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Should designers code?
Should designers code?
Ah yes, this old chestnut. It pops up as reliably as daffodils in early spring. My perspective has changed very little over the years. Telling web designers they don't need to worry about code is like telling architects they don't need to worry about steel, wood or physics.— Brad Fr
·bradfrost.com·
Should designers code?
Fluid Design Tools for a Responsive Design System World
Fluid Design Tools for a Responsive Design System World
Modern design tools are great, but their efforts to reflect the responsive reality of web design have been lacking. Too often, they’re stuck in static design thinking, or adaptive layouts like mobile, tablet, and desktop. The rise of design systems has helped, allowing for easy preview of responsive patterns. But our design tools aren’t yet equipped to allow designers to move easily from design to code. Where are the tools that allow for truly fluid layouts? What would they even look like? In this talk, Jason will look at how our design processes have changed, how design tools should integrate with design systems, and how close we can get to an ideal fluid design tool today.
·youtube.com·
Fluid Design Tools for a Responsive Design System World
Is Frontend Web Development Sexist?
Is Frontend Web Development Sexist?
Earlier this week a judge threw out the class action lawsuit against Google for pay discrimination. Embedded within a larger case about pay…
·melissamcewen.medium.com·
Is Frontend Web Development Sexist?
Ending design handoff: this is our fight
Ending design handoff: this is our fight
If we, as designers, don’t fight to end the design handoff sh** show, then who will?
unnecessary rework of both design and code is nearly guaranteed, and the monetary costs are high. The Dev Ops Research & Assessment Group calculates that for a medium-sized business at a medium level of technical performance, upwards of 37.8M is lost to unnecessary rework each year.
Forrester Research quantified how much cheaper it is to find and fix problems earlier in the build process, with costs 30 times higher if fixes happen after work ships.
starting with a Double Diamond design process, then shifting to the build phase with iterative engineering sprints:In No Handoff, discovery, and development phases happen in iterations with the involvement of an interdisciplinary team:Discovery is not conducted solely by the UX and Design team, nor compressed into a single sprint. It takes place in cycles as the team tests the prototype with users and gains more insights.Definition is when decisions are made on what to prioritize, and what to work on next. Basing these decisions on the latest rounds of feedback further reduces risk.During Develop/Deliver stages, both design and functionality emerge side by side, informing one another. In this way, designers avoid specifying needlessly expensive directions or components or designing things in detail that don’t have value or won't be built. Engineers avoid building functionality ahead of validated business needs, and also avoid unnecessary rework due to unexpected redesigns.
This iterative process clearly reduces risk, but other benefits are more surprising.Teams develop a shared vocabulary, tooling, and cadence, closing the gap between engineering and product.The voice of the end user is elevated; design and function co-emerge based on real usability needs. Traditional project handoff precludes the possibility of continuous listening, while the No Handoff Method is built around it.Designers are working directly on the product design, not on throwaway artifacts.Onboarding is happening continuously with end users during frequent testing phases. This further reduces the risk of users (or other stakeholders) unexpectedly rejecting the end results.Iteration and frequent user testing can give Marketing and Sales teams invaluable insights in advance of releases.An atmosphere of trust is built as developers and designers become comfortable openly sharing work earlier in the ideation phase without fear of reprisal for mistakes or imperfections.Leadership and end-users trust that they are being heard, too, because they see and experience the results of their feedback in future iterations.Trust allows teams to develop a culture of learning, continuously improving the product.
·uxdesign.cc·
Ending design handoff: this is our fight
The Best Handoff Is No Handoff — Smart Interface Design Patterns
The Best Handoff Is No Handoff — Smart Interface Design Patterns
Design handoffs are inefficient and painful. They cause frustration, friction and a lot of back and forth. Can we avoid them altogether? Of course we can! Let’s see how to do just that.
Design decisions have to be informed by technical implementations and its limitations. There is no universal language around design patterns and their interaction design either. And not every design detail can be implemented in an accessible and performant way. This is why beautiful mock-ups turn into painfully slow and inaccessible monsters.
·smart-interface-design-patterns.com·
The Best Handoff Is No Handoff — Smart Interface Design Patterns
Things You Should Never Do, Part I
Things You Should Never Do, Part I
Netscape 6.0 is finally going into its first public beta. There never was a version 5.0. The last major release, version 4.0, was released almost three years ago. Three years is an awfully long tim…
·joelonsoftware.com·
Things You Should Never Do, Part I
Sometimes the job is an assembly line
Sometimes the job is an assembly line
A riff on a post by Robb Owen
creative work is much better suited by a prototyping demo loop or a hot-potato process to overcome the tension between design and development
Anyways. If you do find yourself stuck on an assembly line, I recommend a good set of headphones and chill lo-fi beats or whatever music helps you focus.
·daverupert.com·
Sometimes the job is an assembly line