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    Designing a Personal Portfolio Website–Web Design Process: Built By Hand Ep 3

    Chris Do's Creative Director Ben Burns confronts the universal struggle of designing for yourself in this raw look at the creative process.

    Chris Do

    Chris Do

    Founder, The Futur™ · July 16, 2021

    The Designer's Dilemma

    Designing for yourself is hard. It is the one project where you are the expert, the subject, and the sole decision-maker. It should be the easiest brief you ever get. Yet, it is almost always the hardest.

    It is the project that amplifies every fear, every doubt, every insecurity. You are too close to see clearly. As Ben Burns, Creative Director at The Futur, puts it, “it feels like you're this close to the work you know so close that you can't see things.”

    For years, Burns’s personal website was the only project he had never finished. It lingered as a testament to this creative paradox. In his series Built By Hand, he embarks on a journey to finally complete it, pulling back the curtain on the often-painful reality of the creative process.

    This is not a simple story about web design. It is a story about the fight. The fight against the blank page, against the inner critic, and against the crushing weight of your own expectations.

    The False Start

    Every creative project begins with a plan. For Burns, the strategy was clear and, to some, controversial. He starts every website design with the desktop layout. Not mobile.

    “I know, I know, I know, mobile design mobile first is a thing,” he admits. “But you know what, I just don't like it. You're just gonna have to deal with it.”

    This isn't just a contrarian take. It is a workflow decision rooted in practicality. Burns focuses on two specific pages to establish the entire design's foundation:

    • The Home Page. He considers it the hardest page to design on any site, but also the one with the most room for creativity. Tackling it first gets the biggest challenge out of the way.
    • The Blog Post Page. This page is a typographical workhorse. It contains every text element, from headings and paragraphs to lists and blockquotes, making it the perfect sandbox for finalizing the site's typographic system.

    Armed with mood boards from his research phase, Burns began moving pixels. The initial energy was high. He experimented with layouts, blocks, and artboards. But quickly, the momentum stalled.

    The first designs felt wrong. “Gimmicky,” he says, looking back. Something was missing. The work wasn't living up to the vision. The excitement from the research phase evaporated, replaced by a familiar sense of disappointment.

    “I spent a good chunk of the day working on something that I don't know if I'm really proud of,” Burns reflects. “It's not living up to the expectation that I had when I sat down to design.”

    He had hit the first wall. It is a moment every creator knows well. The moment when the idea in your head fails to translate to the canvas in front of you.

    The Curse of the Creative

    This is where the real work begins. The initial failure triggered something deeper than simple frustration. It tapped into a vein of self-doubt and professional anxiety that runs through the core of the creative identity.

    Designing for yourself is hard. But it is hard for reasons that go beyond aesthetics. It's because there is no client to provide validation. There is no external force to say, “Hey, this is good.” Without that feedback loop, the creator is left alone with their own inner critic, a voice that is rarely kind.

    “These projects where I'm designing for myself seem to just like amplify any of the fears or stresses or doubts,” Burns explains. “It just it makes those things feel bigger somehow.”

    This internal pressure was compounded by external stress. A cross-country move, building a new house, raising two young children, and managing the creative team at The Futur. The chaos of life bled into the creative process, making the incline of the project feel even steeper.

    The confidence Burns had felt earlier completely fizzled out. This is the creative low point. A valley of despair where the project feels doomed and, worse, you feel like a failure for not being able to fix it. This is where imposter syndrome thrives.

    “There are a lot of eyes on this project and I feel like there's an expectation that just because I'm part of The Futur that means I'm some legendary designer,” he confesses. “The truth is is that I never went to design school. I don't have that pedigree. I'm homegrown and I'm self-taught.”

    This fear of being exposed is a powerful, paralyzing force. He calls it a “fear of being exposed as a bad designer.” As soon as an idea is put on the artboard, it becomes vulnerable. It can be judged. And in that judgment, the fear has the potential of being realized.

