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55

I think the process of producing software is much more efficient if the designers (or those that contribute to the design) have a strong technical understanding of the medium. For instance, in designing a website it helps to understand what can be achieved via CSS because if you design things that can't be expressed with CSS and require images instead (or ...


26

It's important for me to keep my prototyping in at least two threads, and three if I am trying to understand detailed interactions with animation. Thread 1: Flow, function, form, and data Starting on paper (actually usually a whiteboard design session with others). Focus on screen flow, then major functions and potential layouts of particularly important ...


20

A user experience designer is a fantastic asset during the requirements and analysis phase, so you should hire one as soon as possible. Part of requirements and analysis is determining what the product should do, possibly based on experience you've gained from the prior iteration. UX people are expertly trained to help out here. Their experience with user ...


18

If s/he's colouring in your wireframes then possibly you're providing them with too high a fidelity version. Try lowering the fidelity so that they have to put some interpretation into your wireframes while still respecting the IA requirements. Here's my crude example of high vs. low fidelity wireframes. /EDIT - Edited the mockup so it's not quite so ...


17

Personally speaking, lean UX is not a type of UX strategy, it is more like the business strategy which accommodates the fundamental UX principles. In UX Design you Design -> Prototype -> Validate as is, but when you do this in sync with other development units in the organization, it becomes lean UX. Anyways, here are some of the links/books/what-have-you. ...


15

The minimalists would say "when there is nothing left to remove" :-) Ok, Now seriously, an interface is complete when is satisfies all the goals you set for it - so if you don't have measurable goals you can't measure completeness - after all you can't measure fitness without knowing what you are supposed to fit to. A good example of goals would be: ...


15

Could working more collaboratively overcome some of this so that the visual designer gets to understand the thinking behind the wireframe and so gets an understanding of what they are then able add over and above colour? On reading your description of a wireframe it sounds very final with little room for interpretation. If you are in the business of ...


15

Of course we have to! Well, maybe not technically understanding or knowing the actual syntax of the implementation of a feature, but we should understand and be aware of how much effort goes into implementing certain features, ie. how expensive they are. Good UX doesn't come cheap all the time regarding the time it takes to realize the design. UX people ...


13

This answer applies to most presentations, not just UX ones. A good presentation is like a story, where you take your audience on the journey that you want them to experience. If you send the presentation to them ahead of time, you lose the ability to take them on that journey. There are other potential negatives as well in that your audience may start ...


13

If you looking for different processes rather than methods, there are User Centered Design / Goal Directed Design Usability Engineering Design Thinking LeanUX / LeanStartup Data (or Metrics) Driven Design Open Innovation / Participatory Design Lead User Design / Design-driven Innovation Four of them did I examine for innovation capabilites in a past ...


13

Mobile first means that you start your design process off by designing for mobile. Once you have that done, you can easily modify the design for pc. The main reasoning behind this is that if you voluntarily constrain yourself to mobile, you will be forced to make decisions about what is really important, and what you need to focus on. By doing that, you ...


12

My favourite illustration about design processes is the following: Don't even care about where does it come from, it's the long-forgotten old-style software design (when there wasn't separate UX and technical design, there was software engineering, and engineering processes), but it still holds the key. As you see, all start roughly at the beginning, but ...


11

The iterative design that characterizes UCD fits very well with the iterative development that characterizes Agile. You want your design iterations to dovetail with developmentā€™s iterations. But before that, you need time up front before the developers start coding to do the preliminary research to identify the user goals and points of pain, and to get a ...


11

Option 1 by far. Please tell them that mouse distance is only one of many UX factors that need considered. Scan-ability - Knowing that the buttons are always at the bottom will cut out a lot of cognation and time for the user. Who says the users curser will start from the top? Think about where your curser is right now? is it near the top? or the middle ...


11

My response may be biased because I run a pure UX research, strategy and design firm, but as UX practitioners, we're involved in agile projects at the very beginning. As zsiberian stated, getting ahead of development by 1-2 sprints is the only way to keep the process agile. UX involvement in the iteration planning session allows the user story definition ...


