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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

#81
The fact that front-end developers and UI designers use different tools leads to them working separately, which is the actual problem.

Unfortunately, this is ultimately a talent/hiring issue, as it's easier to hire developers who have zero design experience and vice versa. When you treat people like interchangeable cogs, you don't get good collaboration.

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

#82
I haven't really had this problem (I'm a developer) because I used to try to do some form of UX design way back in the day. And the more I did it, the more I realized I suck at it. So I can empathize with their needs and truly appreciate someone who can do it well.

My recommendation would be to have those with a problem do the other person's job for a week and "sorta" hold them accountable for the outcomes. Give them the mere threat of some minor wrist-slap should they fail to meet a seemingly reasonable objective that the other could do in a week, and then after the exercise explain that you never had any intention of actually delivering on that - in this case - just to make them have some skin in the game so they didn't dismiss the exercise.

After about a week of the shoe being on the other foot, I think the appreciation for the other discipline will become genuine, and then you can start working on having the right conversations about tooling, concerns, workflow, language, and so on. But developers have got to understand that UX design is so, so much more than "pretty pictures" and UX folks have gotta get it through their heads that engineering is FUCKING HARD, and we're way more than mere "code monkeys" over here.

Until that mutual respect and appreciation is established, none of the other stuff matters.

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

#84

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 buildi…

I'm a developer and I've seldom or never had any problem with designers. It's cliche to say it's communication, but that's what it is. How? Nothing is ever just handed off. We talk about everything. Not only in meetings. We spend plenty of one on one time at each others desks. I don't condescend to them, I explain things from my end. They don't condescend to me, they explain things from their end. We're both working on the same thing, not different things. The way I look at it, you've either hired people who give respect to other people, or you haven't. If it's the latter, oops.

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

#85
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…

UI/UX has to be treated as an iterative process. Collaboration between multiple parties (eng/dev/design/pm/etc) is almost orthogonal to the root problem I've seen: "design" gets treated as "this is it" and the moment you start being 2-3 pixels off, or a shade of red isn't what was in figma/ps/etc, "you're deviating". "These were already signed off/approved/whatever". "But... you ONLY did a wireframe of 3 screens, for…

Part of this isn't designers, but "stakeholders" and managers and such wanting to put their stamp on things. They often do this through design, I suppose because you can show anyone a screenshot in a powerpoint and they can appreciate it, but you can't show everyone a program logic flow chart and have them appreciate it.

One way to push back, if you use anything like story points for estimation and scoping, is to point low-design and high-design options separately, for any elements where design choices may have a major effect on that. "This is a 5-point feature with a basic button with the correct brand colors and a spinner for busy state—but a 13-point feature with what's presented in the designs, including a bouncing hover animation and the button morphing into the company logo as its busy-state et c."

Part of the problem is the cost of design on the development process, not just making initial mockups, is often ignored or not correctly accounted for. If you make it explicit, lots of times it turns out a simpler version (which is going to be better for users anyway, 90% of the time—but being good for the users isn't the reason for a lot of UI design, see: constant user-hostile but flashy redesigns across the industry) is in fact acceptable if it means you can fit another feature or two in a given sprint. "We can come back and do the fancier styling & behavior later when we have less feature development to do" but then, as with most things that get deferred, you never will, which is for the best.

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

#86

Earlier quoted context omitted.

The role you described as a bridge between those two domains, how could I go about pursuing that as my career?

Over a decade ago, @cdixon tweeted, which has since been deleted, "Desingineer" - mythical person startups are looking for who can do UI, UX, and excellent front-and back-end coding.[1] This should be a blog post or even one of those mini pay-what-you-like eBooks sold on Gumroad. Let me try a quick and short starter for you. It is easier to teach designs to developers than vice-versa. "Design" is not what most people…

> "Design" is not what most people think -- artistic.

Just wanted to call this out as ABSOLUTELY SPOT-ON!

