Uxpin Designers Guide To Collaborating With Devs PDF
Uxpin Designers Guide To Collaborating With Devs PDF
Introduction7
While it seems like designers and devs speak two different languages,
they’re both an integral part of creative project work. The best cre-
ative projects result from splitting up the workload but maintaining
a close relationship between everyone on the team.
In this book, we’ll cover practical tips for designers who want to work
more closely with developers. Every creative project follows a series
of stages from brainstorming to releasing the final deliverables. The
Introduction 8
following tips analyze each stage of the process and help to bring
teams closer together every step of the way.
What this means is that developers are just as important to the design
process because they actually build the ideas come to fruition. Never
forget that developers are simply designers of code.
When starting any new project, invite as many designers and devel-
opers together into the process as early as possible. When it comes
to effective brainstorming, tackle issues related to both design and
development so that everyone has a chance to air their grievances –
but make sure only a small focused team has the final say.
person to state the problem and then describe in detail how they
arrive at the solution.
Luckily, in their case, the idea was killed after the early conversation.
But imagine the ripple effects if they had each gone about their parallel
paths, only to crash headfirst later in the process as they scramble to
iterate and fix such a foundational error in assumptions.
Everyone on the team should feel free to suggest other ideas beyond
stakeholder suggestions. While the stakeholder’s suggestions may get
the project rolling, these ideas are unlikely to form an exhaustive list.
Open the floor to suggestions from designers and developers, which
can include anything from big-picture layout design to smaller bits
of microcopy or interactive elements.
1. Priority/Feasibility Plot
The priority/feasibility exercise (originally developed by UX con-
sultancy firm Adaptive Path) asks the team to score features on
a scale of 1 to 5 for priority and feasibility. Everyone on the team
casts their votes (Google Spreadsheet works well), then you plot
the scores with feasibility on the X-axis and priority on the Y-axis.
Less Painful Design Planning With Developers 15
2. Affinity Diagramming
An alternative method, the affinity diagramming method which
is sometimes referred to as the KJ Method. It can be outlined as
follows based on Jared Spool’s adaptation (which we actually fol-
low at UXPin):
• Once every idea has been grouped, the ideas are discussed at
length and scrutinized accordingly. Some get tossed, while some
may even spur new ideas.
• About a week or two before the activity, take down ideas for
suggested features. About a week before the activity, have ev-
eryone create a short slide describing their idea and its scope.
• Set a dollar estimate for the product team to design and build
one feature over a certain period of time(1 month, 3 months,
12 months). These estimates can be used to calculate respective
price limits for a budget. To keep it simple, Pandora decides
that $5 represents a feature that requires one month of work.
• Pick a group of people and give them post-its with their “budget”.
These post-its represent votes for how much should be spent
Less Painful Design Planning With Developers 17
Once you’ve successfully prioritized ideas, the next step usually in-
volves preliminary design work. You’ll likely do some rough sketches,
iterate them to wireframes, or perhaps just dive directly into low
fidelity prototyping.
Source: UXPin
Less Painful Design Planning With Developers 19
By outlining a plan of attack each stage can move along quicker and
smoother. For example, the team could start by listing important
phases of the project and what needs to be accomplished.
For instance, you might start with a sketch or low-fidelity paper proto-
type. Even in this rough stage, your feature set is still tangible enough
for feedback from developers on system feasibility. If you decide to
use UXPin for the digital design, you can then craft a wireframe (or
make it a prototype by adding interactions) and simply tag devel-
opers in your comments. As the fidelity of your design increases, so
too must the precision of feedback. Once you’ve finalized the visual
design and imported your Sketch or Photoshop files into UXPin, you
can again invite developers to your project to ensure all the details
are still feasible (before you refine the interactions).
Wrap-Up
Just because the design team creates the wireframes and prototypes
doesn’t mean that developers have nothing to offer. In fact, developers
can share early opinions while the wireframes are still rough, which
helps catch small nuisances and even offer potential improvements
for rough layout concepts.
Before adding any details, you must first lay out the headers, footers,
content areas, and the relationships between these page sections. In
our experience, we prefer to first wireframe the homepage (so we can
start to think about content flow at the broadest level), then dive into
landing pages and finally secondary pages (like About Us or Contact).
But you can also create similar documents for telegraphing the intent
of pages or page elements to developers. Here are a few common
Wireframing and Prototyping for Collaborative Exploration 26
When designing for interaction, you’ll spend most of your time in pro-
totypes. It’s harder to wireframe interactions since you’ll need plenty
of annotations, but it is certainly possible (and especially helpful for
mobile interactions where you want to quickly show gestures).
Be proactive and set the right expectations around the design, because
stakeholder feedback also indirectly affects developers. When possi-
ble, work with the product manager or project manager to outline a
project map so everyone knows what to expect regarding the number
of drafts, possible revisions, and levels of fidelity for prototypes &
wireframes.
