Re: [IxDA Discuss] Design Deliverables and Developers
Good point on keeping the document up to date as development is ongoing. This is something I struggle with doing consistently. You know the drill, a developer comes up and asks about what the app should do in a particular corner case, or can't implement something exactly as designed, and you talk it over and make a decision and say to yourself, I need to remember to put that in the spec. but somehow it often drops to the bottom of the stack. Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design Deliverables and Developers
On Thursday 13 March 2008 09:24:12 Kevin Doyle wrote: Hi Celeste, Are you familiar with Scrum or Agile project management? When developers are working on a project within an Agile/Scrum project, they are required to work with everyone working in the same room. Dev teams are usually very small in Agile projects -- usually 2-4 developers, a UI/UX designer, a project manager (or Scrum Master) and a representative of the project owners. I've very rarely worked on a perfect Agile or Scrum project, but I've always requested that, no matter what, I'm always working in the same room or space as the developers. It creates a bond with all the developers and if anyone has any questions, there's no silly email chain (passing of the buck) for the answers. Working in the same room with the developers also prevents the typical project siloing -- where you work on the UI, then throw it to the dev silo without looking back. Hi Kevin, Yes, I am familiar with Agile but have only heard of Scrum. The Open Source development cycle is very similar to these with very short development periods of ongoing fix-release-fixing. The problem is that in Open Source, contributors (developers, usability specialists, project managers, etc.) are scattered all over the world, so we don't get the benefit of sitting in a room and working together. Luckily some of the projects I work with have commercial organizations who support design and development, and so a few times a year we get together and bang out some of the tougher problems. In the meantime, I have to rely on mailinst lists, blogs, IRC chat, and my deliverables to get the message across. Most of the deliverables are never printed so I have to consider that. Most of the time English is a second language, and even though most of the developers I work with speak excellent English (I sometimes suspect better than I do), I still have to be careful about context and semantics. Also, issues must be written up in a way that make it easy for bugs to be submitted because bug tracking systems are the primary way many projects manage feature specifications and tasks. It's interesting you mention creating a bond with developers, because that is one of the most important things to do when trying to design in open source. Code is a little different where anyone can compile it and see if it runs, and a number of contributions are made psuedo-anonymously. However making changes to a design requires a certain amount of trust to be built between the designer and the developers. The designer isn't going to write the UI code, and the developer isn't going to write UI code he doesn't believe in. The developer isn't going to believe in the UI design unless he believes in the designer. ~ Celeste -- Celeste 'seele' Paul www.obso1337.org Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design Deliverables and Developers
Hi - I've been lurking here, but this is too good a discussion to pass up. One audience for documentation that hasn't been mentioned is the QA group. As much as the developers, they need enough detail to develop test plans and make sure the app works as designed. I agree with the comments that mostly developers focus on the pictures, so if there's a tricky bit I'll usually highlight it with some close-ups of that portion of the screen. Usually the developers are on a tight deadline, so an overly long document just isn't going to be read. For one of my longer term clients, I've taken to providing static HTML pages and accompanying CSS, with some JS libraries plugged in to show parts that animate. The skill level among the developers when it comes to CSS is pretty variable, so many of them appreciate not having to tackle the layout and styling issues. It also means that the colors and fonts don't need to be in the spec - they are available in the prototype. Obviously, the developers don't use my JS code, and they replace the static items with Java calls, but the process has been working well for everybody. I'm curious though - for things that animate, appear and disappear, are people detailing these behaviors in a document, and if so, how? Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design Deliverables and Developers
On Wed, Mar 12, 2008 at 1:03 PM, Sebi Tauciuc [EMAIL PROTECTED] wrote: Very good point! And while you mentioned this, does that mean that there are QA persons out there that have to fill in the blanks and do some design work when the design spec isn't detailed or clear enough? Yes, definitely. Too often, it seems, because the same attention to detail and specific knowledge of the design come into play from different angles. Sometimes it's with the 'many hats' philosophy, many times because there's f-all enough people to do things separately. Scott -- 'Life' plus 'significance' = magic. ~ Grant Morrison Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design Deliverables and Developers
