Agree with the idea but does anyone else find the text really hard to read? Not sure if it's the font or writing style.
GUIs are built at least 2.5 times
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Re: GUIs are built at least 2.5 times
#42Earlier quoted context omitted.
It’s not only customer requirements that it works well for. Ever started prepping a site for a concrete foundation and run into rock as your levelling?
Yeah - next door didn’t enjoy the arrival of the rock breaker!
Re: GUIs are built at least 2.5 times
#43Earlier quoted context omitted.
Conversely, I've seen way too many designed-by-designers GUIs and UX flows that can be best characterized as a glittery, polished turd. They sure look nice in Figma but often only have one well-specified happy path from which the end user will surely deviate. Managers will easily greenlight broken designs because they can only see the visuals, not the complete picture. If you find a talented designer, they are valued…
That's because "UX" designers need to build according to actual usability engineering guidelines, not just built what "looks good". The 1995-2005 feels like it was the golden decade of this sort of thing.
Re: GUIs are built at least 2.5 times
#44> So imagine a pipeline that takes in encrypted text and the first “filter” decrypts the text, the second takes the decrypted text and strips away the beginning and the end, the third takes its input and sends it in an email. From a programmers perspective, we might think of these inputs and outputs as the “same” because they are text, however, in meaning, they are very different. I've only got this far and thought i…
There's something to be said for having objects that are just "a string (or number), but having had its prerequisites enforced and validated". Especially in unicode land.
Re: GUIs are built at least 2.5 times
#45A tight iteration loop is the only solution I've seen for building high quality UI/UX. Embrace that it's going to be terrible the first few times and plan for this. We could save on cost per iteration by avoiding the layout and styling pass until the very end. These interfaces are about communicating information. Plain text and basic form submissions work just as well as anything else when you're still trying to desi…
Re: GUIs are built at least 2.5 times
#46This part is genius: > I have made GUIs many, many times and my best case scenario goes something like: > 1. A design has been made, everyone loves it. Detailed drawings have been made. > 2. The devs are told to Make It > 3. The devs Make It, exactly to spec > 4. Everyone looks at it and everyone hates it > 5. So many meetings. So much stress. This Is Terrible! What To Do? > 6. A new design is made. So much better! D…
> customer team hire a semi-technical fresh grad
This is a person with two legs, one in each camp. This is the optimal solution and beats any one legged person.
It's unfortunate that so many organizations just don't like two legged people, they want you to go into a single box.
Re: GUIs are built at least 2.5 times
#47A tight iteration loop is the only solution I've seen for building high quality UI/UX. Embrace that it's going to be terrible the first few times and plan for this. We could save on cost per iteration by avoiding the layout and styling pass until the very end. These interfaces are about communicating information. Plain text and basic form submissions work just as well as anything else when you're still trying to desi…
It seems to me that one of the things making this approach difficult is that we lack (design) tools that support iteration between design and development.
Modern tools make going from design to development easier, but it is still largely a one-way street. And one that's been made worse by recent trends towards building the UI in code, rather than from data. There are good local reasons for doing this, but it does seem to push even more strongly towards a waterfall-y development process (design does pretty mockups, throws over wall)
Re: GUIs are built at least 2.5 times
#48Re: GUIs are built at least 2.5 times
#49If only.
Re: GUIs are built at least 2.5 times
#50This part is genius: > I have made GUIs many, many times and my best case scenario goes something like: > 1. A design has been made, everyone loves it. Detailed drawings have been made. > 2. The devs are told to Make It > 3. The devs Make It, exactly to spec > 4. Everyone looks at it and everyone hates it > 5. So many meetings. So much stress. This Is Terrible! What To Do? > 6. A new design is made. So much better! D…
This function is both extremely critical as well as it is also not valued in my opinion. The business/client side thinks that’s what devs are for, and devs think they’re just more management until they’ve learned that (please excuse the sport metaphor since it’s not something I do, but it seems fitting) Product Managers can be the defensive line as well as the quarterback for the running backs converting, the coach’s strategy into wins and a cheering crowds instead of boos and disappointments all around.