Design Notes

This season's special series celebrating ten years since the launch of Material Design closes out with Rich Fulcher, former Google UX director and Material design lead. Fulcher remembers the career-defining journey of creating Material, what it was like to make beauty a UX priority, how to pressure test a system, and what he's learned about world-building across disciplines. Today, he's creating board games, continuing to apply the design-thinking and problem-solving skills developed during his time at Google.

Leave us a rating, and subscribe so you don't miss new episodes with creative practitioners across disciplines.

📻

  • (00:45) - Intro
  • (07:02) - What's a Designer?
  • (09:37) - Design as a Mindset
  • (10:17) - Google Before Material
  • (15:21) - Beauty as a Priority
  • (17:24) - Mission Statement as a Design Challenge
  • (18:29) - What is Beauty?
  • (22:47) - Design System Worldbuilding
  • (25:19) - Pressure Testing
  • (40:04) - "Yeah, Get a Design System"
  • (41:19) - The Stakeholder Onion
  • (46:58) - The Influence of Game Design
  • (50:51) - Outro

What is Design Notes?

Design Notes is a podcast about creative work and what it teaches us. Hosted by Liam Spradlin, a Senior UX Designer at Google focused on the philosophy of the user interface, the show features conversations with people from unique creative fields, uncovering what inspires and unites us in our practice. Tune in to learn how UX design connects to creative work across disciplines and around the world.

Find episodes on your favorite platform at design-notes.show

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- Design Notes is a
show about creative work

and what it teaches us.

I'm your host, Liam Spradlin.

In this episode, we're
wrapping up a special series

celebrating 10 years since
the launch of Material Design.

And joining me is one of
the original team members,

former UX director

and material design lead Rich
Fulcher, who has now moved on

to another passion, the
design of board games.

In the episode, rich and I talk about

how material shaped his
career, what it means

to make beauty a priority
in a business setting,

and what he's learned about world building

across disciplines.

We had a great discussion

and I'm so glad to close out this special

miniseries with Rich.

Let's get started. Rich,
welcome to Design Notes.

- Hi, it's great to be
here. Good to see you

- Again.

I am, it's so good to see you
and I am really glad to, yeah.

Have you on the show as
part of this, this series.

I think this will be the final
episode in the M 10 series,

so we are

- Bring it in the closer.

- Yeah, exactly.

I actually want to ask, first
of all what you're up to now

and also the journey that got you there,

including your time and material.

- I didn't know what a designer was.

For a long stretch of my
life, I was doing things

that were related to design as a, as a kid

I was, you know, drawing
maps or drawing cartoons

or doing different
illustration work, you know,

building out for role playing
games, all these, you know,

modules and dungeons and things like that.

And populating it with
encounters and enemies.

But from a school perspective,

I was always interested in
kind of math and science.

I jumped into computers at a

pretty early age.

My dad had one of the
first personal computers,

the Timex Sinclair 1000,
which was quite ancient.

And then I had, you know, a, a series

of computers from there.

But in college I studied computer science,

I studied electrical engineering,

computer science engineering only.

Came out kinda later in my program

and when I went to graduate school I was

studying computer science.

I was focused on computer graphics

and ray tracing and things like that.

But along the way I, as part

of being a working grad student,

I taught non-major classes in the

computer science department.

So I was teaching students how to use Word

or Excel, you know, products at that time.

And just watching these

otherwise perfectly
intelligent college students,

flail in front of these

unresponsive ill designed interfaces.

And I got really interested
in, well, who are the people

that make these things?

And I took my first class in
human computer interaction,

not even a design class, more
of a research oriented class.

And then from there it
just kind of continued

to be this area of, of focus
for me where I was like, well,

maybe I'm not gonna be a programmer.

Maybe I'm front end engineer

and I'll, you know,
build these interfaces.

But I just kept GE digging
into design and design

and design, learned that word

and kind of pushed on that ever since.

I had a number

of small jobs doing like
front end logistical software.

But then I got a job at America online

in its heyday.

And I worked for, as a designer in their,

what they call the community.

They didn't even call it
a division, it was just,

they called it a dt, a small division.

I know, it's so cute.

And I worked on a bunch

of products like a LL Instant messenger

fledgling blogging product at the time.

And then by that point
I was just, you know,

very much a working interaction designer.

I would go on to work at TiVo, a startup

that was later acquired by Dell.

A few kind of interesting places.

But then by 2009 I found
myself with the opportunity

to join Google and specifically
to join the Android team.

And then from there I spent my next 12

or 13 years as part of
Google in various ways.

