[HN Gopher] You can create a great looking website while sucking...
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       You can create a great looking website while sucking at design
        
       Author : nearfal08
       Score  : 177 points
       Date   : 2022-05-14 16:24 UTC (6 hours ago)
        
 (HTM) web link (thefullstackdev.net)
 (TXT) w3m dump (thefullstackdev.net)
        
       | egypturnash wrote:
       | I like how several of the examples really rely on _art_ to create
       | interest, and possibly as the source for their color palettes as
       | well, and yet there is no discussion of this. No discussion of
       | where to find stock art, no discussion of where to find someone
       | to do custom art, no discussion of the pros and cons of stock vs
       | custom art.
        
       | strongbond wrote:
       | You know, the first justifying reason for choosing Tailwind "It
       | uses classes that are abstractions of CSS properties" just might
       | not jive too well with someone who doesn't know all this stuff in
       | the first place.
        
       | treerunner wrote:
       | This article is a recipe for ensuring you look just like
       | thousands of other websites out there.
        
       | hello_newman wrote:
       | As a primarily backend dev, one thing that has recently helped me
       | with my design skills is to use page builders.
       | 
       | I've found that they've gotten really good over the last few
       | years and the code they generate is actually pretty solid. I'm
       | the kind of person where I think I can tell what good design is,
       | but I can't actually design it from scratch myself.
       | 
       | I recently bought a subscription to https://shuffle.dev/ which
       | has a page builder for tailwind, bootstrap, material, and bulma
       | and it's saved me a lot of time and generated some really slick
       | looking sites.
       | 
       | A $20 subscription is definitely a lot cheaper than a designer
       | and is faster than waiting for a design and then building it
       | yourself. I'm not affiliated with them in anyway, but would
       | highly recommend it as a part of your workflow.
        
       | squidbeak wrote:
       | This lost me at 'Tailwind' which has nothing to do with design.
        
         | MitPitt wrote:
         | What does it do besides design?
        
         | bpicolo wrote:
         | Ymmv but I've found that using tailwind has helped my side
         | project design story a lot. It has me thinking a bit more
         | outside of the components box and makes it super easy to do
         | subtle adjustment.
        
       | Julesman wrote:
       | Results may vary. Greatly.
        
       | meristem wrote:
       | Who is the user? Who is the site for? How does the design relate
       | to the user and to the problem to be solved?
        
       | sidedishes wrote:
       | I'd initially misread this, thinking it was an article on how a
       | lot of websites that look pretty can be surprisingly horribly
       | unusable.
        
       | Brajeshwar wrote:
       | My personal confession is that I'm not a designer but I used to
       | design a lot a decade+ ago. My friends, colleagues, and clients
       | says I design really good websites. My trick was to follow
       | patterns, sequences, and formulas.
       | 
       | I once, met an old colleague after 10 years, and told me they are
       | still maintaining a website I designed for clinics and had made
       | minimal design changes in that span of 10+ years.
       | 
       | I believe a thoughtful design is more about common sense.
        
         | doliveira wrote:
         | I think Portuguese and French have a better expression for
         | this: "good", not "common" sense. I'm mentioning it because
         | this sense for design is not that common. You may not be
         | formally trained, but you're a designer.
        
           | wwilim wrote:
           | Yer a wizard, Harry
        
       | yakshaving_jgt wrote:
       | Article says "keep it simple" and then immediately features a
       | professional illustration.
        
         | Barrin92 wrote:
         | Rich Hickey when talking about Clojure language design used to
         | point out that 'simple' is not the same as 'easy'. In fact
         | making something simple requires a lot of hard work. That's one
         | of the reasons why you should use professional tools if
         | possible. Because if they're good tools the people who made
         | them have put a lot of effort already into making them simple
         | in the first place.
        
