A designer needs to understand and work with their medium and as long as they keep trying to represent the web (where their designs will be shrunk, enlarged, reflowed, include a time dimension and at any point entire elements can appear and disappear as a result of interactions) as a bunch of static 2D pictures they're working against their medium and are basically out of date. This was kind of understandable in the 90s when the concept of designing for the www was becoming mainstream. Around that time I was expecting it to take 5-10 years for the old generation of designers to fade out and for new people to arrive who would be trained and understand that print design isn't web design. I underestimated the problem, because that didn't happen.
It's now 2018 and I still regularly see job ads asking for developers who will create "pixel perfect PSD to HTML conversions". This is so wrong-headed.
I enjoyed the article, I remember rubbing sheets of Letraset transfer and literally cutting and pasting with a scalpel and Pritt Stick. The author is obviously clever and understanding of the current problems in web design. But I can't help thinking the main question the article asks is similar to "why is there still no point and click software with which I can write a high-quality novel?" or "why can't my beautiful rendering of a car be output as a working vehicle"
I'm not sure if we've actually moved away from this or are moving more toward it. It used to be somewhat expected that a site should be functional without css (by putting the core content at the top), javascript and images but no one designs for that anymore. Half the buttons on the modern web are meaningless without a font served from a CDN.
And now we're moving toward a web built on canvas + web assembly, our user agents will have less control than ever. Maybe we can even cut out the middle men and render the psd directly.
I know you're making a bit of a slight, but I won't kid you that publishers—frustrated by the fact that certain interactive features and desired visual structures require an understanding of the platform and code (even if they just have to hire people who -do-)—have started some move back to using print-version PDF's served to applications like Texture (recently purchased by Apple). Even with any compression or download-size problems that might come along with it. The art teams and editors are all very happy to keep doing the same process they've been doing for ~25 years, after having another technological progression dangling in front of them. If they could just take the PSD, stick it in a black-box folder and have it come out in their publication on every platform they output to... I think they might dance in the streets. Or start drinking earlier.
Am a programmer who has worked with first-hand with such publications. And now doesn't.
I am sick and tired of designers who are mostly glorified pixel pushers that throw together something pretty, but give no thought to edge cases or application states that force their designs into becoming ugly or having a poor interaction, or just becoming downright unusable, all because they rely on shallow and antiquated schools of thought that were born out of the paper and magazine media industries. Pretty, but rigid designs.
I love working with designers who know they have no idea how to code, admit to having no idea how to code, but persistently work with the developers to ensure a smooth hand off of designed assets. Everyone's job is easier when they attempt to understand the other team member's job and tasks as well. I don't expect everyone to understand how to code but I don't think anybody likes working with someone who makes their job harder.
For the former though, I actually wish more designers had better knowledge of the "shallow and antiquated schools of thought" from the print world. A lot of that was born out of decades of iteration, and many of the toys that the web gives us aren't actually very useful for the kinds of content that many of them are tasked with publishing.
Perhaps that's because "designer" is just a label that anybody can use, as opposed to e.g. an "MSc industrial design" which is someone with proper education.
You're ignoring the other aspects of design; research, testing, etc. Just because I don't code doesn't mean I don't understand the ramification of what I put down on 'paper'
I have coded in the past but I chose to let that skill drop as it takes practice and time.
By example, here's an overview of my methodologies. In fact, I call out how I can save coding time by iterating ahead of the dev.
Hell the very article linked to irks me because of the persistent bars (so typical of Medium.com derived sites) that cramp the actual article area.
But even worse is sites like the new Reddit, that tries to behave more like a mobile app than a document.
Shameless plug: http://h5mag.com/
(I'm just a friend of the founder of h5mag, and would love to know what isn't DevTools'y about h5mag, from a developers perspective. Disclaimer: I'm a developer...)
You need a language and a metaphor for those items too.
But these are the best parts of the web! As much as designers want to believe it, a web app isn't actually a series of pictures. There are far more possibilities than with paper, and you remove all of those possibilities when you insist on designing like it's paper.
Disclaimer: I am a designer who codes.