“Make it pretty” has always been an insidious expression, but I think it goes deeper than most people realize or acknowledge.
As I’ve heard it used, “Make it pretty” is usually deployed in one of the following ways:
…As a derogatory way of describing a role that one considers lesser than their own. This could be managers, devs, clients, or other stakeholders belittling design work. It could be UX designers carving out a space for themselves higher up the ranks than visual designers. The implication is always darkly the same: whoever spends time on this aspect of the work is sillier/fussier, less important, and less valuable.
…As an admonition for “doing design wrong”. Here, the implication is that something has been “made pretty” in the way that one might put lipstick on a pig: to wallpaper over deeper issues that should be prioritized and thought through. Think a help section with poor coverage and confusing navigation—but set in a legible font with a readable measure.
…As an unhelpful piece of feedback when someone reviewing a design thinks something is wrong, but lacks the time, willingness, or vocabulary to articulate what they actually mean.
All of these are already problematic, but in the world of digital product design, the negative implications of these tendencies have become encoded not just in worker social interactions, but in our tools, roles, and processes.
I’m thinking in particular of the seemingly evergreen challenge of bridging the so-called “gap” between design and development. This has been a hot topic for nearly as long as I can remember, but sometime around a decade or so ago, I started seeing folks treat this more as a tooling problem than a human problem.
We built sophisticated tools for design systems, for documenting design decisions and organizing sources of truth. We trained designers, developers, managers, teams, whole companies on the idea that if only these tools were set up properly, the translation between design intent and software implementation would be smooth.
No such thing has happened. We have succeeded only in cleaving visual design further from its medium, and given workers a new way to fight over “that doesn’t look right!” We dismantled the human communication and roles meant to bridge creative reasoning about human needs and the structural work of design engineering.
The irony is: our work—the work of design—is to make choices about how, when, where, and to what extent to abstract the complexity of computing systems away from users. Our job is to manage abstraction. Removing designers from the complexity of the medium doesn’t simplify the work—it only makes the problems intangible and undiscoverable, so that when something goes awry, there’s no one left to take responsibility for it.
I think it’s high time to stop trying to abstract the complexity of user interfaces away from designers, and invite them into the workshop where software lives and breathes.