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Why you should move that button 3px to the left

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Re: Why you should move that button 3px to the left

#91
post #33

So why should you move that button? The article doesn't actually answer the question. If a UX designer just says "move the button by 3px because it looks nicer", then there is a good chance that someone higher up the hierarchy will say move the button by 4px because that looks better. And since neither of them are able to actually justify their reasons beyond some vapid and subjective claim of making the product "mor…

And since neither of them are able to actually justify their reasons beyond some vapid and subjective claim of making the product "more delightful" Do you appreciate the irony that you just wrote a whole post about making decisions objectively, in which you have essentially dismissed designers as ignorants who just make arbitrary decisions according to their personal whimsy, based on a series of unsubstantiated claim…

> Why would you think a designer would have no justification for a change beyond “it looks nice”? What would you assume designers don’t understand issues like pixel alignment or designing for multiple devices? Why would you think designers would be raising these issues based on Photoshop mock-ups?

You are right, they often have good reason, and can make the case by explaining that. Of course, they often to not have a good reason beyond spacing, it looks better, it is too crowded, or it is not crowded enough.

Re: Why you should move that button 3px to the left

#92
Prove it. Measure it.

Demonstrate with data that moving that button 3px to the left will increase sales by X% or customer retention by Y% or whatever our business metrics are.

There's a difference between "obsessing over the details" and "tweaking for tweaking's sake". Make sure you're really doing the former and that the particular details you're obsessing over matter measurably.

Re: Why you should move that button 3px to the left

#93
post #34

This article pisses me off something immensely. How about you learn to fucking code your own design? 'Yet we’re at the mercy of our teams. We can design beautiful, intricate, delightful details — but we can’t build, test, and deploy them all.' No shit, so how about you stop being one of those lazy-ass photoshop goons who play fucking color-the-button on dribble all day long and actually learn to code your own fucking…

Tone aside, I can't help but agree. My previous job (web shop) hired supposedly "rockstar" designers on several occasions, and the results were frustrating, time-consuming and in the end, largely worthless. What did not help was that those people had "print design" backgrounds, my bosses loved the rendered (hard) designs, and not having any design or development knowledge themselves, these sorts of ludicrous standard…

Where architecture is concerned this is normally true, but the exceptions are interesting/illustrative. When Frank Gehry was designing the Guggenheim Bilbao, he took stiff cloth and folded it into the final shape. Actually, y'know, making the building was someone else's problem.

Re: Why you should move that button 3px to the left

#94
post #34

This article pisses me off something immensely. How about you learn to fucking code your own design? 'Yet we’re at the mercy of our teams. We can design beautiful, intricate, delightful details — but we can’t build, test, and deploy them all.' No shit, so how about you stop being one of those lazy-ass photoshop goons who play fucking color-the-button on dribble all day long and actually learn to code your own fucking…

I've worked with Braden (the author) and he can indeed code - he built a mean prototype for some user testing we were doing. You can see in the second half of the article that he also makes the argument for pragmatism and working what is provided by the platform.

Obviously you have strong designers and weak designers. The strong designers are focused on the user experience and providing a consistent interface that has a high degree of fit and finish.

Users have a low tolerance for mistakes and seeing a couple things off by a pixel or two can make a product look immature and can take way from all the hard work that was spent building it.

Re: Why you should move that button 3px to the left

#95
post #33

So why should you move that button? The article doesn't actually answer the question. If a UX designer just says "move the button by 3px because it looks nicer", then there is a good chance that someone higher up the hierarchy will say move the button by 4px because that looks better. And since neither of them are able to actually justify their reasons beyond some vapid and subjective claim of making the product "mor…

You do realize that the user does not think in CPU cycles or FPS, right? Just as the goal of lowering CPU usage or increasing FPS is to improve the emotional experience the product user, so is making sure that the visual elements are properly aligned.

As the engineer, you have been staring at the product for hours at a time and are comfortable with it, perhaps even one with it. The consumer on the other hand is likely going to spend at most a few minutes before making a purchasing decision about it, or simply hitting the back button. Thus, it is important to enchant the user from the get go.

Re: Why you should move that button 3px to the left

#96
post #50

This is a fantastic article. To people below who say the designer should make the change him or helself -- as a front-end developer, I say a million times, NO NO NO. Does the designer know how to use git and commit properly? Do they know on what branch? Understand the deployment schedule? Perform browser testing? Are they part of code reviews? Do they understand whether that rule is used by just that component, or ju…

The web was supposed to free us from the over-design of glossy magazines and Madison Avenue bullshit. Content was supposed to be king. So forgive us if we are a little bitter that it turned into just another high gloss magazine.

The Web was supposed to offer various modest improvements over Gopher, for the internal use of CERN.

This is very much worth keeping in mind...