    The creative process, for Burns and many others, is not a joyful skip through a field of ideas. It is painful. It is a constant questioning of decisions, a struggle to bridge the gap between vision and execution. The work of building a strong personal brand through a portfolio site becomes a deeply personal and vulnerable act.

    You Are Not Alone

    What Burns discovered in this moment of intense self-doubt is a fundamental truth of creative work: he was not the only one who felt this way.

    “The personal doubt is just the curse of the creative,” he says. “And I think that great work is just on the other side of that every single time.”

    To prove the point, he reached out to other highly respected designers. First, Fabien Barral, the French graphic designer known to the community as Mr Cup. Barral is a staple in the industry, renowned for his gorgeous letterpress work and highly curated collections. If anyone has mastered the creative process, it should be him.

    Yet, Barral’s confession sounds remarkably familiar. “The creative process for me is still, I will say quietly, hard,” he explains. “It's not really as smooth as it seems. It's always doubts, failure...There is always this time in the creative process you are like, this is [trash], and then five minutes after, I am so bad.”

    Even for a master like Mr Cup, the process is a rollercoaster of self-doubt and breakthrough. The difference is that seasoned creators know the feeling is part of the journey. They trust that if they keep pushing, something will emerge.

    Next, Burns turned to his friend Greg Gunn, a creative industry legend and co-founder of the design and animation studio Blind. Gunn’s illustration work is everywhere, and he even produced a short film with Disney. He is no stranger to high-stakes creative projects.

    When discussing the unique pain of a personal portfolio, Gunn cuts right to the heart of the matter. Client work gets you close to the project. But a personal website is different. It is not just close, it is you.

    “When it's your personal website, it's literally you. You are it,” Gunn says. “It's really difficult not to be really critical and get existential about that.”

    The project ceases to be about design and becomes a reflection of your identity, your skill, and your value. This is why it’s so much harder. The stakes feel infinitely higher. Knowing that others, even those at the top of their fields, share this struggle can be a profound comfort. It normalizes the anxiety and reframes it not as a personal failing, but as an integral part of making something meaningful.

    The Epiphany of Play

    The realization that he was not alone was a comfort, but it was not a solution. The design was still stalled and the frustration remained. The breakthrough came from an unexpected source: his oldest daughter.

    An avid artist, she loves to draw with her dad. But as her ambition grew, so did her frustration. While trying to draw a house, she became increasingly upset that her drawings didn't match the image in her mind. Finally, she gave up.

    Burns immediately swooped in with the kind of encouragement any good parent would offer. “Hey, you just got to keep trying. Remember we're drawing for fun and it doesn't matter if it's not perfect.”

    She listened. She let go of the need for perfection and just started drawing. Her sketchbook filled with little houses, some silly, some funny. She was absorbed in the process. She was giggling. She was playing.

    And something incredible happened. Every version got better and better.

    Watching her, Burns had an epiphany. He was telling his daughter to do the very thing he had stopped doing himself. He had been so focused on creating the perfect, final design that he had forgotten how to experiment. He had forgotten how to have fun.

    He needed to play.

    This was the critical reframe. He realized he was holding himself to an impossible standard, expecting a flawless design to flow directly from his mind to the artboard. But the creative process doesn't work like that. It requires experimentation. It requires trying things that might turn out wrong. It requires play.

    This shift in mindset is the key to overcoming the creative low point. Stop trying to make something perfect. Start trying to make something. Anything. This approach aligns with the principle that you should not wait for inspiration to strike, but rather create the conditions for it to appear, a theme often explored in discussions of originality and creativity.

    With this newfound perspective, Burns got back to work. Not to achieve a final result, but to play.

    From Block to Breakthrough

    The shift from pressure to play opened up a new world of possibilities. Instead of forcing a layout, Burns started experimenting with elements he found interesting. He pulled in a new display typeface, Vultura, a high-contrast font with funky, brush-stroke-like details by Vocal Type Co.

