Back To The Grind With UX And UI: Links You May Have Missed

Back To The Grind With UX And UI: Links You May Have Missed
Design & Architecture

After a long weekend, we caught up on happenings in UX/UI design, including color theory and a wacky game that simulates the ‘thrill’ of computer work circa 1995

Isabella Alimonti
  • 7 july 2017

We’ve had UX and UI on our minds at PSFK (hint: exciting updates coming soon), so getting back to work after a holiday weekend made us appreciate how thoughtful, satisfying web design improves our interactions with our screens—though the effort and expertise that go into it often fly under the radar. These recent articles inspired us to take a closer look.


“In the world of B2B products, UX has historically been an afterthought.” This sentiment is all too familiar to those of us who’ve struggled with clunky databases and tools in our work. But as Jerry Cao reports for Co.Design, enterprise UX is undergoing a renaissance: business platforms are now expected to measure up in aesthetics and usability. Stats on the evolution of B2B products from a survey of designers, developers and product managers shed some light on the future of UX at work.


Developer and self-proclaimed ‘UX/UI lover’ Nick Babich lays out eight basic rules for color palettes and recommends a few UX tools for choosing color schemes. We particularly appreciated his guidance to draw inspiration from nature (since color schemes that occur in nature are inherently natural to the eye), design in grayscale first (to force yourself to focus on layout before adding color to the mix), and make your design accessible (such as accounting for color blindness and other visual impairments by avoiding low contrast text).


Samantha Cole reviews a game by Pippin Barr for Motherboard titled ‘It’s as if you were doing work,’ which simulates the drudgery (or joy?) of old-school computer work. It’s a cheeky comment on the rise of robots and AI that allows you to ‘write’ and send emails (full of nonsense) and click around in other mundane tasks. The game draws its aesthetic and sound effects from Windows 95 and 98, calling to mind a brutalist design trend that harkens back to earlier days of the internet or, as Cole writes, “like it’s 1996 and humans aren’t yet heading for obsolescence.”

+Pippin Barr
+UX design
+Windows 95

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