Yes, it does. As is the case with developers, throwing a design spec full of holes over the wall to the QA team does not usually result in good team morale or a well-designed product. Dmitry On Wed, Mar 12, 2008 at 10:03 AM, Sebi Tauciuc [EMAIL PROTECTED] wrote: Very good point! And while you mentioned this, does that mean that there are QA persons out there that have to fill in the blanks and do some design work when the design spec isn't detailed or clear enough? -- Sergiu Sebastian Tauciuc http://www.sergiutauciuc.ro/en/ Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design Deliverables and Developers
Regarding QA: I'd say yes, you want to be clear for QA. But finding the right balance between explicit and concise is key. A cautionary tale: Once upon a time at my company we wrote air-tight docs. The docs were so explicit they left *nothing* to the imagination, and QA straight lifted them as test plans. You'd think this would be a good thing. But it wasn't. Our docs became very long and very detailed. A single product might have 700 pages of documentation. As the design morphed during production (as it always does based on user test results, etc) it became impossible to keep the docs 100% up to date. We tried hard to do it. Everybody was working crazy hours, nights and weekends -- just to update the docs! Then we hit the QA cycle. Our poor testers had to comb through 700 pages. Every time they hit a discrepancy between design and documentation, bam they had to log a bug. Even if the design essentially made sense. Then you're looking at 1000s of bugs (as a designer or project manager) and sorting them into doc bugs versus real bugs. Then there's the happy fun of going back and updating 700 pages of docs. When really, you don't want to even DEAL with the docs --- you want to spend your energy on building the best product. So, with too much focus on documentation, everybody's productivity is lowered and dev costs go through the roof. So, we've changed policy. Now we make sure to be concise. We are as detailed as possible wherever necessary. And we explain the GOAL of the design. Our Design Docs are radically shorter these days. It saves everyone time and money. And so far, we're managing to keep clarity on the designs just fine. For the record, I should say I work for LeapFrog toys. So we're not building web sites. We're building interactive books, games, toys, etc. Still, we have similar documentation issues to anyone creating digital products. Perhaps it's not as much of an issue for web based products. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=26800 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design Deliverables and Developers
Hi everyone. Angel said: # 3: Be concise! Nobody wants to read a 500 page spec no matter how pretty it is. ;-) Now I have to reply to this. To be as specific as possible means to give as much detail as one would need to perfectly and thouroughly understand the problem at hand. Isn't this rule in contradiction with your #3? :-P I feel devs need to be explained. Assuming that the login system shouldn't be explained, because it's ...well.. too common, is a bad step, imo. Designers and developers often have different backgrounds, coming from different cultures, things that influence their take on certain aspects of the web. Therefore, more is more, I think, when it comes to documents: taking out all the assumptions and just documenting the project all the way might save valuable time. That being said, a picture not only tells more (#2), but it occupies less space. So, the answer is probably in the middle somewhere. Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design Deliverables and Developers
I work for an in-house design team that collaborates with third parties. As designers, we get paired up with internal producers (assignments rotate), and then outsource to third-party developers. The producer manages the primary relationship, and the designers weigh in on key deliverables. What we do: 1. High Concept Powerpoint for Marketing and Other Biz Partners - Goal: Get Buy In - they want the top level to make sure we're on strategy - we include images to help them visualize the product - we include bullet point lists of key feature sets - we include preliminary user research data from qualitative testing Once there's buy off 2. Create Design Document Lite - Goal: Solicit accurate fair developer bids - We include enough detail to communicate the scope of the project, whatever it takes - We don't go deep into design details, because there's usually a time issue - Meanwhile, we keep refining the concept and user testing Select a winning bid, then... 3. Create Complete Design Document - Goal: Enable a Great Kickoff Meeting Create a Reference - Include as much detail as appropriate to communicate the spec But at this point it becomes a collaborative work and a conversation with the developer. The process is organic and it varies by project. Over-documentation is definitely a no-no to watch out for. You don't want to make your docs so detailed that you spend all your time updating them instead of communicating with your developer. Regular conversation is key. You want to stay on the same page. We used to document a lot more as a company, and would write docs that spelled everything out to the letter. But what we found is that the more we wrote, the less the developers read. You have to keep it simple. Pictures, labeled diagrams and prototypes definitely help. If you use text, bullet point it. No one likes to read paragraphs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=26800 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design Deliverables and Developers
