Coming from the development side of things myself, I've always found it crucial to have a close relationship with the developers. This includes letting them participate in some of the discussions and design sessions early on. This lets them feel like they have more of a stake in the end product than simply being the machine that stamps out the widget you designed. They were part of the design, they've heard you talk about it, they've talked about it, perhaps they even through in an idea or two. This is in addition of course to all of the stuff you mentioned.

Another thing this ensures is that you haven't requested a functionality that is beyond the scope of the current development time- frame, or the technology you're currently using. Developers sometimes look at something and say - "Well, I can spend 2 hours building this with an existing control or build it as designed and it'll take 12 hours. Maybe they won't really notice or care..." If they were part of the design discussions early on, the functionality won't be a surprise, and it's specific qualities/nuances will have been built into the schedule before it was even handed off to them.

Also - by having a close, friendly relationship with them, they're a bit less likely to do whatever the heck they want just 'cause they feel like it, because they respect and like you, and by extension, your designs.

One area where I found this to be happening at one company with Agile/ Scrum was when the dev. team was ahead of the design team. They knew what widgets needed to be built, and so they were busy hammering out the widgets before design had even been completed/approved. Then, when the final designs came along, they implemented them in the easiest possible way, around the widget and controls they'd already built, rather than building it from scratch.

This is a somewhat larger problem, in that the whole software development process is reversed. We had to ask the dev. lead and project manager to figure out something else to do with developers instead of trying to work ahead of the design team - it ended up happening cost us more because they were building each widget twice - once before design and once after to get it right.

Brandon E. B. Ward
[email protected]
UI • UX • Ix Design
Flex • Flash Development
Portfolio: http://www.uxd.me
LinkedIn: http://www.linkedin.com/in/brandonebward
VisualCV: http://www.visualcv.com/brandonebward

A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects.
- Robert A. Heinlein

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