One of those was material design,

which we'll definitely talk about.

When I left Google, I kind of
moved into quasi retirement.

I'm no longer work in tech,

but you never really leave design behind.

Once you are a designer

and you have been doing
design thinking for decades,

you never get to shed that.

You still look at the rest
of the world as a series

of design problems or
design opportunities.

I've found that to be very true.

So in terms of what I'm doing now,

I'm doing a few different things.

I'm doing a lot of volunteering work.

Some of that has been
as an elections official

for the county here in California.

So I ran a in-person voting
center in the last election

and in the prior primary
election earlier this year.

And that is just an amazing
bit of kind of system

and service design to look at as well.

Just kind of all these voters with very

distinct needs for what they're,
they're hoping to get out

of in-person voting or assistance there.

And just trying to build systems that

feel very secure and very
trusting for the user,

but also can kinda meet a lot

of different tasks that they have.

So that's been part of
what I've been doing

and that part is I've just
embraced my lifelong kind

of interest and passion
into board game design.

So I've been doing that in a way.

I've gotten my first title
accepted for a publisher.

It'll be a couple of years now still to,

to see it hit the market.

But that's been a really fun exercise

'cause it pulls together all the threads

of design in my experience.

You know, I'm doing interaction design,

building out the
mechanisms and the systems.

I'm doing, you know,

technical writing in
composing the rule books.

I'm doing some graphic design,

I'm doing a little research
every time you run a play test.

So it's been a fun way

to continue in my career in a way that

doesn't feel nearly as professional.

- Yeah, okay.

First of all, you have

to come back on the show
when the game launches

because I think there's like
a whole, a whole episode,

multiple episodes there.

Sounds good. Second, at
the beginning you said that

for a long time you didn't
know what a designer is

and now you cannot stop being a designer.

So I want to get your take on
what being a designer means.

Like what, what it means generally

or what it means to you and your life.

- I think the quick foundational
definition is a designer

is a problem solver.

And I know that's just over broad,

but it's, I always come
back to in that first,

you know, HCI class that I
mentioned this kind of definition

of the field, which was
we're focused on users

who use tasks to accomplish a goal

and in support of that
they have some tools

and they're operating in a context.

And that, like those five
things I think drive a lot

of definition of not just design,

but of user experience broadly.

Who are the users? What are the big things

they want to achieve?

What are the smaller
things they're trying to do

to move towards that direction?

What can we create for them

and what is the context
in which they're going

to use that thing we create?

I don't know, I even when I'm not

actively working like in tech on design,

I find myself coming back
to those, it's not natural

for people to talk about their goals,

but you, you kind of need
to get at that a little bit

to understand, well, which set

of tasks should you be doing to get there?

And things like that. And
I think context is super,

super important and is
one of the easiest things

to kind of ignore.

Like what else is happening
with this user right now?

Not like intrinsic to who they are,

but what else are they experiencing?

Are they rushed, are they worried?

Are they operating something
that's very unfamiliar to them?

So I, I think all

of those facets come into play
when I think about design.

- Yeah, I can't help but,

but like the, the ideas of this kind

of straightforward human
computer interaction definition

plus the concept of like
watching people try to use Excel

and the concept of role-playing games,

like these are like smashing
together in my head in terms

of like how contextual and
contingent these experiences are

and like all, all the
different factors that

could be influencing
it that you're kind of,

you're like occupying a
certain mindset that allows you

to uncover that.

- Absolutely. I mean I use
the word conductor a lot

to talk about systems and,
and kind of designers.

Like, it may not even be that we're,

we're building each thing
that's in front of the user,

but we're the order we
present things in the way

that we're trying to
understand where the user is

before they engage with the tool at first.

Like there's a lot of that that
isn't just making the thing

that goes into understanding
its broader kind

of applications and and sense of views.

- Okay. So we are here today

because it is material's
10th anniversary Woo hoo.

All year long. But you
were actually at Google

for several years before
material even started up

and I want to get your perspective on

what design was like at
Google before that moment.

- Sure, I'll caveat that.

I think my experience might
be a little bit different than

others because I did join
directly into Android.

Definitely had a little bit

of a reputation within
the company of being a,

the pirate ship amidst
the, the flotilla of,

of other products where it
just behaved a bit differently.

And if you're around in 2009

and you're looking at the kind

of the competition in the smartphone

and smart device space, there
was just a lot of liberty

to focus heavily on design
and user experience.

So I think Google

as a whole when I joined
certainly is very engineering

forward company in a lot of ways.

And I think that was
utterly key to so much

of its early success.

Android felt a little
bit different though.

