The five best design links, every weekday


The 3 capabilities designers need to build for the AI era

The reverse reckoning of UX design.

Board Game UX: Including Technology

Many board games have started to include apps and other technologies over recent years. How has this been done? What can we learn from it?

Designing genAI-enhanced features

Elevating user experience through intelligent content enhancement and personalization.

The UX of Threads’ downfall

When fast onboarding gets in the way of long-term retention.

Mobile search: which pattern should you choose?

We’re going to try to help you choose the optimal search option for your mobile application.

Key takeaways from Airbnb’s winter redesign

When Airbnb announces something new, it’s the result of months of hard work, thinking, and testing.

UI elements are not so elementary

To function, components require a specific structure. To appear visually — they don’t. This has been breaking handoff processes for years.

The rise of the Model Designer

How designers should embrace shaping AI models.

Using AI for 3D rendering—a practical guide for designers

The slow, meticulous process of creating high-quality renders is often incompatible with the fast pace required from early concept ideation.

If you want to be creative, you can’t be certain

Embracing ambiguity as a superpower.

How to build a strategy, not a roadmap

Crafting an effective design system strategy.

AI Vertigo: where do we go from here as designers?

The advent of new generative technologies are “prompting” the product design community to reassess their roles.

Naming design tokens: the art of clarity and consistency

Choosing the proper names for your design tokens is critical for maintainability, clarity, and efficiency, just like naming variables in programming.

Designing Zenly: Part II

At Zenly, we were a bit fanatical about getting things just right.

How inclusive design shaped me

Navigating work and life as a neurodivergent designer

What if Warhol created design tokens in Figma?

A thought experiment on naming conventions for Tier 2 color tokens.

How do Assassin's Creed games encourage players to use parkour?

I break down these core design decisions into mainly level design and encounter design decisions.

Good design is subjective, contextual, and intentional

Urban planners have been designing for human experiences for nearly 200 years, and UI/UX designers can learn from this.

Norman Doors: how do we still get this wrong?

The confusing design of Cybertruck’s doors.

Is the flat design trend finally over?

Designers might be at a crossroads with flat design and more detailed and three-dimensional design elements.