When developers are expected to work in a corner until needed, that isolation from the design process prevents them from crafting the end product just as much as the designers themselves. The person who ultimately pays is the user. Whether you’re a developer, designer, or in another role, our mindsets need to change; we want to provide the best products for our users. Design decisions aren’t the sole responsibility of the design team. Decisions made during the design stages have far-reaching consequences that affect the entire project. A representative of each area, especially development and design, should be included when project-critical decisions are made.
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Leadership is not a dirty word. It’s not about ditching collaboration. It’s not about commandeering the room and shelling out mandates. Leadership is a natural, normal human craving. For a group to succeed — for design to succeed — someone has to establish a vision, a goal, a destination, and help the team get there — inspire the team to get there. In this article, Robert Hoekman Jr will look at how to run a kickoff and how to get yourself into a positive position in which you can steer the ship, rather than crash it into the dock.
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Because digital products and services play an increasingly important role in the day-to-day operations of normal businesses, it no longer makes strategic sense to outsource these activities wholesale. As a result, we’re seeing companies move away from the old way of engaging with agencies and towards something much more collaborative. Working as part of an integrated team helps to prevent projects from being thrown over the fence, breaking the three-to-five-year cycle of redesign and stagnation. However, finding and retaining digital talent is still a major problem, and only getting worse. Here are seven simple techniques that traditional companies can adopt to help them find the talent they need to thrive in today’s digital marketplace.
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There is no such thing as a project that goes off well without some level of planning. You’re just not the one doing it. You can keep complaining, or you can change it. You’re a designer, which means you’re capable of imagining a better version of the world than the one you’re living in. And yet there you are, stuck at the back. In this article, Robert Hoekman Jr. will share some of the reasons it happens. And how to stop being an afterthought.
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The “learn to code” movement is gaining momentum among designers, but you’d be hard pressed to find a similarly strong movement for other disciplines within a team. Perhaps there should be. We should all be striving to learn, but… what exactly should we learn? Maybe it it’s about learning to communicate and collaborate, to respect the nuances of each other’s craft — and the artistry and reason that they both demand in equal measure — without attempting to master it for oneself.
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No matter your status or situation, whether director or loner, you are in a position to lead, to raise the bar in a place where it consistently sits lower than you think it should. As an in-house UX professional, Robert Hoekman Jr has formed and run UX teams for multiple companies. As a consultant, he has worked with dozens of clients on hundreds of projects. In this article, he will share what he learned about how to get what you want. Most of these things can be applied whether you’re inside of a company or consulting for one, whether you’re a fledgling designer or a veteran leader.
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Producing creative, fresh projects is the key to standing out. Unique side projects are the best place to innovate, but balancing commercially and creatively lucrative work is tricky. In this article, Danny Bluestone will look at how to make side projects work and why they’re worthwhile, drawing on lessons learned from our development of the UX Companion app. Many of the tips covered in this article share some common ground — if you manage your side projects with as much professionalism as you manage client projects, then you’re likely to succeed. Achieving the perfect balance with client work isn’t easy, but we’re confident that following these lessons will be great for your next project, and hopefully they’ll help you on your way.
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Developer’s involvement in the design process seems to be addressed very little. This is a shame, because developers have a huge amount to add to discussions about design. The truth is that many designers have a somewhat elitist attitude towards design. They believe that only they can come up with good design ideas. Everybody has the ability to make good design suggestions. Admittedly, a trained designer will probably be more effective at finding design solutions. But that does not mean others should not contribute. As designers, we need to swallow our pride and accept contributions from everybody!
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Dammed up inside our heads are creative waterfalls of fresh interactions, transitions, and animations. But how are we supposed to communicate them to our teams, our developers? How do we get them out of our heads? Through a game of charades? Not being able to “show” the interactions and animations that bring our designs to life is one of the common struggles plaguing our industry. Exacerbating the urgency of this challenge is the simple fact that we now design for screens that can be tapped, pinched, swiped, zoomed, and more.
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In the context of software development, a product is the website, application or online service that users interact with. Depending on the size of the company and its products, a product manager could be responsible for an entire system or part of a system. This is confusing because, in most contexts, a product is a thing you sell to people. Product managers often get confused with category managers, which are the team that sources and merchandises the products sold on an e-commerce website. So, yes, “product” isn’t the best word for it, but it’s what we’ve got, But do companies really need product managers? And, if we can agree on that, what are the characteristics of a good one? Also, where does this role fit in an organization’s structure? Let’s explore these questions.
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