    “I just kind of fell in love with it,” he says. He played with a layout where a large, outlined version of the typeface filled the screen, revealing a background image on hover. The gimmicky feeling was gone, replaced by something interactive and engaging.

    This playful experimentation led to a series of breakthroughs that formed the backbone of the new design:

    • The Grid. He established a five-column grid that was asymmetrical but felt balanced. This provided a strong structure for all other elements.
    • The Color Palette. He began finalizing a color scheme that felt right, departing from his earlier, less-inspired attempts.
    • The Typographic Hierarchy. With the grid and colors in place, he started building out a complete typographic system, defining the relationship between all text elements.

    At this point, Burns distinguishes between two core typographic concepts. They are not the same thing.

    A type scale is a set of type sizes that work harmoniously because they relate to each other proportionally. A simple example is starting with a 16px paragraph and doubling the size for each level up the hierarchy: 32px, 64px, and so on. The scale is about the mathematical relationship between sizes.

    A type system is how you apply that scale. It is the set of rules that dictates which size from your scale is used for primary headings, which for sub-headers, and which for body copy. Establishing this system early is crucial for creating visual consistency.

    Inspired by the process of other designers like Sebastian Stapelfeldt, known for his incredibly detailed fictional user interfaces, Burns also returned to an old-school tool: a sketchbook. Stapelfeldt often sketches basic shapes and concepts on paper before moving to the screen. Burns realized he had abandoned this practice mid-project.

    He grabbed a sketchbook and started thumbnailing ideas for the full-screen menu, a feature he knew he wanted but couldn't visualize. On paper, the ideas started to flow. He designed several options and brought them back into his design software, feeling a renewed sense of clarity and momentum.

    He had hit a flow state. “If you've been here, you know exactly what I mean,” Burns says. “You get it. You know what things are supposed to look like, you speak the language, and it just flows out of you.”

    The Unseen Struggle

    After days of struggle and doubt, Burns finally had a design he was proud of. It was asymmetrical, the type felt personal, and the grid was strong. “I'm pretty pumped and I'm also surprised,” he admits. “I'm happy with it.”

    But the finished design is not the point of this story. The point is the journey to get there. The real lesson is hidden in the ugly, frustrating, and often un-televised parts of the process. The design industry is saturated with polished final products on Dribbble and time-lapses that make creativity look like magic. This polished narrative is a lie.

    “I think we in design culture are losing touch with the hidden struggle,” Burns argues. “That secret beast, the looming deadline and the sleepless nights that we don't talk about...the anguish that people go through when they're trying to make something beautiful.”

    This series is an attempt to make that struggle visible. It is for every creative who has hit a brick wall, who has never felt truly happy with their work, who has felt like the odd one out while pushing a boulder up a hill every day.

    The creative process often follows a predictable, painful pattern, famously articulated by Ira Glass of This American Life. It can be visualized as a graph:

    1. You start a project at a baseline, feeling okay.
    2. You get inspired, and your excitement shoots up.
    3. You create your first version, and it falls drastically short of your vision. It sucks.
    4. You internalize this failure. “It sucks” becomes “I suck.”

    This is the low point. The valley of despair. And this is where most people stop. This is where projects die and self-doubt wins.

    But the key is to keep pushing. The journey from “it sucks” to “it’s okay” and eventually to “it’s actually pretty good” is paved with relentless work. This is what Ira Glass calls closing The Gap: the distance between your taste, which is often excellent, and your current skill level.

    Every piece of work you create helps close that gap a little more. Abandoning ship at the low point ensures the gap remains forever. Many creatives could benefit from exploring their mindset, a topic covered by experts on how to master pricing and creative blocks, as this struggle is as much psychological as it is technical.

    Here is the bottom line.

