2 Years Later

On the evening of Tuesday, June 12, 2018, I released the first update to my website since sometime in 2012. This has been in progress, according to this blog, since February 2015.

Let’s talk about what has changed since then.

First, my last update happened shortly after joining eBay, after being laid off from Critical Mass and deciding to leave the advertising industry. I cannot understate that this is the single best career decision I’ve ever made. eBay is not a perfect company, but it has treated me and most of my coworkers well, on balance. Most likely, I updated my CV. I never did add any work from Critical Mass onto my portfolio. That’s ok – there’s no skill used there that isn’t shown elsewhere.

Second, much of my new work is not, visually speaking, showy. I believe the previous version of my website was designed back in 2010 – when I was planning to be in the ad industry for some time and it became entirely obvious that Flash would die soon. More and more people would need to see an image-heavy portfolio on their phones and tablets. The design was optimized for displaying lots of projects and relatively little text. With my shift to a product and UX design role, I needed room to go in depth with my work, plus other needs documented here.

So, over 3 years since starting and almost 2 years since my last post, I’ve launched the beta version at beta.danielboyle.net. It’s not perfect: I haven’t optimized the images and code. I haven’t even really proof-read it (yet). But I’m happy with it right now. One of the things I like most? It doesn’t look like every other site out there. I plan on adding more editorial design as time goes on

Next steps:

I’ve slowly been working on ideas for other design projects to tackle such as visual design, editorial design, game design, and more.

Innovation by the numbers

I think the hardest thing for many people to understand about device upgrade cycles is that, at a certain point, the devices we use constantly are pretty well optimized for their form factors. We get minor updates to cameras, or screens, or processors, but very few true changes to what we consider the core device structure until new materials or technology become available. We’re left with innovating by the numbers. Increase conversion by a few percent. Shave off a millimeter. Pare down an ounce. It’s a natural part of the lifecycle.

At eBay, our recommendations products were essentially paused until a whole new team was brought in that specialized in machine learning – an entirely new technology was required to move beyond minor incremental increased.

And Apple? Well, smartphones and notebooks all have very mature form factors (even with the modern touchscreen smartphones existing for only, what – about a decade)? With no clear, drastic change there’s no surprise that we’re talking about improvements of percentages. The problem is, are you improving the right numbers?

Thoughts on interviewing

While I take a break from redoing my website, I was thinking.

Once upon a time…

For a while at eBay, I was one of the regular interviewers for product manager and developer candidates. As a PM, my workflow was essentially, “Don’t do dumb things.” I certainly wasn’t qualified to ask about their theories on statistical analysis or financial reporting. As a developer, I was best qualified to weed out idiots, liars, and fakers. Instead, I focused on the thought process of solving a problem and unique skills our candidates – and the dreaded cultural fit interview.

Now that I’m in design full-time, I’m thinking about how we interview people again. I don’t need another designer to walk me through their entire portfolio. If I approve you for an interview, I already think your work is nice. I’m bringing you in because I want to hear you talk about how you think and learn about the you that isn’t wrapped up in pixels (and yes, make sure you didn’t fake your portfolio).

To this day, I think culture fit is important. This is not an excuse for a monoculture. This is not a desire to hire people to go drinking with. This is not about finding someone I want to be stuck on a desert island with for a good time.

Coworkers who blow stuff up

For those who missed it, the stars of the now-ended Mythbusters, Jamie and Adam, don’t like each other. They aren’t friends, they don’t go out to dinner, and they don’t miss each other. They did, however, make very good television. Why?

  • Complementary skills
  • Complementary personalities
  • Boundaries
  • A shared goal

It’s not supposed to be fun

I knocked the ‘desert island’ metaphor above, but if you twist it you’ll see a reasonable approach. Being stuck on a desert island isn’t going to be fun. I want shade, fresh water and food – I want to get off the island alive. What’s your toolkit like? What do you prioritize? How do you tackle adversity?

No, we’re not getting stuck on a desert island anytime soon, so let’s drop the abstract metaphor and make people answer some hard questions (or as hard as they get in an interview, anyway). Work *isn’t* always fun. It can be stressful, heartbreaking and generally irritating. I want to know that you’re aware of yourself and won’t run for the hills the first time things get hard and tempers fray. Remember, there are no trick questions here.

Tell me about saying, ‘No.’

Everyone has a line they won’t cross. Where is yours?

Tell me about being wrong.

What’s an opinion or assumption you had that changed recently? Why did it change?

Tell me about being right.

How did you convince others? Were you vindicated after the fact? How do you define, ‘right?’

Tell me about a bit of good luck.

We’ve all gotten lucky. Be honest with me.

What’s the last thing that stressed you out?

What did it take to resolve the situation? Did it bleed over? How do you handle stress?

