I find many designers run into difficulty getting their designs built or even getting the visual designer to stay true to wireframes. What techniques and strategies work for defusing the us vs. them atmosphere and helps a UX designer find compromise that is good for users?
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Often, the source of strife within a team comes from miscommunication and misunderstandings between team members that can be solved or at least improved through talking to each other. A few things to consider:
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The first step in working with people of other disciplines is to understand the discipline itself. Whether this is through self teaching, internal workshops or courses/conferences, if you can get inside the head of the people you work with it makes it much easier to understand what their needs are compared to yours, and vice versa. Obviously unless you are coming from a particular background you won't be as competent as them, but a basic understanding of the role goes along way to helping you understand how to hand over work in the best format, what restrictions the medium has or even what is 'bad graphic design'. Even more so than working with designers, an idea of what is required from a developer's viewpoint allows you to avoid lots of traps and pitfalls that may occur later, which also goes to cement a better relationship. I started life as a developer who also had some eye for design - while I am not nearly as proficient as the 'full timers' in their prospective fields, I have understanding enough to allow me to appreciate time constraints, platform constraints etc.. This approach also allows you to understand when you are being fobbed off by people 'over-elaborating' issues. |
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There are two challenges UX faces in every project: ONE. Developing Consensus on a Team Ultimately, user experience design as a profession must encompass more than pure interaction and visual design. I see understanding the constraints of engineering and business management as a requirement of user experience design. For UX to be successful, it must embrace building consensus as one of its chief responsibilities, and delivering solutions that work for all team members. TWO: Following a Project to the End Traditionally in a waterfall approach, designers create artifacts, throw them over the wall to engineering, and hope for the best. I think most teams now know this approach is none too effective. Much better is to plan for design to be involved every step of the way, throughout all phases of development and QA. I have never seen a design actually uncover and answer every edge case up front. Every single time, new constraints and use cases come out of the development |
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