    You'll never create anything great if you never create anything at all.

    designing for yourself is hard you don't have that outside perspective that you do with clients and it feels like you're this close to the work you know so close that you can't see things my name is ben burns i'm a designer creative director and father of the year five years running i'm on a journey to rethink revamp and redesign my personal website it's the only project that i've never finished it's time to get this built welcome to built by hand hold on real quick whoa whoa whoa hold on just a minute you haven't even liked this video yet have you like the video please we're on a mission uh to do something we're on a mission to help a billion people make a living doing what they love and every single like helps us reach more people so do me a favor head down there click the like button i would really appreciate it thank you thank you so much last episode i did creative research i collected a bunch of great reference material and i put it in a few mood boards that helped me refine how i wanted the site to look and feel but this time the mission is to move pixels around on a screen until i'm happy with the way things look in other words it's time to design the site [Music] [Music] i know this is going to start a fight i know it i'm going to do it anyways whenever i start a website project i always hands down 100 of the time start on desktop i know i know i know mobile design mobile first is a thing and so many proponents for for that whole philosophy starting with mobile but you know what i just don't like it you're just gonna have to deal with it that's it come at me i'm just kidding please don't please be nice every time i start designing a website i start with the desktop full desktop layout and i always start with two very specific pages the home page and a blog post page and i do that for a reason the home page is you know there's a lot of room for creativity on a homepage design it's also the hardest page to design on any site in my opinion and so i like to start there and get that out of the way really really quickly for the blog post page this page is chock full of typography that you're going to be using throughout the rest of the site so it kind of helps to see all of your type on one page from your paragraphs to your headings to your blog quotes to the ordered lists and unordered lists you're going to have all of that good stuff right there on the blog post page so it helps to start there to iron out all of your type before moving into the rest of the site all the keyboard warriors are going to come out for that it's like it's not the proper way to do things well do it your way then how about that [Music] we're just gonna kind of like experiment with um artboards and blocks and just kind of like check out different ways to position elements on the page and then we're gonna do some homepage designs and probably a few blog post [Music] designs [Music] i don't know man it just feels gimmicky but what's what this is telling me is that like the text is important to me like having some some sort of heading on this page is going to be important because that's what i'm missing on this lock up here [Music] [Applause] so [Music] and then as far as type setting the blog post screen um didn't make as much progress as i thought we were gonna make today probably do three or four more options playing with different weights um maybe do like a light version where there's a white background in black text and stuff like that but [Music] looking back that day i can see a direct correlation between what i put together then and what it eventually became but honestly i couldn't see that connection at the time it's been raining all day and i'm just now getting out for for a walk and i spent a good chunk of the day working on something that i don't know if i'm really proud of i spent a lot of time on the artboard today and what i put on page she's not happy with it's not living up to the expectation that i had when i sat down to design designing for yourself is hard you don't have that outside perspective that you do with clients and it feels like you're this close to the work you know so close that you can't see things and there's no client to give you that validation like hey this is good you know these these projects where i'm designing for myself seem to just like amplify any of the fears or stresses or doubts it just it feels it it makes those things feel bigger somehow for some reason i don't know i have a lot going on right now aside from two little wild kids and managing the team of the future we just moved across the country this is pretty much it super cute teeny tiny it's literally one corner and we're building a house this is my office and this is above the garage so between everything in my world being up in the air and being frustrated with the first swing at the at the design the excitement and energy that i had from the research phase absolutely fizzled out this is the part of the process like where we left off last time was the creative low for me and uh i like it i like what we did last time but it's it's i'm just like it can be so much better and so this is me starting to pull out of that low and i'm i'm sure that like at some point it'll get you know i'll hit the hit a peak again and then go down into the valley but the the confidence level fluctuates through the whole project um i'm sure i'm not the only one imposter syndrome is is real there are a lot of eyes on this project and i feel like there's an expectation that just because i'm part part of the future that means i'm some legendary designer and i don't know i want to live up to those expectations but the truth is is that i never went to design school you know i don't have that pedigree i'm i'm homegrown and i'm i'm