This document discusses the concept of "elitist UX" and argues against the common practice of designing for the "lowest common denominator." The author claims elitist UX focuses on solving meaningful problems for engaged users rather than making things simple for passive users. While some may argue elitist UX is exclusionary, the author says it is not about excluding users but developing new interaction methods enabled by technology. The overall message is that designers should have a vision for the future and not be afraid to lead users to a better experience through more advanced design.
3. Purposely Irregular Big Design, Small Screen
Zen, Punk Rock and Ruthlessness in Experience Design Conceptual Design for Mobile Devices
Andrew Heaton Andrew Heaton
(and a writer).
4. If I'm curt with you it's because
time is a factor. I think fast, I talk
fast and I need you guys to act fast
if you wanna get out of this.
15. One who despises people or things
regarded as inferior, especially because
of social or intellectual pretension.
16. One who despises people or things
regarded as inferior, especially because
of social or intellectual pretension.
or specifically: an Asshole.
17. Elitism is the belief that some individuals form
an elite — a select group with a certain intrinsic quality,
specialized training, experience, and other distinctive
attributes — are those whose views on a matter are to
be taken the most seriously or carry the most weight.
18. Elitist UX is simply an insightful and skilled designer
creating for an elevated class of user.
19. Elitist UX is simply an insightful and skilled designer
creating for an elevated class of user.
41. We do not design to make things simpler.
We design to make people’s lives better.
42. When we think of elitist design, we are not thinking
of excluding users from solving their problems.
We are proposing new methods to perform
actions only possible with current methods of
development and display.
43. No one used a gesture until it became culturally
relevant though technology to do so.
44. D Ct
DESIGN CONTENT
B C P Dv M
BRAND CONCEPT PRODUCT DEVELOP MARKETING
THIS IS EXPERIENCE.
45. Don’t be scared of leading.
We do it by default most of the time.
47. Older cultures chewed leaves and ate plants
to invoke visions and transcend their daily life
to see a future state.
We tend to drink co!ee, craft beers and
single malt, but we need to get back in the
habit of seeing the future.
48. The future state is a tangible thing...
and we, as designers, will be the ones to find it.