It was very much close
partnership across a

relatively small team between
design and engineering.

I can cast my mind back to when I came in

for my first interview in person

and I wound up, you know, part

of the way Google approaches
interviewing is they bring in a

cross-functional team to talk to you.

You're not just a designer
talking to other designers.

So I was talking to an
engineering manager on Android

and I think maybe we were like the second

or third question in

and he was like, well what
would you change about Android?

And I said, well I really
think the backs stack

and navigation behaviors are a little bit

confusing for users.

And then he is like, well what
would you change about that?

And then we spent the next 35

or 40 minutes like on
a whiteboard, walking

through all these kind of
thorny edge cases around,

you know, what does it
mean to go back and forward

and when do you kind of do
a lateral move when you push

and pop things on onto
the stack of screens?

And I remember leaving that
interview thinking, man, I,

I think that went well and
I know I wanna work here

because that was a like
really clear signal to me

that there was this
opportunity for engineering

and design to do really
wonderful work together.

So that was Android. So I
think across the company

we had a wonderful slate

of user experience
designers and researchers.

They were really pushing to do

innovative, groundbreaking work,

but I think there was a fair amount of

constraint on them.

You know, I think it was
just kind of the identity

of the company at the time.

I don't attribute any kind
of ill will to any of that,

but I think there was this
reputation that Google lived to

that it was like, yeah,
design is important,

but we're gonna be engineering first

or we're gonna be product
and and business first.

And I think that started to change

and I think Android was part of that.

But I also wanna credit, you know,

the leadership at the top.

I remember there's this, there
was this practice in Google

of a weekly all hands, you
know, meaning like thousands

of people could tune in

and see this event, this,

this TGIF was the, the nickname for it.

And we had one where a few
UXers, myself included,

were invited to kind of
speak on the topic of beauty.

And this was very much
brought by our CEO at the time

who was just like, yep,
we're an engineering company

but we really need to think about

how do people perceive
the things that we make?

How do we not just kind of
pass the toothbrush test

of, do we make products
that users use twice a day

to make some meaningful
difference in their lives,

but how do we make it pleasurable
to use that toothbrush?

How do we make it a rewarding experience?

And that in retrospect, it
didn't feel like it at the time.

At the time it felt like, oh this is cool

that we had that opportunity.

But it was a little bit of a
pivot point for the company

where I think it was like,
okay, if you were a, you know,

UX or in a meeting two
weeks after that, two months

after that you could be like,

but do you remember when
Larry told us about beauty

and how important that was?

And you just had this kind
of new wedge to kind of press

for a little bit more,
not necessarily change,

but just more, more time and opportunity

and space to really take design seriously

and design quality seriously.

And material kind of emerged as a kind

of a second moment following that,

that there had been some
groundwork that had been laid

and then we had this opportunity
from teams across the

company from not just mobile

but from web as well to try

to take a bigger step in that direction.

- It's striking that the explicit pursuit

of beauty was not always
part of, you know,

it wasn't always a given
when making products,

- It just wasn't.

And you know, it's interesting
to try to reflect back

and you look back at, you know,

a Google search results page from

12 years ago or something like that.

Not only is it, you know,

that different Google
logo at the top of it,

but it is very much the classic,
you know, Ted Blue links

and the, the box above
it super valuable, right?

There's a reason Google became
such an incredibly valuable

company and a resource
that people used every day

because it did a thing to exceedingly well

and directly, But it also did it in a very

sanitary way.

It was very, you know, clinical

or Spartan, you didn't really kind

of emotionally engage with that.

It was just truly a doorway
onto something else.

And I think you look at a, a
search results page right now

between, you know, how much
imagery it might include,

how many different facets
of possible four directions

that it can hint at, you know,
maybe has an AI summary of,

of response to your question.

And it's just so much richer now

and it just affords so much
more of a sense of opportunity.

You know, back to those
users tasks and goals.

We were presuming that, you
know, the question meets with,

you know, a one size fits all response

with the 10 blue links

and now it's this possibility of like,

well maybe you're interested
in this direction,

like what's the first
thing you can tell us

after your, your query that

that's gonna help steer
us towards something

that's gonna be good for you?

- Yeah, that, that reminds me of

a conversation I think I had

with Zach Gibson a couple
years ago where he told me

that material kind of thought about

the company's mission statement of

organize the world's information

and make it universally
accessible and useful.

I can't believe I pulled that out nicely

- Done
- First try.

But thinking about that mission statement

as a design challenge,
that the design is not just

enhancing the experience or
like helping you do a task,

but it's interacting with
the fundamental nature

of the information
itself and how accessible

and how useful it is to you.