If you started a business, what would it be?

Starting a business is no easy task. What do you think is worth the stress? Then, build a plan. Find your knowns and unknowns. Prioritize. Iterate. Where do you want to end up?

Credit where it’s due

Slack HQ
Zoe Henry @ Inc.com

I’m not alone in this

The most frustrating projects I’ve ever been involved with have been the internal projects. That website for Tender? Oh, the arguments.

Working on a personal site is just as irritating, but the arguments are just with myself.

Besides the usual ennui and self-diversion around actually designing anything, I’ve been focusing my time on finding a way to write about what I do at eBay. My job title might be “Senior Product Manager” but the fact is my actual responsibilities have been Designer, PM, Developer, Scrum Master, and probably a few others through the last 4 years. Much of the design work is not the most visually exciting. And how, exactly, do you put ‘helped build a new product team’ in an otherwise traditional design portfolio.

Why are we here?

It’s one of life’s great mysteries, isn’t it? (Red Vs Blue, S1 E01)

Every time I sit down to redesign my website, I think “I don’t really need to mess with this,” and go back to playing FIFA. I don’t claim to be disciplined with my free time. If I’m not working, working, working on my house, or spending time with my family, I have a hard time wanting to do yet more work.

One thing I’ve been thinking about is “why is this website here”? I could show off my work on Dribbble or Behance. I’ve got my Linkedin page up to date.

So why a website? I suppose it’s about vanity. Those services all force you into their methodology, their mode of thinking. A personal website, regardless of profession, is your personal statement. Perhaps that’s too grand, but why else? So. Maybe I need to rethink how I’m approaching this. Maybe it’s not about the work presentation, but my presentation as the primary goal. When I design something for work, one of the immediate question is, “What is the primary goal?” This lets me isolate 2 or 3 key elements to begin with. I think, this time, my primary goal is the section normally labelled “about me” or “cv” or whatever the term-of-the-week.

Links that I’m thinking about:

Vito Salvatore
Buzz Usborne
Lucas Hirata

Is prototyping important?

Don’t be an idiot. Of course it is, and there’s nothing wrong with someone asking you to build prototypes as a designer. It’s just another way to express your vision, and frankly, way better for it than static mockups. Asking if prototypes are important is like asking if wireframes or user research are important. As projects pass a certain size, learn to love prototyping.

Do all prototyping tools suck? Oh god yes. From Pixate’s lack of support for basic features to the mess that is Origami & Quartz Composer, every tool is still terrible in many unique ways, and NONE of them help you actually build an app. God, I miss Flash sometimes.

Thanks for asking.

QShould designers learn how to code?


Do they need to?

I don’t know. When’s the last time you asked a print designer to create a Postcript file or PDF by hand? You never have. At most, your average print designer will do some basic pre-press prior to delivering the files. Then it goes to specialists who will tweak trapping and overprinting. Then it’ll go to plate/press/whatever you want to call it. I might be living in a fantasy land, but the fact that interactive designers even get ASKED this shows how bad the state of our tools are that even the most basic websites can’t be built with GUI-based tools.

To look at this another way, should developers know how to design?

Of course not! Programming at high levels is a specialized skill, best reserved for… oh, yes. Specialists.

Look, this isn’t complicated. Some projects can get by with minimal design work – a basic to-do list app can scrape by with mostly default UI elements. Some design projects SHOULD be able to implemented with automated tools. Some products need a full staff.

On Flat Design

QIs flat design bad?


No matter what Eli Schiff argues, it’s just a style. A reaction to what came before – the green felt abomination of Game Center, the rich Corinthian leather of Calendar, or random cartoon characters in the interface.

This is dumb. This? Don’t do this. iOS and Android have plenty of obvious buttons. This is a deliberately bad comparison, because in the right context either is a valid button. Hell, if you don’t think colored text is occasionally viable in a user interface, I think we need to talk about this little thing called hyperlinks.
Don't do this
Actually, I think the Safari and Remote icons are just fine. It’s a question of style. Neither Game Center icon is good. Nice switcharoo on the Facebook icon, though. The actual app icon is relatively unchanged, except for the subtraction of the gloss-thing at the bottom. Also – that’s not the Instagram icon!
Wait, are we defending random cartoon characters in a clipboard UI?
Wait, are we defending gradients everywhere and random cartoon characters in a clipboard UI?
Yes! This is a good example!

Flat design isn’t why designers are encourage to code, it’s not why prototyping is important, and it’s not why design careers have the lifespan of a mayfly.

Arguments in bad faith don’t help.

I do agree with Mr Schiff that it’s highly overblown as a design trend, and needs to be de-coupled from our perception of modern design. Everything else? Where the fuck was he when Flash was cool? I have one name: 2advanced. If you know what I’m talking about, you’re cringing inside.