Length really depends on the audience and the application. Once you've done a few release cycles with your dev team, you learn the optimal size for your specs as well as the fidelity required for them. This is particularly true when you are working on a product with existing features, workflow and conventions, etc. Being thorough is key but so is being as concise as possible - this minimizes superfluous information and reduces the time required to generate the documentation in the first place. Of course, YMMV according to your needs, team and particular process. On 3/11/08, Sebi Tauciuc [EMAIL PROTECTED] wrote: On Tue, Mar 11, 2008 at 12:02 PM, vlad [EMAIL PROTECTED] wrote: Hi everyone. Angel said: # 3: Be concise! Nobody wants to read a 500 page spec no matter how pretty it is. ;-) Now I have to reply to this. To be as specific as possible means to give as much detail as one would need to perfectly and thouroughly understand the problem at hand. Isn't this rule in contradiction with your #3? :-P Not necessarily, I would say. You can give all the needed details in a concise or a less concise way. Did you really need 500pages to give all the *needed* details or would 50 have been enough? I guess it's about how efficient your communication is, given you know what needs to be communicated. -- Sergiu Sebastian Tauciuc http://www.sergiutauciuc.ro/en/ Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help -- -- www.flyingyogi.com -- Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design Deliverables and Developers
I work in house, side-by-side with the developers so I have the luxury of collaborating often and verbally walking them through my form behavior specs to answer questions that arise. We even get to have regular, iterative comparative reviews between what's in the spec and what they've been developing so that the final product is what I envisioned. A recent acquisition however has meant that I'm now also designing specs for a team in London and another team in India - talk about things getting lost in translation! Now I have to be more exact than ever but this is good for me - it forces me to be even more clear and rigorous. At the end of the day it all comes down to what Rob listed as Rule # 1: Be as specific as possible! I would also add rules 2 3: # 2: A picture is worth a thousand words - make the pictures tell the story as much as possible. # 3: Be concise! Nobody wants to read a 500 page spec no matter how pretty it is. ;-) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=26800 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design Deliverables and Developers
I'm an in-house designer who sits on the same floor as the development team, doing a lot of enterprise system work. It's good to find that groove that works with your developers (for us, nothing gets results like a clickable HTML/CSS prototype, accompanied by an MSWord doc with screenshots of the different error screens...all meticulously dated so no one accidentally designs to the wrong version), but be warned: sometimes you can get so wrapped up in how you the developers communicate that you forget your end user. In the past, if an interface needed a fix, because I wanted to keep confrontations to a minimum I would unconsciously design a solution that stayed within the programmers' comfort zone. (This happened during a project last year, and the end users spanked me for it.) Looking back I know now there were times when - for a truly usable solution - I should have been more of a hard-ass. This isn't necessarily true for other settings, but for large-scale enterprise apps, I would venture that the quality of the deliverables you give to your developers is informed by the quality of the deliverables you have with your end users. If all you've got are a couple hour's worth of user interviews (which often turn into rant sessions and pie-in-the-sky wish lists) and some Photoshop mockups, it won't matter how well you communicate with the developers, you're not going to get the biggest bang for your buck. I think every company has its own thing that works for them, discovered by trial and error. But now that I've figured out how to communicate with my development team, I'm more free to focus on creating research deliverables that...(wait for it) feed into the deliverables that go to the development team. -G Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design Deliverables and Developers
On 04/03/2008, Celeste 'seele' Paul [EMAIL PROTECTED] wrote: Does anyone know of studies or other research that explicitly looks at how developers are using design deliverables in practice? Particularly integrating things such as wireframes in to functional specifications. Or even if developers get the wireframes and mockups we give them. I've found that developers prefer annotated slides or a big numbered list of issues to having to read anything big, but those types of things don't look as nice as a fully written final report for the project manager. Thoughts? ~ Celeste Very qucikly... Often there is a cultural clash between the 'traditional' developer process and the new processes that have grown involving wireframes, flow diagrams etc. The key is the correct definition of the functional specification in such a way as it's usable and understandable to developers. In essence they are the audience you need to make happy - I have often created overviews for broader audiences and prototypes are increasingly used. The wireframes make up most of the functional specification. Tools like Axure output a word document that is essentialy a retelling of the wireframes which some developers are used to working with. So sometimes detailed wireframes with all the error states are enough and are understandable, sometimes wirefreames with a word file and or excel spreadsheet are needed. Other times a good set of diagrams and wireframes are all that's needed. They become the functional spec. The end aim is to present the information needed to ensure that what is envisenged is built and that there are not gaps that the developers fill in because it wasnt covered. It's always best to try and work with the developers rather then doing the design and throw it over the wall, it just means that the wireframes are more realistic and some of the arbitary decisions we all make can often be made in favour for more 'doable' options. It increases the likelyhood of final delivery. -- Stewart Dean Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design Deliverables and Developers