- Yeah, I remember we had a bunch

of slides early in
material that were taking

that mission statement, you know,

printed out in proper type

and then you'd go to the next slide

and we just had a little
carrot at the end of it

and then handwritten in

and beautiful that that didn't have

to be like an afterthought
that that could be just as core

to what it means to serve
the users in that way

and to provide that information.

That was always a kind of a rallying cry

for us in the early days of material.

- I can't help but fall
a little bit into the

philosophy of the situation.

Also I want to dig into what are some

of the constituent parts of
beauty, especially when it comes

to software?

- That's a great question.

I'm just gonna start rattling things off.

- Great.
- Absolutely.

There's just, you know,
the aesthetic beauty of it.

So let's start there. Let's
start from the surface.

But as you dig past that,
it's, well not just like,

does it look good static?

How did it appear? How does it exit?

You get, start to get to
transitions, you get to animation,

something beautiful might be just

how efficient was it?

It might be how did it work for me

and my set of contextual

abilities and constraints.

So I think beauty has so many facets. Yes.

Aesthetic, yes, kind of functional,

but also accessibility, universality,

you know, the kind of immediacy
of understanding, you know,

intuitiveness if we want to call it that.

And I think some of that is every

discipline kind of has
their own model of what,

what beautiful is, including engineering,

including a product.

And that lens is really just one

of, do I really appreciate
the way this thing was made

for that, that lens that I
am, that I'm applying to it.

I guess I'm coming around
to beauties in the eye

of the beholder, but I think
there's that aspect of like,

what are you bringing as
the person experiencing it

that's going to spark that
reaction of beauty to you.

- Yeah, there's, there's
a, a strong like subjective

or emotional component there.

- Yes.
- I think

getting back into the system
itself, in my conversation

with Bethany, she told me that
in the beginning of material

you were working on navigation

and patterns on a small three person team

with her and Dave Chu. Is that right?

- Yes.
- What was that like as, I mean first

of all to be on a team with
Rich Vulture, Bethany Fong

and Dave Chu is like a dream.

- Absolutely.
- But being on that team,

taking on like such big
chunks of the system,

like what was that like?

Did you have a sense of the kind of scale

and also the implications
of the work back then?

- We had a good sense of the scale

that kept expanding on us
almost on a weekly basis it felt

like, but we knew it was large

and definitely ibid by going
from kind of just Google to,

for Google and for the rest
of the world to build all

of their interfaces in.

So it got big, it was a really

wonderful, exciting, scary

period of, of design work.

I think especially for that team

as being interaction design focused.

We were in a place of reacting to a lot of

the kind of conceptual visual work

that had already been achieved by the team

and which was super excited.

We were, you know, thrilled
to to kind of jump in and,

and bring our lens to
bear a little bit more,

but thinking about, you know,
even calling it navigations

and patterns, I, I
think just fundamentally

we were trying to systematize

to rationalize all this
wonderful creative output from a

bunch of different minds in a bunch

of different application
contexts, both real

and imaginary to turn that into something

that could actually have coherency across

applications.

I know when you had your
conversation with, with Bethany,

there was a lot of discussion about kind

of the the mechanical operation of,

of things at the component level.

And I think the same is
true at the system level.

We spent a lot of time thinking about

what the properties of material,
what we call, you know,

paper at the time would
be how can it operate?

How can it split or heal or raise

or lower in the Z plane,
when can it shift,

could it fold, could it bend?

You know, just trying to
understand from this kind

of amazing outpouring of design effort

that had already occurred.

Okay, well what are the rules

that actually bind this universe together?

What's gonna make it feel
like a functional universe

that has some degree of
consistency as opposed to just,

you know, a series of wonderful

but maybe too disparate
from each other experiences.

I would hear authors talk
about, you know, world building

for, for fantasy or science fiction

and it's always just like,
well what are that core set

of rules that under
undergird this, this world

that they're building
that give it a coherence

and that they're gonna
animate kind of the,

the other things they wanna
do within that context.

And I think we really thought
about the work in that way.

- Yeah, it, it reminds
me, I had a conversation

with Adrian Secord for the show recently

and we got to talking about
creating kind of, you know,

the interface as like a
a pocket world like yeah.

In terms of how important it is to have

internal consistency so that you can kind

of like orient your things
yourself and things like that.

And it strikes me that
working on a system level

to create that kind of coherence

or yeah, that, that kind of
orientation that you also have

to embody it or instantiate it somehow.