           | diordiderot wrote:
           | Link to talk
           | 
           | https://youtu.be/LKtk3HCgTa8
        
       | s1k3s wrote:
       | As a backend dev, I made myself an expert at Tailwind
       | specifically for this issue. I admit, using Tailwind out of the
       | box simply creates decent interfaces. However, I disagree with
       | the article: I don't think I'm ever going to be able to design
       | something great, simply because I don't have the skills for that.
       | I just don't think any library / tool or whatever can make you a
       | skilled designer.
        
       | karaterobot wrote:
       | Definitely. This is because design is an overloaded term.
       | Creating a great looking website is a kind of design, in the same
       | sense that interior decoration is a kind of design. But there's
       | another kind of design which is more about solving problems or
       | achieving some result given a set of requirements and
       | constraints. This is the sense in which design is about "how it
       | works" and not "what it looks like".
       | 
       | Both are valid and useful, I just wish that there was a richer
       | taxonomy to describe such different activities.
       | 
       | In the same way that telling someone you're a programmer can lead
       | to them asking you to fix their printer, telling someone you're a
       | designer can easily lead to them asking you to pick paint colors,
       | or make a logo for their school newsletter. From the outside,
       | these seem like overlapping activities, but they are often
       | unrelated.
        
       | gregmac wrote:
       | There are a lot of themes and CSS frameworks that make this so
       | much easier than it used to be, but there's still a specialized
       | skill around design. Developers that fail to understand this are
       | doomed to build, at best, mediocre design.
       | 
       | Early in my career I built a couple sites/applications that I
       | thought were pretty decent -- after all, I "knew" HTML and CSS
       | and how to use Photoshop, etc. Then we had an actual graphic
       | designer come in, do some relatively small tweaks -- spacing,
       | sizing, borders/gradients/corners, etc type of thing -- and it
       | was a radical improvement. After a couple times of that happening
       | I learned I just don't have that skill.
       | 
       | If you're a programmer, think of this like the difference between
       | "working code" and "working, elegant code". It's hard to get a jr
       | developer to really understand the differences, because often the
       | benefits aren't seen until you come back to the code months later
       | to add something new. I'd consider code to be "elegant" when
       | someone can rapidly understand it, and then easily modify it
       | without breaking anything, and then do that _again_ in another
       | few months. The extreme opposite would be where it gets to
       | "throw it out and start from scratch".
        
       | chiefalchemist wrote:
       | No offence to the process and tools (e.g., Tailwind) but
       | Bootstrap solved this sometime ago. The gist of the idea begin:
       | Follow our lead, stay within the guardrails and you won't muck it
       | up.
       | 
       | Of course there's room for others doing the same. But Bootstrap
       | did have an element of being a "design tool" for design-blind
       | engineers.
        
       | hedora wrote:
       | Is this page broken in mobile firefox, or is one of the implicit
       | tips that the actual page content (in this case, bullet lists)
       | should be no more than 1/20th the size of section headers?
       | 
       | I find the big chunky headlines distractingly bold and over word
       | wrapped (with at most three words per line), but the li elements'
       | characters are single digit pixels high on my retina-class high
       | DPI phone display.
        
         | Vladimof wrote:
         | > I find the big chunky headlines distractingly bold
         | 
         | I tend to scroll down and not read when I see these type of
         | items... but either way, it's the same way on desktop so I
         | think it is intentional
        
       | jfk13 wrote:
       | The greatest design can be undermined by careless content. Spell-
       | check. Proofread. If writing isn't your strength, get a competent
       | editor and proof-reader to help.
       | 
       | A big, bold title with a grammatical error such as "create a
       | great looking websites"[1] does not create a good impression.
       | 
       | [1] Is this supposed to be singular or plural?
        
       | z3t4 wrote:
       | The most important skill is to know if something is good or bad.
       | So its about having good taste. The rest you can learn by
       | training. Do copy the best designs until you can make your own
       | from scratch.
        
