If we're talking webapps, I tend to go to https://themeforest.net and buy HTML themes developed by professional designers. The cost is MUCH cheaper than hiring someone to develop the UI for you, and a lot of them are extremely high quality.
Ask HN: How do you manage UI/UX for your side projects?
191–200 of 203 posts
Re: Ask HN: How do you manage UI/UX for your side projects?
#192I stick with a few basic guidelines: * Sketch out the idea on literal paper before committing it to working code. Paper is so much easier to get 'working'. * Borrow visually from other sites that I like and have similar intent. I don't have the time on side projects to go crazy breaking new UX ground. (And users probably don't want that anyway.) * Keep the idea simple and uncluttered. Maybe a specialist could get awa…
Several of these resonate with me and align with my past experiences. * Create a paper/whiteboard design first. * Borrower from other sites/past projects. * KISS / minimize technical complexity. Some might say Vue.js is technical complexity but after investing time to learn the basics I would say that I'm reaping productivity gains. Honestly it's great to work with and making UI's that have some degree of a pleasant…
After thirty years coding, I probably shouldn't admit this, but it's still a significant challenge to make these sorts of priority calls. This is even more true for side projects, where they're resource constrained by definition. It's easier to take risks and pay upfront costs when you have 40 hours a week to invest in a codebase than when it's only one or two hours a week.
Mainly because I find it efficient for me to use, I tend to do most of my side project work these days in Clojure. I think a bit part of why it makes sense for me to do that is that I'm carrying in a bunch of previous experience in Lisp style languages, and Clojure aligns fairly well with the way I think about building systems. It also aligns well because most of my professional experience is in the JVM, so there's a fair amount of carry over.
The reason I mention this is that I think it illustrates how subjective the notion of complexity can be. For me, in my context, it's simpler, but it's not hard to imagine it being absolutely the wrong choice for someone else.
There's also the problem of when it makes sense to pay certain costs. I have a little todo list application I've used to run my life for the last few years. My initial design idea was to keep it simple with exclusively server side rendering of the HTML. This focus on a simple approach has generally been a positive thing, but there are increasingly often features I'd like to add where the existing architecture doesn't work. The path forward is easy to describe - port to an SPA - but the effort involved is more than I have time for. My short term unwillingness to pay the cost of building an SPA four years ago is coming back to haunt me, just a little bit.
My solace there is that I probably wouldn't have actually had time to build the thing in the first place had I taken the time to make it an SPA. (And at least now I know that if I ever do make the port, it's likely to be something I actually use.)
So not an easy set of decisions to make, by any means.
> A driving factor for creating these has been to share my Vue.js knowledge with others.
This is another aspect of side projects worth considering. Sometimes they're built to solve a 'business problem' and sometimes they're built for pedagogical reasons (either self or others). That can have a dramatic impact on architectural choices, etc.
Re: Ask HN: How do you manage UI/UX for your side projects?
#193I stick with a few basic guidelines: * Sketch out the idea on literal paper before committing it to working code. Paper is so much easier to get 'working'. * Borrow visually from other sites that I like and have similar intent. I don't have the time on side projects to go crazy breaking new UX ground. (And users probably don't want that anyway.) * Keep the idea simple and uncluttered. Maybe a specialist could get awa…
Awesome list. One point I’d add that changed how I think about UI and UX is being aware when UI reflects internal code structure instead of just doing what a user would want to see. The latter is harder, so engineers tend to avoid it, often subconsciously.
Some of that depends on the audience for the app. For a technically sophisticated user base, having an interface that comes closer to the level of the underlying implementation can be quite powerful (and give a system a feeling of gestalt or wholeness that's quite satisfying).
That's one of the aspects of Emacs that I find the most valuable. A command is just a function in the underlying Lisp, etc.
But for less technical users, or even technical users in a 'off hours' or less technicial setting, this sort of UI can require an unduly high investment.
Re: Ask HN: How do you manage UI/UX for your side projects?
#194What I have come to realize though, is that if you keep at it, the aesthetic gains get bigger and better with each additional change and overall it doesn't take as long as initial progress rates would have to think.
I think the big thing is to value it as a user. Often if I make something for my own use, it's considered done when it works. To show someone else, it needs extra effort of value to others but not myself. When completed, of course I appreciate and am pleased by the outcome but would not have done it for myself. I think it's this difference between effort and perceived value that's demotivating. Practice reduces effort, but we have to also internalize the difference a nice UI makes.
Other than that, use a framework that has many components, or even better entire component set libraries available. Choosing a component set and tweaking a theme can do a whole lot in short order.
Re: Ask HN: How do you manage UI/UX for your side projects?
#195Earlier quoted context omitted.
Made the bullet list readable on mobile: * Visual hierarchy (I.e. the same way you divide your code in modules and functions, you need to divide the visual space in a clear hierarchy). * Basic on typography (It makes a big difference even if most people don't notice it) * Understanding what's UX (I.e. reading "Don't make me think"). Just "caring" and "thinking" about UX will improve designs, even if you don't have mu…
This is so ironic with a comment about UI & UX.
Re: Ask HN: How do you manage UI/UX for your side projects?
#196Re: Ask HN: How do you manage UI/UX for your side projects?
#197A lot of engineers have the mentality of "engineering is hard, but design is just whatever some color matching and styling". I'll prob. be downvoted but here's my honest opinion: I think you'll gain a lot career-wise to learn about UX and UI. You'll be able to understand products in a deeper level from the customer's side and will then be able to make better decisions as an engineer. You'll also have a much easier ti…
Re: Ask HN: How do you manage UI/UX for your side projects?
#198Re: Ask HN: How do you manage UI/UX for your side projects?
#199Earlier quoted context omitted.
Probably on the same lines of the sibling comments, but here's my 2 cents. (I'm the design lead at software company, strong fronted dev background) I believe that design should never be a creative process — when it is it means you are improvising — and that's simply disrespectful of the users. Well, you can have some sparks of creativeness (which usually is just an insight finally coming together from different datap…
But design is also incorporates an aesthetic which I imagine may not fit in as nicely to the "form follows function" principal as we might think.
The emotional result of perceiving the designed object, is still inside the realm of its function.
Re: Ask HN: How do you manage UI/UX for your side projects?
#200A lot of engineers have the mentality of "engineering is hard, but design is just whatever some color matching and styling". I'll prob. be downvoted but here's my honest opinion: I think you'll gain a lot career-wise to learn about UX and UI. You'll be able to understand products in a deeper level from the customer's side and will then be able to make better decisions as an engineer. You'll also have a much easier ti…
> Basic of color theory Time for me to rant about how pointless and useless "color theory" is beyond the obvious things like red is for errors and green is for success. It's just a bunch of non-sequitors where people take random facts and then apply them after the fact on particular designs. Things like trying to design using colors from swatches or using colors based on their position on the color wheel are examples…
See: https://ping.apex.sh (black and white)