On Wed, Mar 5, 2008 at 3:52 AM, Stew Dean [EMAIL PROTECTED] wrote: On 04/03/2008, Celeste 'seele' Paul [EMAIL PROTECTED] wrote: Does anyone know of studies or other research that explicitly looks at how developers are using design deliverables in practice? Particularly integrating things such as wireframes in to functional specifications. Or even if developers get the wireframes and mockups we give them. I've found that developers prefer annotated slides or a big numbered list of issues to having to read anything big, but those types of things don't look as nice as a fully written final report for the project manager. Thoughts? ~ Celeste I found the book Communicating Design http://www.communicatingdesign.com/ to be useful. In our company, during initial brainstorming meetings, we involve the developers and discuss the design. They are also the product experts and will usually have a lot of feedback to give us. Based on the discussions and feedback, we develop screen designs and get an agreement on the design. We then use the screen designs and create html mockups and include detailed documentation that lists how the links will behave, what components are disabled, what page will launch when a button is clicked, is it a action button, how a show/hide button helps the user and so on. Documenting the decisions we made is important so we can look back at the end of the project and recollect where we made important decisions and why the design looks and behave in a certain way. We made it a practice to even document the original design and alternate designs we came up with and why it was rejected by the product development team. This helps us to recollect what tasks need to be tested or answer any questions that executives/users have during or after the release. Finally, before handing the document off to the developers, we review the document with a teammate or with a member in the development team who we can trust. This will help us to make sure if the design is explained clearly and information is organized well. In our company, the QA uses this design spec to test the product interface. If there are multiple audiences for the document, organizing the content in to different sections and indicating who should care about this section (using visuals cues like different people icons for developers, project managers and so) will help people to ignore stuff that is not relevant to them. Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
[IxDA Discuss] Design Deliverables and Developers
One of the things I am interested as a designer is how we can work better with developers. If you are lucky enough to work as part of an in-house team you probably (hopefully) have a stronger relationship with developers than those of use who only come in as consultants. Often as a consultant, the only contact we have with the development team might be through the project manager or technical lead. So we must rely on our design documents to deliver our message. Although we would all like our deliverables to be developer-friendly, they don't always turn out that way. Many of the guidelines I've read for creating client deliverables focus on impressing the client and not necessarily getting work done. Sure, they also try to present the information in a way that readers can understand them, but project managers are a much different audience than developers who are actually doing the work. Does anyone know of studies or other research that explicitly looks at how developers are using design deliverables in practice? Particularly integrating things such as wireframes in to functional specifications. Or even if developers get the wireframes and mockups we give them. I've found that developers prefer annotated slides or a big numbered list of issues to having to read anything big, but those types of things don't look as nice as a fully written final report for the project manager. Thoughts? ~ Celeste -- Celeste 'seele' Paul www.obso1337.org Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design Deliverables and Developers
Though I do not have any research to backup your question, I do have a lot of experience with handing off my designs/code to developers. Rule #1: Be as specific as possible! :) Our team typically goes through many iterations of design with the business clients and project manager before handing anything to developers. With this audience, we are presenting glossy mockups of the application along with any necessary large-print diagrams. We are doing everything possible to sell the design to the clients. At the point of handing off to developers, we repackage the designs into something more relevent to the developers. We call this converted document a User Interface Specification Document. This document has a screenshot of the mockup with numbers next to all of the screen components (fields, labels, images, widgets, etc). Later in the document we list the numbers along with all the necessary data that a developer cares about: field length, validation, onblur, onfocus, onload, size, height, width, etc... In this way, we hand off a high-fidelity mockup with a detailed document explaining how everything works on the screen. Does that help? Rob On Tue, 4 Mar 2008 15:15:33 -0500, Celeste 'seele' Paul [EMAIL PROTECTED] wrote: Does anyone know of studies or other research that explicitly looks at how developers are using design deliverables in practice? Particularly integrating things such as wireframes in to functional specifications. Or even if developers get the wireframes and mockups we give them. I've found that developers prefer annotated slides or a big numbered list of issues to having to read anything big, but those types of things don't look as nice as a fully written final report for the project manager. Thoughts? ~ Celeste Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design Deliverables and Developers