       | seanwilson wrote:
       | My tips:
       | 
       | - Design is a skill you can learn but you need to put at least a
       | few days or weeks into it to make some progress. A lot of people
       | who say they can't design have barely spent a few hours working
       | on their own designs or following tutorials. For example, I don't
       | think anybody would say "I'm not good at Java" without trying to
       | learn it first but people do this with design all the time
       | without giving themselves a fair chance to try.
       | 
       | - Don't design and code at the same time. You'll waste time and
       | burn yourself out getting lost in CSS rabbit holes, trying to
       | make the code look pretty etc. and then when you get it working
       | it and you step back to look at it, you realise the design
       | doesn't work and it needs more iterations. Design a mockup first
       | in something like Figma or InVision and only start coding when
       | the design is ready. You can iterate on the design an order of
       | magnitude faster this way because you can just drag/drop things
       | around instead of fighting with how to align and style things in
       | CSS.
       | 
       | Generally once I have an initial rough design drawn in a design
       | tool, I duplicate the whole thing, tweak it (like changing the
       | colors, sizes, fonts), duplicate that, tweak it etc. to explore
       | and combine lots of different design ideas until I happen upon
       | some combination I like. It's hard to replicate this process and
       | avoid tunnel vision when you're designing in an IDE instead.
        
         | dceddia wrote:
         | And on the subject of learning the skill through practice,
         | probably the most effective thing I've tried has been "copy
         | work", something I learned about in an article[0] by Erik
         | Kennedy a few years back. Basically: reproduce existing good
         | designs, pixel-for-pixel.
         | 
         | It's like the 80/20 of design practice. It's amazing the kinds
         | of small details you start to notice when you try to faithfully
         | copy a design.
         | 
         | 0: https://www.smashingmagazine.com/2017/02/improving-ui-
         | design...
        
           | DeathArrow wrote:
           | Yep, copy but don't look at the source. Make it look 100% the
           | same but do it yourself.
        
         | dsincl12 wrote:
         | Completely agree. I spent a lot of time when learning design,
         | "designing" writing code since I was a developer first. That
         | was a lot of time wasted but it took effort and will to learn
         | all the design tools and understand the process for sure, but
         | it was definitely worth it.
        
         | stickfigure wrote:
         | > Design a mockup first in something like Figma or InVision and
         | only start coding when the design is ready.
         | 
         | I do this the opposite way. Just get the data crudely on the
         | page and figure out the information architecture first. Then
         | figure out how to make it attractive. Often during
         | implementation I realize "oh, this data doesn't work quite the
         | way I expected it to" and the IA changes.
        
           | code_biologist wrote:
           | Yeah, being handwavy about IA is absolutely a common sin of
           | weak designs. I love getting a design that's technically
           | sound too.
           | 
           | Another problem I've seen at work with the "design first"
           | approach vs planning for technical feedback on an initial
           | design: our frontend engineers would take the design and
           | implement it exactly as is, papering over differences between
           | the data entry and the underlying data model as needed --
           | then users get confused about what _exactly_ each option or
           | interaction does. It 's close enough to be serviceable (and
           | not get fixed) but different enough to be annoying.
        
             | seanwilson wrote:
             | > Another problem I've seen at work with the "design first"
             | approach vs planning for technical feedback on an initial
             | design: our frontend engineers would take the design and
             | implement it exactly as is, papering over differences
             | between the data entry and the underlying data model as
             | needed -- then users get confused about what exactly each
             | option or interaction does. It's close enough to be
             | serviceable (and not get fixed) but different enough to be
             | annoying.
             | 
             | This is where you should design wireframes first (e.g.
             | rough greyscale sketches), turn them into clickable
             | prototypes (Figma and InVision let you link up wireframes
             | this way), and get feedback on these from user testing and
             | the developers before creating high-definition designs or
             | doing any coding.
        
           | wwweston wrote:
           | Is IA even a discipline anymore? I haven't heard people speak
           | in those terms for almost a decade, and it's probably been
           | longer since I heard it frequently.
           | 
           | If it is still a discipline, what does one read to pick it
           | up?
        
           | lupire wrote:
           | Parent was talking about coding the UI ("CSS"), not the data.
        
