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Ask HN: How to get developers and UI designers to work well together

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Re: Ask HN: How to get developers and UI designers to work well together

#71
At my company we have never had an issue between design and development. Our designers are on the same team as the developers, so we all talk to one another throughout the day.

The tech difference between using Github and Figma isn't a big deal, Figma for the most part put the right buttons in the right places so developers can glean all the right information from a piece of UI to build it (at least in my work building webapps).

I would say the biggest thing we do differently than other places is collaboration with design is happening before any lines of code are written. Design will ask us what UI framework we are planning on using, or if we are planning on just using regular CSS. From there designers will create designs based on the principles of that framework. From there we start building the project and import all the colors, spacing, and other variables from Figma. The actual development is the last step but by then we already know what we are building and have the building blocks in place to make building it straightforward.

Re: Ask HN: How to get developers and UI designers to work well together

#72
post #25

I have a fair bit of experience here as I work with many teams struggling with this. The root cause I have found is getting designs done in isolation and then treating the Figma/Sketch/whatever file as a hard business requirement, instead of treating the user experience as a collaborative exercise that is a tradeoff between usability and feasibility. Sorry for blogspam but I sketched a model of the two approaches. ht…

Agree. In my experience, the design team tends to work closely with the client and the dev team is either silent or left out. Silent, because offering opinions on how something affects the backend may be completely moot when the next iteration is developed; or left out, because the dev team can't communicate "you can't do that" to the client in a way that doesn't sound annoying.

The project manager's primary job is to keep the client happy, so they tend to overpromise. Which is weird, because (especially in Web design) they client was more or less happy with the limited set of functionality that Facebook gives them. They don't endlessly complain to Zuckerberg that their business's page is slathered in Facebook Blue, but if the Web site's buttons aren't the precise shade of mauve that matches their CMYK offset press business cards, they pitch an unholy fit.

Re: Ask HN: How to get developers and UI designers to work well together

#74
In my opinion, design tools like figma or adobe xd are abstractions away from the tech stack in which perpetuates more roles in which there doesn't need to be.

A UI/UX Designer should be competent in CSS in which the browser should be their whiteboard / canvas.

Abstracting the design portion away to other platforms only furthers that gap between design and development.

An optimal and streamlined design regiment is pen and paper straight to css.

Hire designers that are good with css in short.

To bridge the gap between design and development is not to find ways in which those teams communicate better, but rather a fundamental change in how we look at designers and their competency.

To further that point, if we take a look at motion design and animations, it should not be the case that a designer comes up with a wireframe and leave it to the developer to build that for building animations is out of scope for a dev task, but rather these tasks should be soley on the ui/ux designer themselves.

Re: Ask HN: How to get developers and UI designers to work well together

#75

I've worked as both, for many years now. It obviously varies by individual and by team, but in general the solution is more communication, earlier in the process, and frequently throughout it. The thing designers often don't understand is how their design needs to work within the larger system, which has many complex interactions, tradeoffs, and constraints. Changing one thing entails changing many other, non-obvious…

I've been working 15+ years as a UX developer, with varying results. From my experience, the best way to get developers and designers to work well together is to have frequent short demos/reviews (ideally weekly). That has helped solve random problems like: 1. This user flow does not match backend reality, let me explain why. 2. How does this screen design handle XYZ usage? 3. I cannot export this asset from figma, p…

> How should we handle error and loading states?

This should be the title of every designer/developer interaction meeting.

Re: Ask HN: How to get developers and UI designers to work well together

#76
post #3

What are the friction points? I’m a UX designer (15 years experience). I love working with engineers on solving problems, QA’ing and releasing high quality products. Maybe your designers are more fresh and junior ??

IME the primary friction point is constantly having to ask designers to consider transitional and error states, and constantly having to ask for image files to be shared in a consistent size (including consistent padding).

Re: Ask HN: How to get developers and UI designers to work well together

#77
I have had quite a bit of experience with this.

I'm primarily a native Apple application developer, but have done some backend stuff, as well. I have designed numerous Web sites, but I am not a particularly skilled Web designer.

I was, in the days of yore, an artist. I have also taken numerous design and usability courses, from the likes of NNG (Nielsen-Norman Group).

I'm a passable graphic designer, but don't pretend to be anywhere near "pro" level. I know enough to be dangerous (and use many of the tools).

I have designed a bunch of fancy widgets[0 - 4]. I actually use very few of them, because they are too intrusive.

I am in the "refining UX" stage of an iOS app that I've been developing for the last year and a half, or so. I'm working with designers and testers, to clean up the information architecture, interaction, usability, aesthetic design, and accessibility.

For me, the most valuable technique, has been rapid, high-quality prototyping. I have been abusing Apple's TestFlight[5] beta release system, and have been using it to make regular (usually, a couple a day) releases to the rest of the team, who are mostly non-tech people. I've made over 600 releases. The first release was made less than a month after first code submission.

The way I use it, is that I run what I call "constant beta." The app is always at "ship" Quality, even if incomplete. This means that the code people get, is fully operational, for the currently developed feature set, and they aren't using some kind of "lash-up" kludgy throwaway code. They are working with the actual code that will ship.

