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How to speed up your design process (jogofwar.com)
58 points by brentlarue on March 8, 2013 | hide | past | favorite | 13 comments



In your point "Communicate with the client or project leader regularly" it's really necessary that both the customer and the designer talk about the same thing. Everybody knows email loops with explainations "which button should be more blue". Usersnap - http://usersnap.com - offers visual feedback to speed up your design process even further. (Full disclaimer: I'm one of the Co-Founders.)


Sounds interesting, I'll have to give that a look.


I was all ready to dismiss this one from the title, but reading it has the smack of hard won experience and intelligent reflection.

The process of setting limits withinnwhich experimentation is expected and allowed and of producing a prototype version of all major components - that can be lifted wholesale into development work.

All round a bookmark to come back to every few months. Have a point


Thanks! We've been working hard. Big ups to the developers on board too. They've been sweating it out longer than I have now.


> Style tiles help establish a common visual language before getting started on the mockups. “Can we see what this would look like in purple” will no longer be such a painful question. Style tiles consist of fonts, colors, patterns and other interface elements. Now, when your team needs to add a new screen with various elements, it will be easy to borrow the asset from the style tile that you previously agree upon.

This sounds a lot like using bootstrap, except you have your own custom version. This would help improve the consistency of the design and make it vastly easier to iterate.

Styletiles, bootstrap and other basic web widgeting toolkits will transform the way web apps are built, saving tons of time and producing better results.


"Set limitations for your work" I think this is one of the single most important components of creating anything of value. It is very difficult to innovate on a blank and limitless canvas. Barry Schwartz wrote an excellent book about how increasing choice decreases our satisfaction with our decisions. I think this is the same with design/creation it is so much easier for our brains to process- I have these inputs, these constraints, now what can I do with what I have.


Yeah man, that's what it's all about. Just as long as people remember it isn't about setting restrictions on the outcome, but on the process itself. Then your outcome will have better conditions to grow.


Love the design and agree with most of what you had on there, infact I've been following a few of those in my own process for quite sometime now.

Although, I have to say, any reason why a Button Pressed style is missing?

Visual feedback on actions improves usability and avoids interaction ambiguity.


Certainly, I agree. The reason it doesn't exist is because it was just breezed over. This was an oversight on my part. It's not a perfect system, but it's the best one we've found so far.


"The nature of design work is very different from that of development work. The key difference being, developers have a defined end point in which they must solve many problems along the way to reach that point. Designers have one problem with no defined end point."

Ha ha bonk


Sorry, I was incredulous. The proportion of situations in which developers have a defined end point can itself be defined, simply, as small.


haters gon' hate. It's from a designer's perspective, I'm subject to my own biases.


I found this hugely useful, thanks. Also that is a beautiful blog design.




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