesn't match your taste. Push through and keep practicing until your skill matches your taste. ▶ this video
in “What Doesn't Seem Like Work?” · View on HN
A large aspect of design that separates great professional designers from amateurs is very hard to teach. It can be described as training your eye and developing your taste. This simply comes from repetition and practise. Ira Glass articulates this well describing the creative process — ▶ this video Another aspect of design is the mindset and mentality required when looking to solve a problem. Something I feel often gets overlooked in the software world, where culture is generally engineer focused. IDEO pitch this in as 'design thinking'. While I'm not so keen on the term they do a good job of communicating the importance of certain mental traits that designers possess that are key to the design process. Sketch. Considering a user flow/feature or user story? Sketch out 50 ideas, explore and exhaust all possible scenarios, no matter how achievable, obvious or silly. Get it down on paper. I often think that getting the idea down on paper allows my mind to forget on it and move on to another potential solution. Try to not let your technical expertise constrain this exploration, that'll come later as you whittle your ideas down. Personally, if I have the time I quite like to produce hi-fidelity sketches. It may seem frivolous when a quick sharpie sketch will do, but as I spend time sketching I find the thinking time valuable and often find myself with another piece of paper jotting down notes/ideas etc. Learn to draw — I believe designers should sketch and draw. There are so many less
in “Ask HN: I'm an engineer, how do I learn design?” · View on HN
This is actually a very common stumbling block. See the Ira Glass video.. ▶ this video You learn how to differentiate between good and bad much faster than you learn how to create good. Which can be super discouraging because it means that at first all it feels like is that you just keep realizing how bad you are and how much further you have to go. Just keep practicing.
in “2D Game Art for Programmers” · View on HN