         | michaelsalim wrote:
         | Agreed with both.
         | 
         | My own experience for the second point: separating it makes a
         | huge difference because I'm in such a different head space when
         | focusing only on design.
         | 
         | What's funny is, 90% of the time this works well. But sometimes
         | I just can't design something I like in figma. For those cases,
         | I start coding and most of the time, I come up with a good
         | enough design. The difference in how I think between the two is
         | interesting.
        
         | irrational wrote:
         | The fact that people get college degrees in graphic design, yet
         | we think we can duplicate their skills with little effort shows
         | an amazing degree of hubris. This is like business people
         | mocking programmers and saying that anyone could do it.
        
           | avereveard wrote:
           | Yep. Here's my tip: just drop 15$ on theme forest.
        
           | TobTobXX wrote:
           | There's no doubt a graphic designer can do more things better
           | in this area. But a dev can acquire a skillset that is
           | sufficient. I for example feel confident designing a frontend
           | to the satisfaction of a customer, but I would never be able
           | to put together a flyer or design an ad.
           | 
           | As a comparison: While a skilled sculptist is undoubtetly
           | better at his craft than a mechanic, the latter can take
           | pride in finishing off a machine part just as much as the
           | sculptist, and to an untrained eye, the parts display an
           | equal amount of skill.
           | 
           | Learning-by-doing gets you far. Actually investing the time
           | and studying the field gets you further, but is more
           | expensive.
        
           | indymike wrote:
           | > people get college degrees in graphic design, yet we think
           | we can duplicate their skills with little effort
           | 
           | No one has said you can "duplicate their skills". What the
           | article is suggesting is that you use a framework with great
           | design engineered in: Tailwind. In the case of Tailwind
           | you'll benefit from the collected UI work of Adam Wathan and
           | about 200 others.
        
           | lupire wrote:
           | You can get a college degree in drawing too, but you don't
           | need one to be able to do nice sketches.
           | 
           | Don't need a college degree for making software either
        
           | hansvm wrote:
           | _Can't_ anyone program? A few hundred of my classmates spent
           | a couple quarters casually learning C++ in high school from a
           | teacher barely scraping together the lessons a day before she
           | taught them, and that was enough of a kickstart that most of
           | us are some kind of programmer by trade, many of us in FAANG.
           | 
           | Sure it takes a little time to learn, you could probably
           | short-circuit that process with more effort, and there are
           | greater heights to be achieved with sufficient dedication,
           | but the majority of programming just isn't that difficult.
           | Just about anyone _could_ do it with a little effort.
           | 
           | That's also ignoring the compounding effects of education.
           | People get college degrees in graphic design, but a couple of
           | those years are shared between majors, some sizeable fraction
           | of the unique couple years of training are dedicated to
           | learning how to _efficiently_ perform certain tasks, and some
           | other sizeable fraction is UI/UX knowledge that's somewhat
           | duplicated in other fields. Is there really that much hubris
           | in saying that some kinds of relatedly skilled professionals
           | might only need to put in a little effort to equate to the
           | ~<1yrs of unique effort obtained in a graphic design degree,
           | especially when the professional in question doesn't need to
           | use the entire degree and especially when learning is
           | moderately accelerated by having learned other tangential
           | things to hang the new knowledge on?
           | 
           | Maybe yes, but if so I don't think it's obvious enough to
           | warrant a single-line dismissal.
        
             | [deleted]
        
           | dspillett wrote:
           | I think there is a level imbalance there, even in your
           | statement.
           | 
           | I can design stuff, a bit, but at the sort of level of
           | someone in the programming world scouring stack-overflow and
           | putting parts together, and maybe coming up with something
           | new (in the sense of new to me, it probably exists a great
           | many times over already).
           | 
           | Some design "properly", from fundamental building blocks and
           | existing ideas, applying the right tools for the job. Much
           | like I program a lot of the time.
           | 
           | A degree in graphics design isn't that though. There you'll
           | be shown the fundamentals being derived from first
           | principles, and the better students will be expected in
           | future to maybe come up with new ideas/fundamentals.
           | 
           | Being a designer and having a design degree differ in a very
           | similar way to being a developer and having a computer
           | science degree.
        
