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Practical UX for startups surviving without a designer

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Re: Practical UX for startups surviving without a designer

#41

The most obvious change that happens after hiring a graphic designer is that the app/website stops looking like shit, and adopts a pleasing color palette and set of fonts. There is real value in this, and the median graphic designer definitely chooses these better than the median engineer. But UX is a broader umbrella which encompasses interaction flows at the large end, and single function widgets at the small end.…

> It's very difficult to create good UX by design because evaluating the system by imagination is much harder than with an implementation. This is precisely why it’s a tragedy that the roles in software development have become so compartmentalized. It wasn’t that long ago that the same person designing an interface was also responsible for developing it. Or that design and development were one and the same, part of t…

This is a really great comment.

To me, "UX" still feels like a relatively new term. In its modern incarnation it's not what I do, although by intent it's actually my career speciality. As a category now, it feels like a poor compromise between true design and true code/userflow. I believe the existing tools try to bridge a gap that has existed since the earliest days of web development between the designers and the code monkeys.

I'm fortunate as a solo coder to have a very tight feedback loop with my own graphic design, but I wouldn't have it any other way. I started writing code making text-based games as a kid in the 80s, then became obsessed with graphic design, went to art school, worked as a designer at a traditional ad agency which had no coders... and because of my code competency became the go-to person for making web. And later apps. So I still currently art direct designers and also write the majority of code for clients. This lets me understand the flow first and then unify the design in ways that aren't prefab or obvious, but ensure user safety and flow in a beautiful way.

I think the tools now (Figma, yes, but also the reliance on standard use cases of frameworks like React) are very limiting. They shoehorn both designers and coders into an uncomfortable middle ground that's not too different from the arguments that used to erupt between designers and the couple of devs at my ad agency in the 90s - we want it to look like THIS vs. Do you know how impossible that is? So everyone settles on a crappy solution instead of sitting down and thinking about how to make something new and better for the situation.

Honestly, Flash was so great because it allowed both sides of a team to use both sides of their brain at the same time, and cross-pollinate design with code in a way that seems hopelessly lost now, at least for normal business apps outside of game development.

There aren't so many cases where business-y or banking software needs to be beautiful, but it could at least be thought through. I look at my banks' apps and sites and slap my face at the obvious miscommunication and sheer carelessness that must have taken place between management, design, and code to produce these monstrosities.

But would I want to be on the open market, looking for new clients with my cross-disciplinary background as a "UX" person? No. What they need aren't UX people. They need art directors who can at least write some code, or (even more rare) coders who have formal design training.

Re: Practical UX for startups surviving without a designer

#42
post #36

Earlier quoted context omitted.

> It's very difficult to create good UX by design because evaluating the system by imagination is much harder than with an implementation. This is precisely why it’s a tragedy that the roles in software development have become so compartmentalized. It wasn’t that long ago that the same person designing an interface was also responsible for developing it. Or that design and development were one and the same, part of t…

> These days, many “UX designers”, “UI designers”, and “product designers” have never written a line of code. Same for some "architects". They just draw up random system designs that don't work for THEIR environment. > This is precisely why it’s a tragedy that the roles in software development have become so compartmentalized. The worse part of it all is it's not the software engineer's fault either (most of the time…

Yet everything remotely serious built with React has gotten worse and worse... and apparently the project managers who rely in it and the coders who are used to its obviously major flaws can't think their way out of the wet paper bag that it's become, and see clear to writing a component from scratch. REST, sockets, whatever; the issue isn't how you send data over the wire, push it pull it or when. The issue is: Is what you're doing appropriate for the situation? My bank has started using something like React to show live stock prices in trashy grids. Guess what: That is a horrible idea because it's always wrong in some part of the screen. Let me reload if I have to, or else engineer something actually realtime.

They use these technologies because the recent grads who know how to use them are cheap and replaceable and the assumption is that the tech is uniform enough to make the coders hot-swappable. The product is enshittified garbage, but the managers don't care.

Re: Practical UX for startups surviving without a designer

#43
I like the article because it's very similar to the workflow that I developed while working on my first project after quitting my last job. One thing that I would add to "Be Explicit About Your Goal" is that it should be about both your goal and the user's goal. Otherwise it's very easy to hit blind spots that both you, another person, or AI will miss because of bias.

A small related rant is that many large companies with a dedicated team that works on design system don't seem to actually care much about UX. It feels demoralizing because sometimes it feels like many people are just using UX to push some other agenda.

Re: Practical UX for startups surviving without a designer

#44
post #29

To me, peak usability was 25 years ago, when most applications had a toolbar and a menu that followed a standard pattern. If you're a frequent, non-power-user, you use the toolbar (e.g. "insert row" button). If you're an infrequent non-power-user, you go through the menu (Insert > Row Above). If you're a power user, you remember the shortcuts indicated through underlined letters in menu labels (e.g. Alt, I, A). If yo…

> Modern UX doctrine aims for the opposite goal -- to keep people "engaged" as much as possible.