Like creating, especially for
something like navigation,

creating kind of a test ground

or like a portal into
that world where you can

see how it's going.

What was the process
like specifically on kind

of the navigation and, and
the things that connect

all these principles
like throughout an app?

- Yeah, I, I really agree
with that perspective.

We focused a lot on

what we call pressure testing the system.

So it was very much, okay,
here's a bunch of directions.

Let's build things that feel
like end-to-end experiences.

And so we used the, our shorthand
was, you know, vignettes.

So we were like, okay, we're
gonna tell a short little story

inside this application that
shows this task for this user

just to kind of illustrate not
just what do these individual

screens look like,

but what does a coherent set

of actions across it look
like And then we're gonna make

another vette in a different
context than another

and another and another.

Do those all feel like they're
speaking the same language,

not just visually, but are,

does the navigation feel the same?

Are the scene to scene transitions kind of

relating to each other?

And that was a critical part of

how we evaluated basically
every design decision

that we were making.

And once we built out those
vignettes, then you're like,

well what if the floating
action button worked in this way

or had this size, okay,

put it across all the
vignettes, let's look.

And we intentionally tried to pick things

that would be broadly representative.

So there was, you know,
a communication task,

a navigation, you know vignette,
a composition vignette,

a more playful thing,
a simple info lookup.

We tried to kind of cover a large terrain

of possible task types with
the way that we selected those.

It's never gonna be comprehensive,

but at least it's giving
you a meaningful test bed

and you start to understand
where the riffs start to come in

where like, well this is
working really well for this set

of tasks,

but this one over here,

it just doesn't feel like
it's landing, which is okay

as long as you find
another alternate approach

that still fits within the system

that lands in that context.

So it was something
where we got to the point

where we like knew the names of these apps

and we used it again for later
versions of material as well.

- And
- For these, you know, fictional

but realistic apps that we
construct, we like knew them

as not just their brands

but we, we never built
these apps in many cases

but we just kinda knew what they were

and what every screen was

and it's like they existed
sufficiently in detail from the

for for a designer to engage with.

- Yeah, there's something there

that I think is really important
to focus in on, which is

that you created a set of vignettes

that were like realistic product cases.

I mean I've looked back

through the documentation
like in many cases they were

really well fleshed
out like parameters for

what the product is like

what the brand is, all of that stuff.

But importantly,

and interestingly they
were not Google products.

Can you talk about that decision?

- So initially they were,

our first set was very
much just Google products,

but then we realized we're
doing a disservice here.

We're like just focusing on the world

as it is and just our world.

So we knew we needed to broaden

and then we very consciously said,

well let's pick brand expressions

that are almost antithetical
to Google's in some way.

Let's pick products that are in spaces

that Google isn't competing within.

And that was a very conscious
decision again towards

that pursuit of how much

of the terrain do we think
we can cover with a good set

of representative vignettes

that is still large

but manageable, you know, a
dozen different vignettes to try

to represent hundreds of apps.

It's a stretch or thousands
of apps or tens of thousands.

But there was still enough

and there was enough variety within

and we'd occasionally add
something if we really felt like

we had a, a gap that
was a blind spot for us.

- Was there anything from that process

that really surprised you?

Like once it was built out in such a

tangible kind of realistic way?

- I think the more seriously
we took the vignettes,

the more we saw the need for

customization within the system.

Like the earlier versions
of material don't

have the later versions
than the material shape

or color systems or any of that.

And the vignettes were one of the early

things pointing us
towards, you know, we wish,

we just had a couple
of levers here for how

to approach this if we could
just move a little bit outside

of this defined color system, if we could

bring a little bit more
of the brand to bear by,

by using shape in this way.

So that was I think a
really early signal for

what would drive a lot
of M two and and forward.

- I want to, I wanna get into,
in kind of a broader sense

how this experience of building
out material design kind of

informed or changed your
practice as a designer.

- I think a couple of things come to mind.

The first is,

and this is maybe a comment
that just will feel ridiculous,

you know, now that it's 10 years on,

but like we were just living
in a different world of,

of interface design that was
very like, go to this screen

now, go through doorway
and present this screen.

And that was just the state
of application design, a lot

of web design, even a lot of
mobile design at the time.

That's why I was having

that conversation at
my interview about like

navigation and back stacks.

'cause it was all about
I don't get from one

screen to another.

And because we were leveraging

so much excellent work in motion design

and transitions as a core part
of what material was going

to mean, that really adjusted my thinking.

I was gonna say broke,
let's be more polite.