         | DeathArrow wrote:
         | I would just do the coding first and use whatever crap I have
         | on hand (Bootstrap, standard fonts) because I want the design
         | to follow functionality, not the other way around.
         | 
         | And because design takes more time than coding for me. So, if I
         | decide that something is wrong and throw the project, this way
         | I lose less time.
        
         | efortis wrote:
         | Illustrator or Inkscape can import PDFs, so you can iterate
         | between code and graphic design programs by exporting the page
         | to PDF.
         | 
         | That is, somethings are easier to experiment with or to start
         | out in code.
        
       | sharps_xp wrote:
       | this might be controversial, but i just want to write semantic
       | html and be able to toggle the design. if the design requires
       | additional elements or JS, then it's way too complex for a solo
       | dev (for me anyway).
       | 
       | i think classless css frameworks really opened up the possibility
       | for backend devs to spin up a project as long as they can write
       | good thoughtful html.
       | 
       | i'm building my own classless stylesheet that i plan to use
       | across all of my projects because todays classless are mostly for
       | content or marketing sites but what i need is more app ui.
        
         | ashes-of-sol wrote:
        
         | hedora wrote:
         | I just want to _read_ semantic HTML and handle the page
         | formatting myself.
        
         | ffhhj wrote:
         | Do you plan to define your own tags to have a richer semantic
         | html, and then translate it into plain html with corresponding
         | js/css? Because html is very poor. Where is my menu tag??
        
           | clairity wrote:
           | > "Where is my menu tag??"
           | 
           | https://developer.mozilla.org/en-
           | US/docs/Web/HTML/Element/me...
           | 
           | <menu> is used like an unordered list, with <li> tags inside
           | it, but has a specific semantic meaning.
        
         | clairity wrote:
         | > "i'm building my own classless stylesheet that i plan to use
         | across all of my projects..."
         | 
         | i'm doing the same! i tried use bootstrap again recently, and
         | although it's gotten better from older versions, i just
         | couldn't atop fighting it's anti-semantic assumptions (don't
         | even get me started on tailwind!).
        
       | DeathArrow wrote:
       | Yes, you can. By learning what good design is and how to
       | accomplish it.
       | 
       | I am a software developer and I sucked at design. But I learned a
       | few bits of design, tried different approaches from what I've
       | learned, did and redid a lot of designs. Waited a bit to clear my
       | eyes and redid the designs again. Until they looked OK.
       | 
       | I not want to say that I am a good designer or I can replace a
       | professional designer, but that I think I can accomplish decent
       | designs for my own needs.
       | 
       | It would be a better ideea to just pay a pro designer and save
       | some money, since he will do the design way faster than I can and
       | better. But I like to do all the things myself if it is a
       | personal project.
        
       | zwaps wrote:
       | If the person creating this website are reading: Please do not
       | pop up a "sign up for newsletter" pop up before one can even take
       | one decent look at the article.
       | 
       | There could not possibly a more clearer message saying: "we don't
       | even want you to read what we write, we just want your e-mail".
       | 
       | Incidentally, I did not get to read this article, because of said
       | pop up, and if you think I'm gonna hunt for that tiny x button as
       | response to that dick move instead of closing the tab, well.
       | 
       | Edit: if this ain't clear, this isn't good design
        
         | ajdude wrote:
         | I was actually just about to post this. I clicked the link,
         | began to read, and before even getting through the first
         | paragraph, I encounter that full-page pop-up message for the
         | e-list. At that point I just closed out the site.
        
       | amelius wrote:
       | If you can recognize great design, then you can create great
       | design. Period. Just trust your inner feedback loop, and know
       | that great ideas often come as a surprise from experimenting.
        
       | mg wrote:
       | Just when I make a break from fumbling with html and css to
       | create a landing page!
       | 
       | I am 45 minutes in and it looks like this:
       | 
       | https://www.gnod.com/guest
       | 
       | Feedback is welcome.
        