Re: Why you should move that button 3px to the left

#97
post #34

This article pisses me off something immensely. How about you learn to fucking code your own design? 'Yet we’re at the mercy of our teams. We can design beautiful, intricate, delightful details — but we can’t build, test, and deploy them all.' No shit, so how about you stop being one of those lazy-ass photoshop goons who play fucking color-the-button on dribble all day long and actually learn to code your own fucking…

Tone aside, I can't help but agree. My previous job (web shop) hired supposedly "rockstar" designers on several occasions, and the results were frustrating, time-consuming and in the end, largely worthless. What did not help was that those people had "print design" backgrounds, my bosses loved the rendered (hard) designs, and not having any design or development knowledge themselves, these sorts of ludicrous standard…

To me, a designer sits astride form and function, melding them both. If you're not doing form, then you're an artist, not a designer.

Re: Why you should move that button 3px to the left

#98
post #63

> So it’s not enough to say “it looks better this way”. Designers need to make a case for why the team should spend time on fit and finish. That point is central to the post and yet not really followed IMO. Costly changes to the UX should be justified in objective terms, e.g. consistency, color or style matching, differenciation, focus improvement, branding, readability... Not a "it feels better", or "it's delightful…

Only one way ... higher profits.

Re: Why you should move that button 3px to the left

#99
post #35

Earlier quoted context omitted.

'I'm having a tougher and tougher time appreciating these photoshop cowboys. ' Give me a break. That's the default these days. I've yet to met iOS developers or front-end engineers who can't design. We don't need these photoshop goons anymore.

Having to explain to your project manager that their Photoshop cowboy is out of touch, and turning PSDs into code is more work than simply designing things yourself is a virtue I've never goated. I hate Photoshop cowboys

I could, if I was given the opportunity and the time.

Re: Why you should move that button 3px to the left

#100

This is a fantastic article. To people below who say the designer should make the change him or helself -- as a front-end developer, I say a million times, NO NO NO. Does the designer know how to use git and commit properly? Do they know on what branch? Understand the deployment schedule? Perform browser testing? Are they part of code reviews? Do they understand whether that rule is used by just that component, or ju…

First of all, I think it's vital for web designers to know HTML and CSS. Even if they don't know it well, they should still know it enough to get the basics. The reason I strongly believe this is that the web is an interactive medium. It's dynamic, it morphs, it needs to provide feedback, and it needs to be interacted with. You get none of that when you create a photoshop image. You don't have to account for users having different display sizes, or the data changing, or the UI elements reacting to context and helping guide the user. It's important to have some intimate familiarity with the medium, beyond just using it, to properly build for it.

Making something pretty might be good enough for a splash page, but when it comes to actual UI, it just doesn't cut it. I've run into all these problems over and over again with different designers who won't touch or even look at code. Their designs just aren't flexible or nuanced enough to cover all the dynamic aspects of the web. They might look great, but they are often fundamentally broken.

Knowing CSS also helps you create more consistent web experiences. CSS encourages patterns and re-use, and having consistent pages and UI components also lead to better more familiar experiences. I've been given page designs before where every page had slightly different typography or buttons because they were doing everything in photoshop, instead of something that's actually designed for layout, like indesign.

I think all web designers should be able to conceptually do the tasks that are brought up in the article. Things like moving a button a few pixels, or changing colors, and little things like that are easy to do, and can be taught in a few minutes. I'm not talking about writing new CSS, I'm just talking about tweaking existing properties. Subtracting a few pixels from `margin-left` is easy.

Many print designers might not be able to work a printing press, but they still have a concept of how it works, to the point that their terminology like "leading" actually comes from the inner workings of the printing press.

You bring up a great point that it can be much harder to integrate designers into a development environment than it is when they're writing code for a blog or portfolio. Maybe your CSS is messy, and it's hard to find where styles are actually coming from. However, the time needed to do tiny design tweaks is not trivial and adds up. It can easily be worth it to refactor your code in some cases, both for developer sanity and for better collaboration. Also, testing tweaks in chrome's inspector is not a colossal task and can be taught to designers without too much difficulty.

As for keeping the code clean? If they aren't competent enough to contribute directly to the code base, absolutely do not give them access to origin master! Really, nobody should. Once your team goes beyond just a few people, code review is a must for everything, not just designer contributions.

Now git? Git sucks for non developers. Hell, it even sucks for developers too while you're still learning it. But there are ways around it that are user friendly enough for not super technical designers to still be able to contribute and not destroy the code base. If you use GitHub, have them fork the code base, and then they can use the built in editor to make file changes and add commits directly. After that, you click the "pull requests" tab, then it shows you your changes, and you just click "create pull request". Then it goes to a developer who can then test and approve the changes without any danger to the code base. There's a bit of an initial time investment to get someone not very technical to that point, but I think it's worth it.

Also, it's ultimately demeaning and humiliating to have a developer who has his head thinking about tough programming and architectural challenges to have to break out of his flow to change the value `5px` to `2px`. Menial tasks like that are inevitable in a real world code base, but we should be actively trying to get rid of them.

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