self-taught i learned the tools and the and the craft on the job but come to think about it like if i really think about it i actually felt the same way before the future i used to feel insecure even working with clients i don't know maybe this is just me but i have this i've always had this fear of being exposed as as a bad designer and as soon as i put something on the art board or as soon as i put something out into the world those fears have the potential of being realized you know the creative process is just it's always a little painful for me i enjoy the work when i get into that flow state and i definitely like the result of making something but i constantly question my decisions but what surprised me is that i'm not the only one who feels like this the the personal doubt is is just the curse of the creative and i think that great great work is just on the other side of that every single time i go through myself it's crippling sometimes where you're just down yeah but yeah but i think we are very lucky because at the end we create something so there is doubts and fear but we create we are creators so at the end there is an object a project a website whatever we create so we are lucky to be creative people and to inspire all the people we are the kind of we are inspiring people to change and to do stuff instead of focusing on the on the bad stuff mr cup has been around as a staple in the design community for ages his work is gorgeous and his collections are enviable and if he still struggles with the creative process you gotta think that that many people do but all the creative process for me is still i will say quietly um hard you know it's not really as smooth as it steams you know it's always doubts failure and you know there is always this time in the creative process you are like this is you know and then five minutes after it's i am you know because i am so bad and then something pop up and and you go zone and i am really fascinated by the creative process myself and the creative process that experience is different for everyone and for me it's it's a little bit like pushing a boulder up a hill and i think that the the fact that i'm designing for myself it almost makes the incline even steeper you know it just it's that much harder but that's what this journey is all about pushing forward when i embarked on this project i wanted to do everything myself if i wasn't really confident in something i would just do it anyway make it happen if i didn't know how i'd learn but if i was smarter if i was smarter i might have done things a little differently i actually i hired a friend of mine uh to design the whole website i was like you look you're a much better designer than i forgot about that yeah greg gunn is a good friend of mine he's an expert in color and an inspirational illustrator his work is everywhere i mean he even produced a short film with disney the guy's a legend when you're doing client work you already get this close to it and then it gets personal and you're like uh you struggle with like separating yourself from your work and the value and there's all there's a lot to to talk about there when it's your personal website it's literally you you are it you're not close to it like you're it yeah like there's my face in these yeah letters here right right so it's really difficult not to be really critical and yeah and get existential about that i think sometimes we just need to know that we're not alone i don't know i take comfort in the fact that other people go through the same thing and then kind of come out the other side okay i realized that i was holding myself to an impossible standard i expected to pick up the mouse and have the perfect design flow from mine to artboard and it doesn't work like that you have to experiment you have to play you have to try stuff even stuff that turns out absolutely wrong my oldest daughter loves to draw and it is one of our favorite things to do together she draws so much that she's actually running out of subject matter so she's been moving past like flowers and trying things that are a little bit more ambitious i watched her as she tried to draw a house a few times and each time she got more and more frustrated that it didn't look the way that she wanted to until finally she gave up now pretty much immediately i swooped in with hey you just got to keep trying remember we're drawing for fun and it doesn't matter if it's not perfect you know all these dad things and besides they look great already so she listened to me and eventually she had her just her whole sketchbook covered with little drawings of houses she just got absorbed in that process you know we giggled when something looked funny or goofy she was playing and the thing is is that every version got better and better and better i needed to play i needed to have fun i needed to just keep trying things keep experimenting so with that in mind i got back to work obviously this is not a genius layout but like there's just something missing about this and i felt the need to pull in a display typeface this one vultura super high contrast it's got these like funky um brush stroke elements on the on the ends of some of the some of the uh strokes here i just kind of fell in love with it so i was playing around with this and i actually did this layout that i really like obviously when you hover over this lower quadrant of the screen you can do something like that background image appears there's a mouse takeover the the typeface fills in and then you know that side brings up a different image i also started nailing down the color palette um and i'm i'm really liking this this setup here i'm going to run things by greg i'm also really feeling this grid five columns i've got some space over here on the on the left for the for the menu and then just a small