         | spookybones wrote:
         | I'm on my phone, but the text feels too compact. The paragraphs
         | would look better with bigger margins.
         | 
         | Also, the top feels like a logo, navbar, and a hero all in one.
         | I would work on it more as a logo and lose the "Welcome to"
         | since the next sentence also functions as a greeting.
         | 
         | The green dot is an interesting touch, but presently looks like
         | a status indicator/green light, that, on a black background,
         | attracts the eye more than the content and the sign-up button.
        
         | Princetobi wrote:
        
         | thestepafter wrote:
         | Would recommend the same green / yellow as the circle for the
         | primary button.
        
           | mg wrote:
           | Yes, maybe.
           | 
           | I am not totally sure the green/yellow circle makes any sense
           | though. I consider removing it.
        
         | joemi wrote:
         | Looks good to me. I quite like its simplicity.
        
         | JusticeJuice wrote:
         | Hi. I'm a designer, and thought I'd spend 10 mins on this to
         | show the little tweaks I'd reach to first. I didn't do any
         | thinking about the content, and I haven't tried to push away
         | from the brutalist visual style you're going for.
         | 
         | https://www.figma.com/file/pUBqrZ0zUjXfVAc6nR13ZU/Gnod?node-...
         | 
         | Type. Everything about good typography is optimising for
         | legibility. First off, you absolutely nailed the line length. I
         | did increase the line-height to 150%, and swapped roboto for
         | inter. I think Inter UI is a bit easier to read at small sizes,
         | I find roboto comes out kinda excessively bolded on most
         | screens.
         | 
         | Grid / padding. I increased the padding around the card quite a
         | bit, from like 10px to 24px. A good way to find the correct
         | padding is putting in way too much, then pulling it down until
         | it's starting to feel cramped, tip from refactoring ui
         | actually. Everything is in 8px units where possible. Notice the
         | "Welcome to" and "Hello" text are both vertically aligned.
         | 
         | Sizing / visual prominence. Visual prominence is just about
         | telling people where to look first, when you first open up the
         | page, where is the eye drawn. Considering the size of the
         | 'Welcome to Gnod' text, I assume that's what you're trying to
         | highlight. I've reduced the size to just 18px - only 2px bigger
         | than the 16px body font. But, cause it's got it's own padded
         | background colour, it's still right where the eye goes. There's
         | lots of ways to draw attention without size, and you don't need
         | to use more than needed. Same with the dots, I don't really get
         | what they're for honestly, but I made them a bit smaller.
         | 
         | Icons, swapped them out for font-awesome icons, felt a bit more
         | premium idk.
         | 
         | Colour, I changed the pure black to off-black, slightly blue.
         | It might seem like designers just hate contrast, and that might
         | be true. But, there's lots of arguments for using 'rich'
         | blacks, but I won't get into it haha. My subjective choice.
         | 
         | Anyway, that's my 10 cents, ignore as needed haha.
        
           | bavila wrote:
           | So much better. Well done.
        
         | saint_angels wrote:
         | I think it's a nice start for a unique style. I would suggest
         | highlighting the main action button with some color.
        
           | mg wrote:
           | Thanks. The style is already more or less defined by the home
           | page, which I designed a while ago. So I mostly stitched
           | together bits and pieces from the home page for this landing
           | page.
        
         | livinginfear wrote:
         | The nav circles are a bit misleading. I'm clicking on them, and
         | nothing happens. Otherwise, the design is very nice!
        
       | emadabdulrahim wrote:
       | uhm... yes and no.
       | 
       | This post fails to explain the core principle of designing
       | websites; the content comes first, always.
       | 
       | 1. Write: Write the content first, in google docs or whatever. 2.
       | Edit: Go over your content, edit it. Cut it in half in possible.
       | Remove most of the fluff. 3. Information Hierarchy: Structure
       | your content. Go over this a few times. 4. Emphasis: Given each
       | piece of the content, how best to emphasize it based on what its
       | saying?
       | 
       | Now you're ready to think about design. Browse websites that you
       | like and first focus on their typography. If you understand what
       | makes good typography, you're already more than halfway there.
       | 
       | Obviously there's a lot more to it. My point is your content is
       | your raw material that _needs_ designing. If your content is not
       | good, I don't care how good your design skills are, your website
       | will suck.
        