I view design deliverables in the same way as I view whatever it is that I'm designing: I'm building something for *someone*, so in order to get it right, I must consult with them and understand their needs. It's more important to me that I deliver something that conveys functionality and behavior effectively without creating too much noise, i.e., usable documentation. In my most recent project, I communicated with the developer as I worked on the documentation, providing him with samples of different options (in the context of the project) so he could choose which type of documentation best suited him. Additionally, I'd recommend encouraging communication during the development process when possible as things invariably arise that weren't covered in the documentation. Does anyone know of studies or other research that explicitly looks at how developers are using design deliverables in practice? Particularly integrating things such as wireframes in to functional specifications. Or even if developers get the wireframes and mockups we give them. I've found that developers prefer annotated slides or a big numbered list of issues to having to read anything big, but those types of things don't look as nice as a fully written final report for the project manager. Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design Deliverables and Developers
This is something I deal with nearly every day - especially as we have 2 week dev cycles between product releases. Everyone who has replied to the thread already has provided sage advice. Let's put it this way... most developers never get more than a few bullet points for specs or as inputs while many others still work in environments of oral history where deliverables are verbally explained but never written! So, when a developer gets design docs and/or functional specs - even imperfect ones, they are often happy. The more you involve them in the process and the better you are in communicating with developers as part of your deliverables, the smoother the experience will be but to actually have something written that illustrates what the desired output should be and explains what happens if 'user X clicks on a button' and man, you'll be ahead of the game. On 3/4/08, Celeste 'seele' Paul [EMAIL PROTECTED] wrote: One of the things I am interested as a designer is how we can work better with developers. If you are lucky enough to work as part of an in-house team you probably (hopefully) have a stronger relationship with developers than those of use who only come in as consultants. Often as a consultant, the only contact we have with the development team might be through the project manager or technical lead. So we must rely on our design documents to deliver our message. Although we would all like our deliverables to be developer-friendly, they don't always turn out that way. Many of the guidelines I've read for creating client deliverables focus on impressing the client and not necessarily getting work done. Sure, they also try to present the information in a way that readers can understand them, but project managers are a much different audience than developers who are actually doing the work. Does anyone know of studies or other research that explicitly looks at how developers are using design deliverables in practice? Particularly integrating things such as wireframes in to functional specifications. Or even if developers get the wireframes and mockups we give them. I've found that developers prefer annotated slides or a big numbered list of issues to having to read anything big, but those types of things don't look as nice as a fully written final report for the project manager. Thoughts? ~ Celeste -- Celeste 'seele' Paul www.obso1337.org Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help -- -- www.flyingyogi.com -- Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design Deliverables and Developers
On Tuesday 04 March 2008 15:24:03 Rob Nero wrote: In this way, we hand off a high-fidelity mockup with a detailed document explaining how everything works on the screen. Do you create a separate client deliverable or give the same thing to you project contact (or are you part of an integrated or in-house team so plop factor doesn't matter as much). On Tuesday 04 March 2008 15:46:14 Jason Zietz wrote: In my most recent project, I communicated with the developer as I worked on the documentation, providing him with samples of different options (in the context of the project) so he could choose which type of documentation best suited him. Additionally, I'd recommend encouraging communication during the development process when possible as things invariably arise that weren't covered in the documentation. I always prefer to work closely with developers, but that doesn't always happen. That is why I am so interested (and concerned) about deliverables. A wireframe