The following equations are curiosities that have crossed my path every now and again, maybe you have seen them too. The purpose of this article is to aggregate them in a neat, small package to be able to remind myself of their existence and share them with you. Hope you get to apply them in your daily work.

Equation #1 - Team = Product

Have you ever heard of a guy by the name of Jim McCarthy? You should. He wrote the book “Software For Your Head” (and a few others). He has an extensive history of helping teams become better at designing, building, and shipping…


Scenario: You have been working on a tech work-product (app, or piece of software) and you hit a problem.

Solution: #AskForHelp.

Simple… Right? Not so fast… Depending on how you ask for help you may get a sub-optimal answer. Let me elaborate… The person you will be asking to help you is probably busy. They also have stuff they need to get done. …


Week 3: “Deliverables are divorced from delivery.” — www.52weeksofux.com

There are many artifacts that are created during the design experience: wireframes, flow diagrams, personas, info architecture, to name a few. To increase your “game” as a designer you must fight the illusion that those artifacts are your ultimate goal. Those artifact, in-it-and-of-themselves are just that… artifacts, unrealized potential. If you do not do proper followup of those deliverables, you may be jeopardizing the delivery of your product.

Learning how to create and use each of those design aids is very important… in some cases critical. However, to be able to…


Week 4:… embrace your constraints and draw out of them the very solution that sets you apart from the crowd.” — www.52weeksofux.com

After reading this weeks study, my initial reaction was to reject the premise. If I had all the time and resources in the world, I can create a great, epic piece of software that everyone would love… But then again… that statement did not sit well with me. The problem is… I don’t have all of that available to me. I need to analyze, design, build, test and deploy any software I make within the context of…


Week 5:The one characteristic that separates designers from others is .” — www.52weeksofux.com

You have been thinking of a product or have a great idea for a service. If you take no action, those ideas are of no value. Ideas that exist only in your mind and never come out to reality are worse than the “pus that infects the mucous… that curds up the fungus… that feeds on pond scum.” At the same time, executing on your ideas for products or services is only part of the formula. …


Week 6:You are not your user.” — www.52weeksofux.com

This self-imposed exercise of weekly write-ups about golden nuggets of information from this UX site never gets old. I should remember doing this same thing next year.

This week’s installment discusses a question that as a designers / creators of a products or services we tend to forget all too often: For whom am I creating this? When anyone creates software, widgets, songs or services, there is an audience for the result of your effort. …


Week 7:We make frames.” — www.52weeksofux.com

From the moment we are alive, we start interacting with the world. We are surrounded by the things that sustain us and keep us alive. We are enclosed by life and things. In order to move successfully through our lives, we need to learn to interact with the world around us.

In week 7, the makers of 52-weeks introduce the concept of “frames.” As I see it, these are the structures that are created to facilitate interactions between / among people and machines. …


Week 8:Good Design Is…” — www.52weeksofux.com

In Hebrew, this word “good” is spelled: טוב (tov). In Greek, this word is spelled: καλός (kalos). It can be translated as “beautiful”, “good”, “worthy”, “outward sign of inward goodness”, “noble”, “of honorable character”, “attractive”, “inspiring”, “motivating”, “praiseworthy”, “appealing”… the list goes on… and on… and on.

With installment of week 8, the sages at 52 Weeks of UX give us a thought buffet of choices of food for thought. My mind immediately went looking for memories of the times when I felt “good” about a design I created. After a few…


Week 10:Mistakenly applied (Visual Weight and Hierarchy) can cause confusion and frustration to the user.” — www.52weeksofux.com

Next time you need provide constructive criticism of User Interface design, remember these two things: Visual Hierarchy and Visual Weight. Understanding how each of these two concepts impacts UI design will help build adequate vocabulary at your place of work. Also, it would sound a lot better than saying “I don’t like it” or “it looks bad.”

Visual Hierarchy is concerned with how to organize content on a canvas. To better understand visual hierarchies, the folks at 99designs.com had a great…

Anibal Velarde

Husband. Father. Son. IT Mechanic by day.

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