But it, it moved me to a more,
it's not that we have to draw

or design to this screen then that screen,

but we can have a more fluid
exploration of like, okay,

how does the context
change back to context

to present the right tools
back to tools for the user

in a way that maybe
doesn't feel like they walk

through this doorway and now
they're in a different room

because the cognitive
load of that is real.

Like every time it's like
whole screen goes away,

a new screen comes back,
the user has this moment

of like, where am I now?

How do I get back to where I was?

And we really wanted to

make much more gentle transitions to help

the user more readily understand

how the context had changed around them.

Oh, you hit that floating action button

to compose something, well that
button's going to, you know,

expand upward and that's
gonna be the, the kind of edit

or the transition that
happens into that next scene.

So it really changed
my thinking, you know,

I was writing specifications
as an interaction designer

that was just like, okay, here's
this screen now here's two

or three pages of breaking
down everything that happens,

then we do another screen and that,

and that just didn't apply anymore.

Like we had to entirely rethink, well

how are we communicating
design in this model

where things are just kind of
scaling, growing, shifting,

expanding, there's lots
of kind of interim states

of the screen, but we're not
rejoining the whole screen.

We're just kinda building more
complex patterns within it.

So that was very much a, this is great,

this is feels like a very
powerful way forward,

but a bunch of the old tools

that relied on aren't gonna
serve us going forward,

so we're gonna have to
adjust our practice to,

to account for that more.

So that was a huge change for material.

You know, I'd been a practicing, you know,

interaction designer for, you know,

well more than a decade at that point

and it's like, well nope,
you're just gonna have to

a lot about what your,

your day-to-day work is
like. Which is exciting.

- Yeah. The the word model
really stands out to me there

because there's, there's a big part of it.

I think I remember hearing Mattias

back when material launched

and I was just a
wide-eyed agency designer,

like taking it all in.

He talked a lot about user intent

and how the user is in
control of the interface

and how important that is

for helping people understand things and,

and how, yeah,

making the interface is
like helping someone create

that map in their head.

- It's also very consciously
trying to flip the relationship

of like, you're the user
going into this place

and you're experiencing it

and you're kind of to your, like walking

through a an environment note,
you're kind of subservient

as the user to that world
that's been built for you.

Like it's an opportunity
but it's also a cage.

It's this Like you're
bound to whatever the way

that's constructed and material
wanted to really focus on,

well how do you make
the user feel empowered?

And part of that is you take an action

and that changes the space.

You didn't leave the space

but what you did caused
it to be, you know,

transformed in some way.

And all the way down to the like, well

how do we have animations

that radiate from the user's touch?

Like that sense of empowerment
went all the way to, well

what if the touch their
finger touching glass

or their, the click of the, the
mouse pointer was the driver

for how energy gets
imparted into the system.

And that's the trigger
that animation stems from.

Yeah, it was a very conscious choice

that we became a kind of a rallying point.

- How do you think about that?

Like something that
that, you know, I'm, I'm

designing screens all day,
throwing up like thousands

of rectangles on the board,

but I'm always conscious
of this, this boundary

that you mentioned like the,
the glass of the display

or the surface of the screen, especially

as we're talking about the
interface as an environment

and mental modeling and everything.

How do you think about that
as a constraint on the design?

- We, we tried to look for ways to kind

of break a little bit outside
of that thinking for material.

When we were trying to kind of
rationalize all this system,

we, we had this conceit that
the entire world should be able

to live between the palm of your hand

and the glass at the front
of the phone so that you know

how many every millimeters of distance

is the full like drawing depth of

what you can see on the screen.

So we try to, you know,

imagine, well what's
really happening inside

of that, that world.

I remember running down to
the local hobby shop partway

through the material development

and I just picked up a bunch
of wooden shapes, a bunch

of different colors of paper varieties

of thicknesses just like scrapbooking

paper and things like that.

A few like round wooden discs

that became floating action
buttons and things like that.

And we would just kind of
physically play with those bits

of material and we'd, you
know, take an exacto knife

and kind of slice it down the
center and we'd get some tape

and connect it back.

And we really wanted to
kind of rationalize that

the whole micro universe
that that pocket world

inside that space.

I remember when we did the first

reveal of kind of early material thinking

to the teams outside
of the material teams.

So the application teams that were like,

we hear this thing is
coming, what is this thing

that you've been working
on that we had lots of kind

of beautiful work we could point to,

but we also made a point of
getting an overhead projector,

you know, one of the,
a camera posed above a,

a flatbed surface where you can just kind

of project what's happening on that.

And we'd take all those sheets of paper

and those, we'd have them stacked up.