In many larger orgs, usually design doesn’t work in isolation. Some of these goals like engagement, retention come from senior leaders of different functions. The design proposals are evaluated and signed off against these goals.

However, when these designs and flows appear on platforms like Mobbin, they often lack context about their design rationale. This can create a network effect where other designers replicate similar designs for their own experiences without fully understanding the underlying reasoning.

Re: Practical UX for startups surviving without a designer

#45
post #29

To me, peak usability was 25 years ago, when most applications had a toolbar and a menu that followed a standard pattern. If you're a frequent, non-power-user, you use the toolbar (e.g. "insert row" button). If you're an infrequent non-power-user, you go through the menu (Insert > Row Above). If you're a power user, you remember the shortcuts indicated through underlined letters in menu labels (e.g. Alt, I, A). If yo…

At all times, people that are proficient at a green screen terminal application will prefer it to a web based or GUI based experience. They have muscle memory and a lot of codes memorized to switch back and forth from screen to screen extremely fast and exactly how many tabs to hit to fill out a form. It has nothing to do with SPA or whatever is currently new and flashy this has been going on for decades. The fact they have to remove their hand from keyboard to mouse pretty frequently is the biggest productivity loss, then drop down boxes and forms that aren’t very keyboard friendly and the page render times are incredibly slow in comparison.

I myself made this complaint a few times. When I was using medical erp once then again using a banking system. Both you could navigate by typing a chain of commands that would register even if you typed faster than the screens would render in the terminal. Hell, in the banking one I completely automated my job by writing an excel macro and sendkey commands to the terminal, then I sold it to the bank for a small sum after I quit (they asked me how I accomplished so much after realizing 3 people couldn’t handle my workload)

Re: Practical UX for startups surviving without a designer

#47
Here’s some typical reasons why a startup can fail:

1) it failed to communicate and market it’s product

2) it’s product didn’t fit the user’s needs

3) it’s technology strategy made development too expensive

4) it’s product technical quality was too low

5) it’s product did not look appealing to potential new users

Developers are responsible for 3 and 4, sales and marketing for 1 and finally designers for 2 and 5.

With competent developers you can start a startup and make sure 3 and 4 never come to pass, but lack of good product designer will eventually kill it.

Here I use the broader sense of user-centered designer, which includes:

- research

- testing

- prototyping

- validation

- UI/UX design

- visual design

- …

The first four being the most important for a product market fit.

This is especially important for B2B products, because there understanding the needs of the business and their processes is key to making sure the product fits the user’s day-to-day work but the businesses’ future needs as well.

It may not be common, but you can and should use extended UCD research methods on the customer business processes itself instead of relying on PMs and sales just asking customer’s what they want. (This is often called Business Design or Service Design around here.)

Re: Practical UX for startups surviving without a designer

#49
post #7

I recommend focusing on general design principles and mindset. - Read "The Design of Everyday Things" by Donald Norman - once you understand what makes a good (or bad) door handle, you'll start seeing design patterns everywhere. - Read "The Art of Game Design" by Jesse Schell. It discusses how to create engaging experiences, and games are particularly unforgiving. While people might tolerate an annoying tax app becau…

I echo on the "The Design of Everyday Things" making you perpetually dissatisfied.

Thanks for the second rec, I'll give it a go

Re: Practical UX for startups surviving without a designer

#50

Here’s some typical reasons why a startup can fail: 1) it failed to communicate and market it’s product 2) it’s product didn’t fit the user’s needs 3) it’s technology strategy made development too expensive 4) it’s product technical quality was too low 5) it’s product did not look appealing to potential new users Developers are responsible for 3 and 4, sales and marketing for 1 and finally designers for 2 and 5. With…

My most successful client (a company I have ownership in, now) has another slot besides marketing, design and code. That is our point person for filtering, testing and verifying user experience issues. Putting a single point person in charge of that onslaught of emails, who fully understands the software, and having them run a full time bug reporting/feature request channel, I think, is indispensible. They advocate on behalf of users but also know when the requests are silly or something is user error. They know whether an issue is mainly design or mainly code. Having them in place and engaging daily with users means we can filter out 90% of the noise in the signal. But it needs to be coupled with open-mindedness to customer feedback from the earliest iterations. Whatever requests or issues come through that person must be addressed. That person should understand what they can and cannot promise customers, what is crucial vs what is fluff, and how to prioritize those requests.

Her official role is "General Manager" but in fact she was promoted from a customer service role and the position was created for her because she was so good at spending extra time off-hours writing detailed, reproducible bug reports on behalf of customers who had experienced some issue. Reproducing and screenshotting the flow and the issues herself.

This person is a 10x force multiplier by virtue of being a power-user of the software who also interacts with customers and management daily, although she has no code or design experience.

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