       | monkin wrote:
       | Everyone can make a great-looking website, and not everyone can
       | make it useful to end-users or goals. Worth remembering that
       | websites are "living" organisms that evolve with your users, and
       | you need to quickly adapt to any patterns that users throw at it.
        
       | unnouinceput wrote:
       | I recommend to any programmer, no matter how sucky is at design,
       | to start using your program. As in enter at least 1000 times data
       | in it, or click on tools you offer. I bet after 50 tries, you'd
       | start redesign it, then after another 100 you'd improve its
       | performance. By 1000 tries, even if it's still ugly at least will
       | be easy to work with. And that will have appreciation of your
       | users. Then you give it to an UX designer to make it beautiful.
       | Oh, and when you get it back from said UX designer go again with
       | data entering, to check if the designer didn't screw your
       | previous awesomeness.
        
       | gernb wrote:
       | > Border Radius: Do not use border-radius. Square buttons and
       | boxes give off serious vibes.
       | 
       | Every screenshot on the page is using border radius except for
       | microsoft
        
         | fidrelity wrote:
         | No border radius is the recommendation for 'serious' in the
         | article.
         | 
         | The author chose 'fun' where that was allowed according to
         | their own principles.
        
       | [deleted]
        
       | bzxcvbn wrote:
       | I'm not taking web design advice from a website that throws a
       | whole-page popup at me after scrolling a bit.
        
       | vmception wrote:
       | The way I do it is starting with the logo.
       | 
       | I have a graphic designer work with me on the logo. With the
       | finished logo you get style guidelines and an entire kit of all
       | logo formats and resolutions.
       | 
       | You also get:
       | 
       | 1) Color scheme - primary and secondary colors (this article
       | reinforces this as well)
       | 
       | 2) Typography - primary and secondary fonts. Now your use of any
       | fonts especially custom fonts is no longer arbitrary, and
       | congruent to a theme
       | 
       | 3) Evocative messaging. The logo already evokes something in the
       | viewer, the site is now congruent to that
       | 
       | This gives you a great launchpad and highly combustible
       | accelerant to propel everything forward.
        
         | tobr wrote:
         | > 2) Typography - primary and secondary fonts. Now your use of
         | any fonts especially custom fonts is no longer arbitrary, and
         | congruent to a theme
         | 
         | It isn't necessarily a good idea to use the same typeface as
         | the logotype for setting other text, if that's what you mean.
         | It can make the logo just seem like some text. Obviously not a
         | strict rule, you can make it work, but there's value in having
         | the logo stand apart.
        
           | vmception wrote:
           | this should be in the style guide as well, but not all
           | designers do that
        
       | jstummbillig wrote:
       | No. No, you can not. You can't even do it while you don't suck at
       | design. You actually need to be really good at web design to
       | create great looking websites.
       | 
       | Great design is hard. If you have seen a cool, simple design and
       | thought "well, that's easy, it's just a bunch of text, a few
       | lines and one primary color" and tried to copy it, you know how
       | hard. Everything matters and you have no clue why it does. Or
       | how. Sure, you can just do the 1-to-1 copy and there's frameworks
       | to allow for exactly that-- but that is when you get a bootstrap-
       | material-tailwind look and while that's fine and ticks some
       | boxes, most people would probably agree that that does not feel
       | like great design.
       | 
       | Design is hard hard every time anew, because more so than with
       | code, it requires something different every time (whereas good
       | code, in my opinion, should strife to be as boring and repetitive
       | as you can get away with, and if it's all tried, tested and
       | recycled more power to you)
       | 
       | Let's not buy into the bait and don't get deterred either. I am
       | all for enabling the maximum amount of people to do cool shit,
       | but it would be great if we could in the process not berate that
       | which we aspire to accomplish by lying to ourselves. You don't
       | need to be a great designer to create something cool. Go ahead
       | and create. But if you want great design, you actually need to
       | get great at design.
       | 
       | Fortunately, you can just start by doing shitty design and take
       | it from there.
        