One additional concept I'd throw at developers is that design is not about making pretty pictures alone. Sure that's a part of it - nobody wants to use something that looks like ass - but in addition to that obvious requirement, you have to convey meaning without using words and do so with patterns, layout, and flow that people are already used to.

For anyone wondering "WTF is he on about here?" check out the study of "iconography". Think of the old school Windows system tray network icon. Two screens with a "link" thingy between them that blinks. Notice how that conveys the idea of computers communicating - aka, a network? That's a fundamental, critical element of UX design.

Now couple that with the need for layout, aesthetics, Gestalt theory (humans like visual symmetry), simplification of the interface for a very wide variety of audiences (elderly, Gen Z/millenials, boomers, everything in between), multiple device types, color theory (in some cultures, for example, colors have different meaning than they do in the West. In China, I've read, you wear white to funerals, not black; what other variances in color meaning may exist worldwide?), various linguistic idiosyncracies in various cultures, etc.

Once you put all that stuff together in your head, it becomes much clearer that UX design is a hell of a lot more than pretty pictures. It's a research discipline, and a field worthy of respect in its own right.

If the software is hella capable but a pain in the ass to use, it's worthless. Why do you think Windows is so much more popular than Linux?

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

#87
This topic is near and dear to my heart. My encounter with this issue, and the way I approached it, have defined my career (been doing this about 22 years, now, and have gotten to work at some dream jobs with names you've heard in the meantime and currently). I did a few conference talks about it, but I won't link those unless someone is curious, just to make sure it doesn't seem like I'm trying to get views or something.

TLDR: No shock here, if you think about it long enough, but the answer I found was empathy. This professional relationship between designer and engineer (which I've found through many interviews—formal and informal—to be the same for architect and engineer, stage designer and carpentry shop, etc.) is still a human relationship. It's easy for a lot of people to forget that, or to think that professional relationships don't require emotional intelligence/work/etc.

Fairly early in my career as a front-end engineer I landed at a fancy advertising agency. We built high-end interactive marketing sites for big names. We had a lot of hot-shot designers who were VERY excited about themselves, and were, frankly, watching Mad Men a little too closely and drawing the wrong inspiration. It was quite easy for me to start blaming them for the parts of the design -> engineering hand-off process that weren't working. Their designs seemed to ignore the constraints of the technology, the budget, the schedule, etc. And several of them jerks who would quickly throw the engineers under the bus and say "the engineering team at the last place I worked could have done this in a week."

Then one day I started a new project with a new designer. He dropped by my desk with design specifications that contained all the info I normally had to go spelunking into design source documents to try to ascertain myself. This guy had put them all in one place for me to make it easy. I was shocked. I noticed something that wasn't technically feasible in the design right away, and thought I'd test the waters. "Could we do this differently? The technology won't allow this exactly because of [blah blah blah]." He listened. He asked if we could both think about it a little longer, him thinking of alternative designs and me seeing if there was some approach I hadn't thought of that might make it possible.

The next time I spoke with him, as he was about to walk away, I said, "Hey, quick question… how come you're not an asshole?"

I'm so glad I asked.

I've already gone on a while, so I'll try to summarize. Essentially, he told me a story from his days in art school. Final exams, which for his art program meant turning in a lot of finished graphic design projects, which meant getting a lot of digital artwork printed, which meant going to a print shop and handing over all the money left in his bank account and then just sitting there for hours waiting for the prints, realizing that he had not control over what happened at this point. Did the printer install the fonts the way he'd asked? Were the color spaces configured correctly? Did the printer know what they were doing? Were they any good? There wasn't going to be any time to re-print (let alone enough money to pay for that), so his final exam was completely in the hands of this printer.

"That's how we often feel working with engineers." He said. "We turn over to you design files that we're proud of. They're beautiful. Then we just have to wait and see, a lot of the time, what actually ends up getting shipped. Often what shows up doesn't resemble our designs. The wrong fonts, the wrong colors, padding, margins. Sometimes the layout itself isn't even close. And we're powerless to do anything about it, and if we speak up too loud we're called prima donnas."