can be both a helpful and dangerous tool, depending on how much you read (or don't read) in to it. Also, developers are used to different kinds of documentation, so a written point-by-point specification might resonate with them more than a picture. Who knows? (That is why I am asking these questions). On Tuesday 04 March 2008 16:02:55 Ari Feldman wrote: most developers never get more than a few bullet points for specs or as inputs while many others still work in environments of oral history where deliverables are verbally explained but never written! So, when a developer gets design docs and/or functional specs - even imperfect ones, they are often happy. I totally agree unless they are handed an 80 page report of 6 months of research. And a cup of coffee. And some aspirin. There are lots of things that should happen in a project -- clear product goals and documentation, communicating with developers, writing perfect reports, lots of extras to tape on the wall -- but they don't always happen. Maybe it is just the capacity I work in (aka miracle worker) that nothing goes as planned. I usually get called in to the middle of a project which is in serious trouble and get caught between backfilling necessary user research and fixing it now. It is really about making the best of what you got and hoping your message gets across. And being thankful the client is thinking about these things at all. Is there a SIG for Guerrilla Design? -- Celeste 'seele' Paul www.obso1337.org Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design Deliverables and Developers
We have moved away from comprehensive PRD, DRD and TRD's. They are slow, painful. They also tend to reduce dialog. As a designer, I really like the interaction and realtime dialog with the dev group. They are included up front so that the communication during the dev cycle is pretty open. This helps to make the dev review a little less harsh. As for docs, we deliver mocks - typically as pdf with layered annotation. Often times we script the interactions with flash or html, but that is fairly rare. We also have a wiki for nearly every project and nearly daily team updates. Mark On Tue, Mar 4, 2008 at 3:15 PM, Celeste 'seele' Paul [EMAIL PROTECTED] wrote: One of the things I am interested as a designer is how we can work better with developers. If you are lucky enough to work as part of an in-house team you probably (hopefully) have a stronger relationship with developers than those of use who only come in as consultants. Often as a consultant, the only contact we have with the development team might be through the project manager or technical lead. So we must rely on our design documents to deliver our message. Although we would all like our deliverables to be developer-friendly, they don't always turn out that way. Many of the guidelines I've read for creating client deliverables focus on impressing the client and not necessarily getting work done. Sure, they also try to present the information in a way that readers can understand them, but project managers are a much different audience than developers who are actually doing the work. Does anyone know of studies or other research that explicitly looks at how developers are using design deliverables in practice? Particularly integrating things such as wireframes in to functional specifications. Or even if developers get the wireframes and mockups we give them. I've found that developers prefer annotated slides or a big numbered list of issues to having to read anything big, but those types of things don't look as nice as a fully written final report for the project manager. Thoughts? ~ Celeste -- Celeste 'seele' Paul www.obso1337.org Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design Deliverables and Developers
I am apart of an integrated in-house team. Everyone involved with a given project is employed by the same company. So that does give me an advantage that I can easily go over to any developer's cube and chat with him/her about my design or what they need. We will create separate deliverables depending on the recipient. The business clients and project manager will receive just the screen designs and high-level diagrams of flow and interaction. The developers would receive the ultra-detailed spec documents of each screen in the application. We typically create a separate spec doc for each screen in a web app. Like you say… things usually never go as planned. Even though I can create the frontend html code and hand that off with a full spec doc for each screen… the final app typically does not look exactly how I had envisioned it. Things get lost in translation. :) On Tue, 4 Mar 2008 16:23:56 -0500, Celeste 'seele' Paul [EMAIL PROTECTED] wrote: On Tuesday 04 March 2008 15:24:03 Rob Nero wrote: In this way, we hand off a high-fidelity mockup with a detailed document explaining how everything works on the screen. Do you create a separate client deliverable or give the same thing to you project contact (or are you part of an integrated or in-house team so plop factor doesn't matter as much). Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design Deliverables and Developers
