See the structure.
Find the story.
A messy problem becomes easier to reason about when you can see its pieces, connections and blind spots. I enjoy designing that moment of clarity.
EXPLORE THE IDEAThere's more to
the idea.
Not a feature list or a sales pitch. Three things that make this experiment interesting.
Start with the structure.
Before colour, animation or polished cards, a visual needs an organising idea. What belongs together? What happens first? What is different?
Make relationships tangible.
Connections and dependencies are often hidden in tables and lengthy explanations. A diagram can expose them, but only if it avoids becoming a maze of its own.
Leave room for the human eye.
Spacing, contrast, interaction and good defaults make visual explanations easier to use. The aim is not to draw everything; it is to reveal what matters.
Visuals should explain, not just decorate.
Maps, system sketches, interfaces, information layouts and interactive visual studies all sit here. The examples are exploratory, not diagrams of private infrastructure.
The connected-system problem.
EVE provides a useful example of why multiple components need readable boundaries and understandable interfaces.