This has the advantage of constant vetting by Apple. They don't test TestFlight to the same level as the App Store, but they look for things like unsupported API usage, code signing issues, and obvious quality issues (like crashes). In at least one case, their testing found a crash that I missed.

Once the first release for a version has been vetted (takes a day or so), subsequent build releases, within that version, are approved almost immediately, so I get quick turnaround.

If the testers encounter crashes, I get a fairly useless report. If I use a Ouija board, I can often figure out the general part of the application affected.

With this workflow, we can have a highly iterative process, with aesthetics, usability, and general UX, being tested, almost from the start.

It also means that integration testing (the most important kind), starts almost immediately, and continues, throughout the development lifecycle.

It also means that I throw away a lot of good code. Most of those widgets I referenced were once in the app, and we decided not to use them, so I broke them into open-source packages, for reuse in future projects (I tend to eat my own dog food. I have a lot of packages in the app).

I'm pretty good at interpreting designs. I can accept Figma, Photoshop, Sketch, Illustrator, Napkin Sketch, or Hand-Wavy Verbal Description, and turn it into UX. I usually have something for the designers to try out, within minutes.

Most of the actual app assets are generated (and stored in the app) as vector PDF, via Illustrator, and I will often redesign raster art, into vector.

The designers and non-tech stakeholders seem to like it.

WFM. YMMV.

[0] https://github.com/RiftValleySoftware/RVS_Spinner

[1] https://github.com/RiftValleySoftware/RVS_MaskButton

[2] https://github.com/RiftValleySoftware/RVS_Checkbox

[3] https://github.com/RiftValleySoftware/RVS_RetroLEDDisplay

[4] https://github.com/RiftValleySoftware/RVS_AutofillTextField

[5] https://developer.apple.com/testflight/

Re: Ask HN: How to get developers and UI designers to work well together

#78
There are a lot of reasons you can end up in this situation, and as many solutions to apply. Identifying the problems, choosing the appropriate solution and implementing it is a job.

You cannot learn an entire job from a HN post.

However, one solution can be used to solve all those problems: put a product manager in charge with a background in ergonomics (in the steve krug sense), and have this person steer the project from start to finish, with the legitimacy to direct people effort and choose policies.

The hard part now becomes to hire a good one.

A good one will know programming (Xor design), ergonomics and customer support. This person will know how to talk to the customer/end users, to the boss, but also to the designers and the devs.

Because eventually that's what it is about: having a good product vision, but being able to make sure this vision matches what the customers need, sell that to the boss, then direct the team to get it.

Expecting all of those people to behaved optimally is like hopping to win the lottery. It may happen, but chances are low:

- the boss may want fast things for cheap, or have another agenda/point of view about the project

- the customer don't know how to express what they really need. Sometimes they don't even know before you ask them.

- the designers are skilled at making visual things, but not all of them get out of their way to make sure they are making the visual things that are needed.

- the devs are skilled at making programs, but not all of them get out of their way to make sure they are making the things that are needed.

- they don't talk the same language, so every conversation means one should be capable and willing to make the effort of taking in a foreign jargon and context.

So unless you are very lucky to have most of those doing exactly what you want them to do, you need somebody that will steer the ship. And it's WAY easier to hire one single person with those skills than to make sure every single team member you hire is going to be able to see more than one's own area of expertise.

If you can't hire that person, then the next best thing is becoming that person.

In that case, you may want to read "Don't makes me think", all 37signals books, and "the mythical man month" for a first step into the marvelous world of building products with reality as it is, instead of what people wish it to be.

The rest of course is a lot of practice, talking to a lot of bosses, customers, designers and devs, then try to get the product in the right direction.

It's a long (yet interesting) journey, though, so good luck.

Re: Ask HN: How to get developers and UI designers to work well together

#79
post #40

It's only one tip, but if both developers and designers are in color-calibrated environments with color-accurate monitors, you can eliminate some it-looks-good-on-my-screen arguments with technology (colorimeters). Many developers that are working pretty close with designers are using really bad, not-calibrated panels and aren't seeing the same thing as the person giving them the design.

How useful is this in practice though?

I'd guess that far greater than 99% of the people using (most) products do not have perfectly color calibrated monitors. If it doesn't look good on the developer's "kinda close" monitors, that seems like a decent indication that the design needs to be updated to allow for "rougher tolerances" so to speak.

Re: Ask HN: How to get developers and UI designers to work well together

#80
The big pain points have been...

People that feel strongly about the solution but don't have much evidence it's right for the user or business. I've seen that from both ux and engineers. Getting both groups more exposure to user feedback and customer feedback helps. Dogfooding also works great when applicable.

Focusing on details over the big picture. For ux I mean the emphasis on pixels over interaction design. For engineers I've seen it too. Exposure to user feedback helps. PMs help. A calm discussion of tradeoffs involving delivery dates help too, or budgeting post launch time to improve the feature helps smooth out the initial debates over scope. Doing rapid iterations with limited groups of users also helps.

Some people feel that they've had unfair compromises so many times that they're no longer willing to compromise at all. I've seen that from both ux and engineers.

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