11

UX, along with all of the other disciplines involved in your project, should be involved from day one. The team should strive to work in parallel with each other as much as possible. To achieve this, it is imperative that the UX resource(s) participate in all daily Agile rituals and meetings. This is especially true for backlog grooming and prioritization. ...


11

There are 2 reasons I can think of: Confirming an email address before letting them in. Making it slightly easier for a new user to set up their autofill username + password while their password is fresh in their mind. If you don't care about their email address, then I would log them straight in. See reddit's sign up process, for example. There are ...


11

An anecdotal perspective ... On a couple of occasions, I've worked with supposed 'UX Experts' that know nothing of the implementation. In those cases my role was primarily as Creative Director but I found myself progressively taking on the UX role. The reason being, the expert didn't have the breadth of knowledge to push the experience beyond copy cat ...


10

As the User Experience Director for a company of around 175 employees, I'm often challenged with getting department managers to articulate their ideas without the knowlege of a designer. The best tool I have found (for us) is the web version of Balsamiq. Give it a try, although their server seems to be down right now which I haven't seen before: ...


10

Are they? Often, no. Should they be? YES! As should be content folks, product owners, project managers, marketing (as much as we loathe them), IT, customer support, etc. In other words, the best UX is UX that permeates all teams involved with the project. I strongly believe that UX should be much more of a methodology and philosophy more than it should ...


9

I've read a very interesting article some time ago that was called "To sketch or not to sketch" - you should have a look: sketch question Whenever creativity is needed you should not limit your thoughts with tools you use. My personal choice for later cleanups is a tool close to the area I'm handling with. For HTML/CSS I usually start with simple layouts and ...


8

If you're integrating UX in an agile environment then I'd go take a look at Jeff Patton's work. Lots of useful stuff at his site http://www.agileproductdesign.com/ Anders Ramsey writes on his blog in this area http://www.andersramsay.com/ There are a couple of online groups that are particularly focussed on UX in an agile context - you'll probably get ...


8

I think "complete" is a problematic definition, but I think I know what you're aiming for (see my definition on the bottom). Let's open with an easy example - looking at cars, what's a complete user interface? A wheel for steering Gas/break pedals (and hand break) Gear transition (automatic or shift) Lights, whippers, etc. How about a radio/CD player? ...


8

I personally use Balsamiq for the first few revisions, and then go straight to an HTML prototype using a CSS framework like Blueprint.


8

Interesting that Adobe Fireworks has gotten little love on this site. Among other things, I've enjoyed Building in different states Master pages HTML objects, like links and icons, can be given markup that will export (internal & external links, metadata, all that goodness) Exports standards-compliant, CSS-based layouts with actual stylesheets Native ...


8

Make the persona's as real as possible, not stereotypes. Purchase a photo from a stock photo site so the persona has a face Include some extra details in the persona to give motivations, family (or not), hobbies, idiosyncrasies, etc E.g. instead of "Frank isn't interested in technical details" use "Frank doesn't have time to worry about the technical ...


8

Agile seems to come in a variety of flavors, but the theory is all the same, and based on that theory, UX is part of the mix from day 1...as is business line owners, customers, IT, marketing, etc. I usually find the problem is when UX is still doing waterfall but dev is trying to go AGILE. Lots of UX teams still want to pump out piles of wireframes, which ...


8

Different apps for different platforms? Please first take a look at this similar question and excellent answers: Should Android and iPhone UI be different?. In general you want to tailor your UI to each specific platform. Users on that platform are going to have platform-specific expectations, such as availability of home screen widgets and BACK button ...


8

What I do when I want the visual designer to take more initiative/liberty with my wireframes is: Give a rich description of the app/site and its goals, along with the wireframes. That way I convey that I'm not looking just for pretty colors, but for a visual design plan that supports these goals. Specify which parts of the wireframe require more attention ...


8

Philosophical background For the user, the system is the user interface. This is actually the programmers' definition of an interface. You can change every other part as you wish, as long as the interface stays the same the users won't notice. As soon, as you change the user interface however, you affect users' life. DA01 is right on that for data-heavy ...



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