gutter over here and the reason why i'm digging this is because it works for this layout here so even though the page is offset like it's not perfectly centered you still get that centered feeling from these two things so i'm gonna pull my type scheme down here so this is something i was toying around with last night is like figuring out how things would work together and um kind of setting the system and the and the scale in place i'm pretty happy with where we net it out here this is a 22 yeah so it's pretty it's pretty large for for body text which i'm a fan i like it [Music] you know it's difficult for me to talk about the process of design you know i i i think it's because i don't design in a linear fashion like there's not a step-by-step process that i use whenever i sit down to actually design a web page but i guess at a very basic level i usually begin with the grid like i plot out a good grid even if it changes later because the grid is really the the backbone of the entire design and i want to have that in place as i start bringing on all of the elements that belong on the page so once that's in place then i start figuring out my typography and i start bringing in color and imagery and interactive elements and usually the last step is detail design these are things like buttons and forms and links those small things that really matter to a website that's usually the last step now one thing to note when i'm working with clients i always want to have all of the content that belongs on the page done before i start designing and that's because i need to know what i'm designing for right but with this site you'll see that i'm using a lot of placeholders and it's because i have ultimate control over the content so if i need to shoot a new image for a certain spot on the page i can do that if i even need to to cut out an entire section of the page because i just don't have the content for that i can do that too and so because i have ultimate control over how the site's going to turn out and what content belongs on the page i'm just using placeholders for the design so i can really focus in on the little things that matter so this part is the same but then when you get it down here i was like okay what if we took like what if we make a list out of this stuff um i feel like this is a better fit so obviously with this list we need some sort of like cover effect and i was thinking doing like an image load over on this side somewhere maybe it's like behind the uh the text here or something like that um where it gives a preview of whatever i'm talking about like it's keycap set or this this amazing house tour video or whatever um so i need to i need to increase the spacing between these these elements to accomplish that but this is what i'm feeling like it took a while to like pull out but i'm kind of digging this [Music] so [Music] so [Music] things were going pretty well i felt like i was converging on the right layout you know nailing down the grid and establishing a nice color palette and i finally figured out my type scale and my type system so what's the difference between a type scale and a type system it's a great question something that i was wondering myself until maybe just a year ago a type scale is uh it's a group of type sizes that work well together because they increase and decrease in the same proportion so like a simple type scale is to start with a reasonable paragraph size and then double it every time you bump up in the hierarchy so for example if you start at 16 pixels then the next level up would be 32 and then 64 and so on and so forth and the scale type scale is literally all about the proportions between the different sizes and why they work well together a type system is how you choose to use those different sizes within your scale you know how big your primary headings are versus your caption text or how big your paragraphs are versus your sub headers the system is crucial to establish really early in the design exploration process if you want to learn more about type systems type scales and just a whole bunch of stuff about typography check out our type 1 course it's linked in the description below at this point i started to feel like things were turning out the visual language started to emerge like the bones were there but i also kept getting hung up on some things for example i i knew i wanted the menu to open up the entire screen but how i needed to do that was an absolute mystery to me i i just couldn't see it so i have these drawings and sometimes my final design looks totally different so this is completely the the opposite of what i created or drew down there but it's more like an anchor or something sebastian is one of my design heroes his ui designs are literally out of this world in fact they blur the line between art and interface one of the coolest things that i find in your work are all the little elements so like if we look really closely at the at the work there's tons of like these little shapes barcodes like little like dials and i'm seeing just an immense amount of different data visualization where does this come from i create all of this from scratch every time i don't copy paste stuff it's that's also not something because what i what i like is data visualization but i never take a when i create these i never take a look at these things it's more more like a flow and a go with it and then think about okay what does data visualization has it has bars it has some kind of scales then you put in think about elements components in ui design again you have sliders you have knobs you have a different kind of thing and mix it up and try to make it look as functional as possible because i had this these interfaces in my mind i did like this so what i do is sometimes what you can see here i use pencil and then i draw the basic