We knew so many sheets

of a sticky note were this much in Z

height and things like that.

So we'd actually like build it up

and we would be like, well okay, this is

how material behaves,
this is how paper works.

And we would be physically
moving those things around,

seeing the shadows they create,
seeing how they lift or move

or pass under each other

and just kind of trying
to get other designers.

That shorthand that we had
developed on the team for

how we had conceptualized the
space was an important thing

for us to communicate very early on.

- Speaking of other designers, I'm curious

how you think material changed other

people's design practice?

- I think it really helped
reinforce the movement

toward design system that was kind

of already a little bit in place.

I think we had had pattern libraries,

component libraries, we had
brand guidelines, visual guides,

like those all existed.

It was often atomic where
it was like you'd have one

of those or you, you might be
in a company that has a set

of brand guidelines
that's over in one place.

They have a pattern library
that's somewhere else,

they have a component library
that's somewhere else also.

So we really wanted to pull
that together into something

that felt like a comprehensive system

that could have married all
those, those parts together.

We were adding in that
focus on transition,

on scene setting on choreography,

which was new very much in
a lot of ways we're trying

to pull in more guidance around
accessibility that you know,

might have been another separate segment

in the past as well.

But I think even more so was the sense of,

I, I think there had been a
movement of like, oh yeah,

you should get a design system
if you're talking to somebody

at starting up a new product

and maybe they're starting
up a small UX team.

That idea seemed very out of
reach for, for a lot of teams.

It's like, well that
seems crazy expensive in

terms of our work

and engineering's work to
realize something like that.

What we wound up building, we
didn't know it immediately,

but in material we were building a system

for building design systems.

We, we were building
something ultimately have

enough flexibility

and like if you move years down the line

that's getting into different subsystems,

it's getting into design
tokens or variables.

But is the like, okay,
here's a baseline for you

that you can customize
your heart out on top of it

but still have something

that feels very robust foundationally

but bespoke for you as
you, as you employ it.

And I think that was part of

what made material revolutionary.

- Yeah, that that also really
makes a connection in my mind

between what we were saying about the kind

of user's experience

and how their intention shapes
their experience of an app.

It really highlights that
materials users are not just

users, they're also like other teams,

other designers and engineers.

- We talk about the onion layer of users

that we have for material.

So there was like the stewards
of the system at the heart

of the Onion, you know the people

that are all building it
directly, that the material team.

And then there's the teams
in product areas at Google

that cover a number of different products

but they're focused on coherency
within their product suite.

So maybe that's the team
that's responsible for drive

and docs and sheets or
something like that.

Then there's the designer for
an individual product, whether

that's at Google or elsewhere.

And then finally layers

and layers out is the actual
end user of that product.

And we had to account for
thinking about users at all kind

of layers of that, you know, set

of concentric spheres.

How do we make sure
we're building something

that can be used by that team
that manages multiple apps

but is also valuable for the
designer who's doing something

that's an important
extension of the system

for their specific application context

and how does it still feel
coherent to a user who's using

40 different apps across
their device that are all tied

to this foundational system.

- Yeah,
- As I say, we understood scale, we knew

that we were biting off
a lot when we did this.

- Yes,
- Yes.

- I also wanna know how
working on material, you know,

influenced and shaped your journey

beyond being an interaction designer

to being a design leader and beyond.

- You know, I came to Google

as an interaction designer a few years in.

I started doing people management largely

of other interaction designers.

We started material, we had
that, you know, tight team

that we talked about of
interaction leads or designers.

But I think one great virtue
of my time on material was I,

as a people manager, I
got to have the luxury

of managing people with very
different expertise than I,

you know, it's one thing to
kind of lead a team of people

where your own experience in

that field is like
immediately helpful to them

and you can help them solve problems

or see different ways
of thinking about that

and you can kind of nudge
them in interesting ways

and maybe they're following
a career progression

that you've walked yourself.

But once you start leading
people where, you know, for me,

you know, managing a
motion designer, managing

writers a various bands, right?

Managing UX program managers, it's

at one level it's just humbling

because you become aware of like

how much you just don't know.

But it's very exciting

because then you're like,
okay well this is great.

I get to learn all about this
discipline from someone on the

inside of it and understand kind of

what their tension points are

or what's kind of blocking
them in their work

and how I might be able
to help unlock that.

So it's great if you're
a very curious person

because you have this exposure
to all these other people

that are kind of really
weighted into something

and you get to see like at
least the tip of the iceberg

of their processes, which
is always fascinating.

And then I guess my other
takeaway is then it's like,

well this is a design
problem on in and of itself.