Wireframing and Prototyping for Collaborative Exploration 31
Photo credit: “Wikimedia User Testing”. Blue Oxen Associates. Creative Commons.
and which receive negative reactions. Then after the test is over,
ask follow up questions with your developer about where they
felt most confused and experienced greatest difficulty.
Here are five UI/UX ideas to keep in mind regarding usability 101:
You can apply these questions to both the interface as a whole and
to smaller features. For example, how learnable is your dropdown
menu? Would it be more efficient to speed up the animation? Do
users recognize that navigation bar links have dropdown menus?
Wireframing and Prototyping for Collaborative Exploration 33
Wrap-Up
meetings will also absorb new ideas that later improve their ideas
in the development stage.
Giving and receiving feedback is the proving ground for how well
you’re working with your developers.
First off, how you communicate criticisms to each other, and to what
degree these criticisms are implemented, is right away a marker of
how well you collaborate together. On top of that you have feedback
from others – most importantly the user. How you work together to
prepare, conduct, and then analyze your usability tests is also telling
of your compatibility. Luckily, neither of these aspects of feedback
are set in stone, and you can make large leaps forward by using the
best practices we’ll list in this chapter.
Take this a step further and apply the same strategies to devel-
oper interviews as you would if they were stakeholders. This
means eliciting their “gut feelings” – What are the real opinions
and thoughts on a project? How do they feel about it deep down?
Pushing this line of questioning will yield a lot of usable criticism
and maybe even inspire some creative solutions.
Collaborating on Team & User Feedback 37
Source: “VFS Digital Design Mexico Intensive.” Vancouver Film School. Creative Commons.
For more details on how to gather the best feedback from stakehold-
ers – and by extension, developers – read Kim Goodwin’s insightful
checklist of interview questions, especially her recommendations
for interviewing engineering stakeholders.
Source: “VFS Digital Design Mexico Intensive.” Vancouver Film School. Creative Commons.
For example, you could waste your breath talking about how ver-
tical alignment is off by a few pixels, but you’d just risk having the
gravity of the point being misunderstood. However, if you explain
Collaborating on Team & User Feedback 40
Each member of the team brings their own specific expertise, which
means each member can provide feedback vital to the entire project.
However, one person’s feedback is by far more valuable than the
rest: the user.
the tasks. At the very least, showing them the test beforehand
will give them a deeper understanding of the core tasks the
system must support.
Once it’s time for the actual testing, why not invite the developer
to join in (if the tests are moderated)?
we’ve compiled this list of our favorite usability testing tools for
conducting remote user tests with multiple users simultaneously:
1. UserTesting
2. Usabilla
3. Lookback
4. Userlytics
5. Optimal Workshop
For more usability testing resources, check out this list on Crazy
Egg, and this general guide from Mashable.
Source: UXPin for Yelp design usability testing based on exercise suggested by Tomer Sharon
Collaborating on Team & User Feedback 43
The first step is allowing everyone access to the results. This means
uploading all relevant documents – reports, graphs & figures, me-
dia such as videos of the tests, etc. – into a shared cloud folder if
that’s available. If not, a mass email or even photocopies will do.
4. “Cheese Day”
Collaboration doesn’t end once the usability test results are com-
piled and analyzed. In an article for UXmatters, Roy Man explains
the practice of “Cheese Day,” inspired by gaming leaders Blizzard.
Takeaway
Everyone doing their individual jobs may be the bare minimum, but
the real benefits of collaboration appear when the team improves
how they socialize together. In this sense, people skills may be just
as helpful on the final product as technical skills.
For the best visual precision, every design project eventually requires
fully-composed mockups for each page and interface. Informed by
technical constraints, these mockups must act as collaborative visual
design documents for regular discussions with developers – not just
something you hand off as though the person on the other end is a
WYSIWIG factory.
After all, if you want the project to move forward, you must always
ensure that your works of digital art are clearly understood by de-
velopers who think in terms of frameworks and systems.
In the design world, it seems like any beautiful idea should be possi-
ble to create in code. HTML5/CSS3 specs have certainly come a long
way, but some ideas are still very difficult to build with full support.
Keep a list near your desk (or in Google Docs) with a collection of hur-
dles, obstacles, and interface ideas to avoid. While It may be possible
to add these features later, you should focus initially on prioritizing
interface elements that are most feasible. As you progress in the de-
sign, review this list on a weekly basis with developers so that you
don’t get lost in a high-fidelity design of something that’s actually a
technical nightmare.
Now that you have a good starting point for design feasibility, let’s
examine some other methods to keep in mind as you design.
1. Expand on Interactions
When it comes to exploring interactions, prototyping is the most
efficient platform for discussing feasibility. Aside from actually
coding your designs, prototypes are far more effective than simply
describing or annotating flat wireframes and mockups.
Android and iOS apps run on a single OS with various screen res-
olutions. Websites, however, introduce far more variables – they
must run on different screen resolutions and on different oper-
ating systems, in different browsers, also with different screen
resolutions (and devices).