shape and the rest is just directly in there and because there's no right or wrong so it takes time to design this so i draw them down so i don't forget it you know honestly i got inspired hearing sebastian talk about his process how he carries around this sketchbook and he sketches thumbnails out whenever the inspiration strikes there's there's just something about working in a sketchbook that just works i mean i've said it before but the thing is i actually forget about using that pencil in the middle of the project i always start projects with it but i rarely pick it up again until the next project begins it's really weird so that's what i did i grabbed a sketchbook and i went to work all right here's what i'm thinking we've got a couple of different options for the menu i want it to be full screen because i'm a sucker or full screen menus um and i'm thinking something like this like this is just a just wanted to get something on the on the board um i think we're gonna do like super huge type for the main four options and then have contact details below here maybe that's like social the po box if people wanted to send me stuff that kind of thing and then this is kind of like a like one of those circular text elements that we have there's a couple of good concepts in here let's um let's get these designed and see how they turn out [Music] so [Music] so [Music] [Music] good to explore but i i'm really liking both of these options better it was really at this point where i hit that flow and if you've been here you know exactly what i mean you get it you know what things are supposed to look like you speak the language and it just flows out of you i think we're in a really good spot with the type layout and color so it's gonna be time to roll through the rest of the pages and get everything [Music] designed [Music] [Music] [Music] [Music] [Music] i had most of the pages laid out and i realized that i was feeling pretty good about things you know i was actually happy with what i'd made which for me is is a little bit weird i don't know maybe i'm biased but i like it i'm pretty pumped and i'm also surprised you know i i love the asymmetry i love the the grid i love the images hanging off the bottom of the page the type really feels like like me i'm happy with it [Music] now you might not like it and that's okay i i mean if you do like it let me know in the comment section below high five you know but here's the deal the design of my personal website isn't the point of any of these videos i'm not here to show off this isn't a flex this whole series is about the creative journey the highs and the lows the twists the turns the fight you know with all the magical time lapses of great designs and shiny polished dribble posts i think we in design culture are losing touch with the hidden struggle you know that that secret beast the looming deadline and the sleepless nights that we don't talk about that we don't talk about the anguish that people go through when they're trying to make something beautiful so this is for all of you out there that you know that feel weird when you hit a brick wall in your process those of you who are never truly happy with the things that you make you know those of you who are sitting out there wondering if you're the odd man out pushing that boulder up the hill day in and day out i see you you're not alone now i don't know where this originates but i saw a graph about the creative process once you start the project somewhere at your baseline then you get inspired by something and you get really excited and then you make something and wind up down here and what you made well it sucks then you start internalizing and then it sucks become i suck and this is where most people stop but not you not anymore you're going to keep pushing because eventually if you work enough the thing is going to start to look pretty much okay and then if you work a little harder on it and push a little farther man it's actually starting to look pretty good we keep pushing if we abandon ship at the low point we'll never close the gap between our taste and what we can make and it takes a lot of work to close that gap and to be honest i don't know if it ever completely closes here's the bottom line you'll never create anything great if you never create anything at all uh okay well i got a little deep [Music] i watched the gap by iraq last today and i got all fired up so next time next episode we're going to be moving into the development phase this is where we take our designs and we make them real they become an actual website that you can interact with and spoiler alert i am not an engineer not even close let me ask you can you relate to the ups and downs of this creative process or are you one of those lucky ones who sits down and just makes magic happen because if so you need to leave no let me know in the comment section below let's talk about it and once again i am not here to tell you how to do things i'm simply sharing my journey there are better designers and engineers out there who you can learn from just pick up what you need leave what you don't find the process that works for you oh and by the way before you ask i'm talking to you figma fanboys i like figma i really do i've used it we've used it on projects i'm just more comfortable in xd that's it and guys they're just tools they are just tools so i don't want to see you in the chat preaching figma i like xd okay but that's it there's no they're both good just get [Music] just stop please all right guys time for you to get back to work you got this go out there and crush it remember we love you and i'll see you next time
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    “The personal doubt is just the curse of the creative.”

    — Chris Do

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