Russ / all, 

Unfortunately, I have no data I can share publicly on this subject. But I can 
share some lessons I've learned while building guidelines and leading teams 
that produced and consumed guidelines. 

1. Treat design guidelines as a design problem in and of itself. 
Make the guidelines findable, learnable, usable (and memorable) for the 
intended consumers. This means you need to understand your users' needs. Some 
questions to ask yourself and your team are: 
- Do they need to know the *why* behind the guidelines, or do they just need to 
know *how* to be compliant? 
- Consider whether they (and therefore you) are constrained by the UI toolkit 
and available controls. That is, do they need implementation-specific 
guidelines? This is more typical for platform-specific software and certain 
web-delivered apps. Or do you have degrees of freedom more typical of web-based 
apps?

2. Make sure people can quickly and easily access the digital assets they'll 
need to successfully implement the guidelines.
Provide links to the assets (i.e., images, controls, CSS, code snippets, etc.) 
that will help designers and devs to implement the guidelines. Put the relevant 
links as close as possible to the guideline. Basically, put on your Tufte hat. 
(What can I say, I'm almost done with "Beautiful Evidence" so I'm looking at 
everything through Tuftian lenses right now.)

3. Make it so people can discuss and annotate the guidelines. 
Also, it's constructive when the community can submit examples of how they've 
implemented or adapted guidelines. At some point you may find it useful to 
convert a community submission into a full guideline.

4. Examples examples examples. (And more examples.)
It's often helpful to mock up one of your organization's existing applications 
to illustrate one or more guidelines. If nothing else, the team can then 
practice "cargo cult design" and just emulate your example. 

5. Socialize the guidelines...but also socialize a release plan for future 
guideline changes. 
Design and dev teams absolutely hate to find out that they've complied with 
R1.0 of the guidelines, but you've rev'ed them to R1.1 or 2.0. If you're making 
changes to the guidelines, make sure people know *when* the changes will be 
rolled out. And of course provide as many sneak peaks as you can. 

6. Make sure that you coordinate with the folks who own the visual aspects of 
your organization's brand. A little synergy here goes a long way. And they're 
usually a great source of brand digital assets. 

I'm sure others on the list have many other suggestions. 

IMO, M2c, YMMV, etc.

-Paul


- - - - - - -
Paul Sherman, Principal, ShermanUX
User Experience  Research | Design | Strategy
[email protected]
www.ShermanUX.com
+1.512.917.1942
- - - - - - - 

On Jan 7, 2010, at 9:19 AM, Russell Wilson wrote:

I'd like to get people's opinions on the value of "company-wide" design
guidelines (for software applications/websites)?

In theory, design guidelines could help to remove design bottlenecks by
empowering others
to create and apply the guidelines... but in reality they can also be hard
to implement, confusing,
restrictive, etc.

Is there any data on the successful use of design guidelines by
non-designers? Are there better alternatives?

Thx,
Russ


--------
Russell Wilson
Vice President of User Experience, CA
Blog: dexodesign.com, uitrends.com
LinkedIn: http://www.linkedin.com/in/russwilson
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