This is especially true of newer CSS3 techniques that are not sup-
ported in all browsers(ex: transforms, reflections, clip-path, and
masking). While Photoshop and most other design programs let
you insert notes next to your design, there is no substitute for a
quick feasibility discussion with developers as you prepare for a
major iteration.
Below, you’ll find some of our favorite free open source scripts to
help with browser compatibility. These resources may not help
you directly when designing, but they are certainly an important
conversation point when collaborating with developers.
• Video.js – HTML5 video has taken the spotlight but Flash video
is still a reliable fallback. Video.js makes it easy to embed any
video format into an HTML5 player with a Flash fallback for
older browsers.
Even if you don’t understand how these scripts work, you should
still bring them up with your developers. In our experience, we’ve
found that developers appreciate the proactive gesture and don’t
mind spending some time explaining any compatibility issues.
After all, it is in both of your best interests since late nights are
usually a shared misery between designers and developers.
Building Mockups Developers Won’t Hate 53
While the homepage design may require the most effort since it’s a
portal to the entire site, you also need to apply the same precision
to the inner pages.
• Error/success messages
Building Mockups Developers Won’t Hate 55
• Include separate graphic files for all images including the favicon,
animated loaders, 404 page photos, etc.
The following tips are geared toward designers who create mockup
assets for developers. Some of these ideas are easy to overlook on
the surface, but they make a world of difference when it comes
time to write code.
Now it’s possible for designers to use GitHub as their own version
control system for PSDs. Granted, the site is open source and it
may not be a great choice for private enterprise projects – but it
is a good way to practice and learn about version control.
Source: UXPin
Building Mockups Developers Won’t Hate 62
Helpful Plugins
Photoshop Plugins
• GuideGuide – Setup guides and grids based on columns and pixel
values.
Building Mockups Developers Won’t Hate 63
Sketch Plugins
• Sketch Generator – Export all of your design assets with a single
keystroke.
• Text Styles – Export Sketch text styles from a mockup into CSS code.
Wrap-Up
Mockup and hi-fidelity prototype creation are the last major tasks for
the design team before developers take over. To keep your design on
track during the transition, offer as many resources as possible and
clarify everything. As we’ve recommended before, it’s always better
to over-clarify rather than under-clarify.
When working with developers you really need to see things from
their perspective. By learning the basics of how development works
you’ll gain a better foothold to expand your ideas into dev-related
territory.
This piece covers more "big picture" design tips along with some
tools for improving designer & developer communication. All parties
should actively work towards clarifying their intentions and seeing
each problem from the others’ point of view. The following tips &
tricks should help you see design from the developer’s side and foster
a more free-flowing collaborative environment.
• Label each font family and include 3rd party files for any webfonts.
Check that all paid fonts also have proper licenses for web use.
Source: Ubuntu
When debating a PDF vs HTML style guide, you must consider the
project’s medium. All web/mobile UI projects typically choose the
HTML route because it’s much easier to update and they feel more
natural to developers. In fact, you can take your HTML front-end
style guide a step further and make it a live style guide that actively
updates your site’s code as you modify the style guide. For develop-
ers and designers, live style guides are therefore less of a separate
document that requires maintenance and more of a connective step
for design iteration.
On the other hand, PDF style guides aren’t as useful in a web and
mobile context – you usually see them used for projects like maga-
zines, advertising, video production and/or animation studios. PDF
guides also require digital resources but they’re typically stored in
.zip files or burned to CD-ROMs/ISO files.
Source: Adobe
While PDF guides can be hard to come by, there are plenty of HTML
style guides to be found online. Take a peek at these front-end style
guide examples to see how they’re designed and how content is or-
ganized on each page.
• Color Schemes – List all color choices and how they relate to
the design. Include codes to reference these colors in either RGB,
CMYK, or Pantone®.
• Fonts – List which typefaces fit into the design and in which loca-
tions. Try to include a character chart for all letters A-Z, a-z, 0-9,
and symbols. Fonts that require licensing should include links to
online font foundries.
• Layouts – Print and web style guides often include sample tem-
plates for grids, margins, and different compositions.
The larger your product team, the more you’ll want a detailed style
guide as a rallying point for designers and developers (which really
comes in handy when they might not even work on the same floor
anymore). In some cases, you might prefer to build separate guides
relating to individual areas of design(ex: copywriting, print, web, etc).
An architect that only knows how to use the pen can still be a
good architect, but one that also knows how to pick up a hammer
tends to have better insight into the types of building solutions
one can come up with.
Then you’ll be able to craft more specific design ideas and convey
them in a native tone that developers understand.
• How CSS properties are used to create effects like box shadows
• Which elements can be created using pure CSS vs. which ele-
ments require images
Collaboration Secrets for Designers 77
If you love UX design, then it’s a good idea to expand into JavaScript
as well. You don’t need to understand how to write variables or func-
tions, but you should know a little about how JavaScript interacts
with HTML elements on the page.
• Trello – Many teams and individuals consider Trello the best free
task management tool. Set schedules, share responsibilities, leave
notes, and manage project files all within the same dashboard –
for free!
Wrap-up