         | xmprt wrote:
         | > but that is when you get the bootstrap-material-tailwind look
         | and that is not so great either now, is it
         | 
         | The crux of your argument rests on this point and I think it's
         | worth taking a step back and realizing that this is subjective
         | and also that many people think the bootstrap-material-tailwind
         | look is actually pretty good if not great.
         | 
         | It probably looks like crap to your trained eye but if the
         | average person can't tell if something is wrong then it's
         | probably just fine. I've seen a lot more cases of overzealous
         | designers trying something custom and new and having it fail.
         | Boring technology is often the best kind.
        
         | tootie wrote:
         | I think the stuff in this article is very useful and it is
         | definitely easier than ever to create a non-terrible design.
         | They can create guardrails that makes your design is legible,
         | responsive and mostly accessible. That's not a "great" design,
         | that's a passable design. The bigger trick is UX. How do you
         | actually optimize user behavior and minimize frustration.
         | That's a whole other skill.
        
         | Stevvo wrote:
         | I think it's a matter of scope. Building a simple personal
         | blog? Most developers can probably make something fairly
         | readable and pretty with some thought and a CSS framework.
         | 
         | Increase the complexity to something that has more interaction
         | with users and their data and you would do yourself a service
         | to hire a competent designer.
        
         | passivate wrote:
         | I am not a designer, so I take a more pragmatic view. If the
         | intent is to earn money through your website and you are
         | earning a ton of it, then you've succeeded. It doesn't matter
         | if an outsider considers it good or bad design. But that' s
         | just my simple-minded view.
        
           | jstummbillig wrote:
           | The whole conversation has been a bit sloppy about the
           | differences between design and looks (and the difference is
           | not entirely clear most of the time) but suffice to say: If
           | you intent for your page to do x and you accomplish that
           | because of and not in spite of the design, then, by
           | definition, the design is good (and it might even be great).
           | 
           | > If the intent is to earn money through your website and you
           | are earning a ton of it, then you've succeeded
           | 
           | Sure, but just as that does not mean your code is great, it
           | doesn't mean your design is. "Earning a ton of money" is not
           | exactly a well defined company goal. For example, if a better
           | design (or code) could yield 2x what you make, even if 1x is
           | "a ton", you might reconsider your stance on either. Or you
           | maybe you wouldn't. Who am I to say.
        
       | jyriand wrote:
       | Landing page is not a website. Wish there were more examples of
       | some functional aspects of good design.
        
         | mordechai9000 wrote:
         | I am trying to learn to make web based application interfaces.
         | Like, say, a web form that manages a stateful process. The user
         | provides info to a form, initiates a set of actions, and then
         | monitors the results and provides further input.
         | 
         | I am definitely not a designer. Mostly I just want a design
         | that looks decent and stays out of the way.
         | 
         | I have tried widget libraries but I have been happier with the
         | results I am getting from plain old css.
        
         | PaulHoule wrote:
         | That is a problem with so many themes I see. For a real web
         | site you need something that scales across pages that have
         | little text and a lot of text, mobile and desktop, etc.
        
         | PaulStatezny wrote:
         | Two words: Refactoring UI
         | 
         | https://www.refactoringui.com
         | 
         | I read it and began to apply what I learned, and my team now
         | considers me the design expert of the team. And trust me, I'm
         | not a naturally gifted designer.
        
           | eins1234 wrote:
           | Wanted to second this recommendation.
           | 
           | It's still very hard for me to design a _good_ looking
           | website from scratch as that takes actual creativity and
           | imagination, but after reading Refactoring UI I at least have
           | a bunch of tactics to stop myself from designing _bad_
           | looking websites, because I now know exactly _what_ makes
           | them look bad.
        
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