I immediately realized how I'd been complicit in this pattern so many times. How many times had I totally missed things like padding/margins that didn't matter to me because my untrained eye couldn't even see the difference unless it was pointed out to me? How many times had I said "eh, good enough" rather than trying a little harder, or going back to the designer to see if we could find a middle-ground?

I thought of the design specs he'd dropped off and how helpful they were. I realized that the only way forward was to mimic his style: respect for each others' disciplines, empathy for the struggles that each of us had in our work, dedication to work together—to set each other up for success and put the quality of the work before our own personal convenience.

For me that approach got me jobs I thought I would never qualify for. I got so good working with designers I became one. I've worked as a front-end engineer, a design technologist (hybrid designer-developer), and even as a straight up lead designer (UX/interaction design) for the past 15 years. My career has been rewarding (getting to go to/speak at conferences around the world, getting to co-author an O'Reilly book, etc.) beyond any dreams I had early on, and I think I owe so much of it to that designer and his lesson in empathy.

This is a side-note that might be as important (or more so) than the main thread. Why was I able to empathize with him so quickly, instead of getting defensive, as was my wont at the time (and still is more often than I'd like)? I think the key was the STORY he told. It's so easy for us to drop ourselves into a story as the main character. When he told that story, I was the art student frustrated with the printer. When the tables turned and I realized I was actually the printer in this story, it was a powerful moment because I had put myself in the designer's place. My defensive instincts were coming out in defense of the main character of the story (me as the designer).

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

#88
post #41
post #21

Earlier quoted context omitted.

I agree with your overall point, but I think your example might be a bit off. Boeing also cut corners on quality, hence the issues with the 737 MAX. It's obviously not a direct comparison, but skimping on certain things to get something to market faster is not a uniquely SaaS technique.

The max issues weren’t corner cutting on quality, it was corner cutting on investment in a new design and type rating and available pilots. Although it could have quality problems; stories of 787 quality problems are concerning. But quality skimping was not the cause of the 2 fatal crashes

If I remember correctly the problem was the new models were imitating (with software) the old ones to avoid having to be certified again.

When it was time to fly there were slight differences and this caused the pilots to react in the wrong way for the new model's behaviour.

While I understand the reasons you mention, I do not clearly follow the distinction between cutting on costs and cutting on quality. It seems like two sides of the same coin.

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

#89

I think this is largely a personnel & hiring problem. Stop hiring people who can't work in teams. It takes more than just Developers to ship good software. Stop hiring designers who cannot design software. > do you also find that there's a lot of tension between developers and designers? To be honest, no, not really. Only ever at one job have I experienced a problem with developers and designers working together. One…

No post body was provided.

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

#90

As a mobile developer, the main pain point with collaborating with a designers over the years has been their complete lack of knowledge when it comes to norms on Android. All have been exclusively iOS users, with no feel for how the two platforms differ, and I have had to take it up on my self to translate and adjust the designs given to me so that they follow norms and practices on Android.

Are you in the US? I seem to be having the same problem, but in reverse - Android-isms in iOS; I am in central EU, designers/client are from Ireland. It appears to me that they also do not differentiate between screens and modals and just pick at random which flow will be which. I am not faulting them for that, as Apple has gone pretty wild with modals lately too, but still, at least some consistency would be nice.

My last experience in mobile dev was that everyone wanted everything to look like Material UI everywhere, because that's what was trendy on the Web. And that even Android had, bizarrely, pretty poor support for Material compared with the Web, so it ended up being a huge pain on both mobile platforms. I guess it's like how you used to have to call out to JavaScript on Android to get a decent Google Maps address & location library because the Web versions were better than the native Android one, which made no damn sense but seems to be part of a pattern with Google of treating their own mobile OS as a second class citizen compared to the Web.
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