Like just how do I, how do,
how do we best organize teams

to make use of all these proficiencies?

What should the interface of our team out

to others look like to
engineering, to product?

How do we partner

with different specializations like

research and things like that?

So that was always very interesting.

And then you start

to see even like the longer
term series of challenges.

'cause you don't want to
be just looking at the

problem in front of you.

You want to be helping to lead the team

towards some more distant goals.

And For me that was very much
this process of like, wow,

we're gonna build this,
you know, design system,

we're gonna design this
design system that seems hard.

And then you go a little bit further out

and just like, well we're also
gonna have to support this

with a robust set of
engineering components

that actually make this
practical for everybody else

to realize the things that
are in this design system.

Well that seems hard even harder.

And then it becomes, well we,
you're gonna have to make sure

that all these many different
teams at the company

and even beyond our company are able

to fruitfully use this design
system to meet their needs.

Well that's hard. And then
you go even further still

where it's like, well,

and ideally they're not gonna have

to like invest in a different
design system two years

down the line, three years the line.

So how do you think about
building in this in a way such

that it is truly organic and sustainable

and accommodates the best thinking from

everybody else who's
using the system in a way

that they feel ownership of it

as opposed to just the small team.

So like this, this series
of very much people

and people interaction problems
became part of the legacy

of my experience on material.

- Before we close, I want to get back

to your game design

and you don't have to reveal anything,

I don't want any spoilers,
but I wanna talk kind

of qualitatively, you said

that earlier in your journey
you were involved in game

design as well and now you are
gearing up to publish a game.

And I'm interested in how
you reflect on the experience

of designing a game, having
passed through this like

large, like huge design
system project at a huge

company with huge constraints.

How you passed from that into
game design where you see

differences, similarities, how it has felt

to you on a personal level to
work on something like that?

- Yeah, I mean I guess the
biggest difference I'll start

with is how uncollaborative
an exercise it is

compared to everything in
my professional career.

It is very solitary work in a lot of ways

of just like I, I have this
vision for this thing I'm trying

to construct what do I need
to do to build that out?

What's new skills do I need
to learn to get me a little,

you know, closer to what
that idealized version is?

And absolutely like
that'll change as it moves

through publication and,

and kind of more hands come in

to bring their, their expertise.

But just at the level of initial
construction and pitching

and even play testing, it's very much a,

well, I guess I'm just in charge
of this world, which is a,

a pretty unfamiliar feeling
compared to, you know,

the rightly collaborative
work that I engaged in for

so much of my career.

So that's one notable difference.

I guess a similarity is I think about,

I can't not think about systems.

So for a game you're kind of,

for the type of game I've
been working on, it's a kind

of game where there are different stories

that could be told within the game.

So what might get referred
to as scenarios where, okay,

at the start of this version of the game,

this player's gonna have these pieces,

you're gonna use this board

and this other player's
gonna have these pieces

and here's the rules that
they're gonna use to interact

that could tweak the
rules in different ways.

So when you're building those scenarios,

that's really the game,
that's the experience

that people are gonna sit down

and have when they play the game.

But behind all of that
is the system, well,

what are the rules, the
pieces, the boards, all of that

that you can take

and you can assemble
together in different ways

to build different
stories, different games.

So that has been the kind of
place where I fall back on many

of the things I learned in material.

It's like, oh, I'm gonna need a way

to pressure test this system.

So I better build out at least
a couple of test scenarios

that I can play quickly

that are gonna let me know
if this rule is working,

if this component is
fitting in where it needs,

I'm gonna need to think about like,

what's the total complexity of the system?

Like how many words are is it gonna

take to explain this thing?

What do people already think
they understand about the game

based on other games that they've played?

So there's so much of,
of that where I feel like

a privilege of being able to
employ the many lessons that I,

I picked up at Google.

- That's really cool. Well, as I said

before, once the game comes out or shortly

before it comes out maybe,

and we have to have you back on the show,

- That would be delightful.

- Rich, thank you so much
for being with me today.

It's great to close out this
series with your perspective.

Like all the guests that I've had on

and many others, you're one
of the people on material who

I really respect and was
really inspired my own

journey. So thanks.

- Thank you so much Liam.
And it was a, a part of, part

of retiring was also the
realization that, you know,

Google had been the place

and the teams that I had worked with

and the others I'd collaborated with,

where I had just done the
best work of my career

and I just couldn't imagine a finer set.

The material team is a
very, very special team

and I, I really appreciated
all the, all the years I got

to spend working with them.

- It's beautiful. Thanks Rich.
- Thank you.

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