From: Celeste 'seele' Paul [EMAIL PROTECTED] Does anyone know of studies or other research that explicitly looks at how developers are using design deliverables in practice? Particularly integrating things such as wireframes in to functional specifications. Or even if developers get the wireframes and mockups we give them. I've found that developers prefer annotated slides or a big numbered list of issues to having to read anything big, but those types of things don't look as nice as a fully written final report for the project manager. Some opinions/questions: 1. Why only have one deliverable? If you're convinced developers want something diferent from what the client liason wants, design your deliverables that way. Have a section in your spec marked For developers or create two seperate documents for the two different purposes. 2. By far the most common thing I've seen developers do with design documents, if anything at all, is hold up screenshots in the printed doc next to the screen and work to make 'em match. In fact I've had many programmers tell me they skip through the spec, and mostly focus on the screens. Like Rob suggests, make sure any screenshots you have are labeled with font names, Hex codes for colors, font sizes, pixel widths, etc. to make it as easy as possible to get those details right. The easier you make those precise details to understand, the higher the odds the developer will actually do them. 2+. Do an informal usability study on your deliverables - Seriously, have you ever watched someone actually use what you make? Or gotten feedback from them on how it could have been more useful? Or gone back later to see how much of what was in your deliverable actually made it into the final release? If you treat your delvierables like a user experience, you can apply tons of basic UX techniques to your specs, prototypes, wireframes, reports, etc. 3. Ask, early, to have at least one meeting with an actual developer, even if it's with the project liason from your client also there. That will give you a chance to ask the developer directly how they like to work, what they're most concerned about and what the best way is to help them with your talents. Even a 5 minute meeting will make it more comfortable to follow up later and ask questions. Design documents are worthless without a relationship behind them - there are always assumptions and interpretations and without a relationship there is no effective way to resolve them. Initiate contact, ask for feedback, and follow up later to ask if there are questions or problems. 4. Every consultancy and client are different - so if you're not sure how the stuff you make is being used on any project, go find out. It's entirely reasonable for you to ask your clients about this, since the more you know about how your stuff is used (even if it's being mostly ignored) the higher the odds you'll make something more useful next time. -Scott Scott Berkun www.scottberkun.com Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design Deliverables and Developers
On Tuesday 04 March 2008 17:11:23 Scott Berkun wrote: 1. Why only have one deliverable? If you're convinced developers want something diferent from what the client liason wants, design your deliverables that way. Have a section in your spec marked For developers or create two seperate documents for the two different purposes. Personally I create two deliverables, the big fat report for project manager to put on his shelf and then something more useful for developers to refer to that corresponds with the report and is easier to flip through and print. Basically I asked these questions because I was curious to see how other people are handling this problem. 2+. Do an informal usability study on your deliverables - Seriously, have you ever watched someone actually use what you make? Or gotten feedback from them on how it could have been more useful? Or gone back later to see how much of what was in your deliverable actually made it into the final release? If you treat your delvierables like a user experience, you can apply tons of basic UX techniques to your specs, prototypes, wireframes, reports, etc. ^ This is something I'm planning on doing. I brought up this discussion to fill in anything I might not have thought of. -- Celeste 'seele' Paul www.obso1337.org Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design Deliverables and Developers
Also, I highly, highly recommend Dan Brown's book Designing Documentation. Pretty much covers most deliverables for a project. That said, I always try to do some interviews with developers to find out what speaks to them. joe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=26800 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Design Deliverables and Developers
Hi Celeste, I work with an in-house dev team and find they are truly grateful when I document a handful of details in addition to the general broad brush-strokes of wireframes, layouts, etc: - Error and status messages, especially when a consistent word order format is used. - Dimensions of images and graphical assets. - State charts of complex controls (you click this here and that lights up there, except when this other deelie is held down). What these have in common is they're all head-scratchers that take the poor developer out of flow and make them puzzle over what really ought to happen in a situation. They have to stop being a developer and start being a designer. I know (from trying to switch back the other way sometimes) that this is a difficult leap to make quickly. Some simple web forms get total documentation of a quickie Visio wireframe drawing and a page of accompanying text and that's it, everybody's happy, but more complex rich client components may end up with many pages of detailed docs plus some sort of prototype to play with. Oh one other thing I've noticed is that product managers and marketing folks love to extract high-level feature lists from development requirements docs and use them for their own nefarious purposes. So I've been putting this information in tables lately in an intro section to make it easier for them. Michael Micheletti Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help