Cheers,
Michael
> --
> You received this message because you are subscribed to the Google Groups "Ruby or Rails Oceania" group.
> To post to this group, send email to rails-...@googlegroups.com.
> To unsubscribe from this group, send email to rails-oceani...@googlegroups.com.
> For more options, visit this group at http://groups.google.com/group/rails-oceania?hl=en.
>
>
--
Checkout my new website: http://myachinghead.net
http://wakeless.net
That being said, all I'm doing is pushing the problem described further down the chain to the interaction designers - however, boxes and arrows are much more easily approachable to discuss by coders who think they can't design (yes, you can).
So I'd suggest getting involved when the site is wireframed, and as Michael suggested get involved during design.
J
For large apps, it's all about iterations.
----------------------------------------------
Myles Eftos
Mobile: +61-409-293-183
MadPilot Productions - Created to be Different
URL: http://www.madpilot.com.au
Phone: +618-6424-8234
Fax: +618-9467-6289
Try our time tracking system: 88 Miles!
http://www.88miles.net
That's how I like to work with dev teams anyway, not just throwing designs over the fence.
– tim
> Using mockup tools like Balsamiq help a great deal, especially if your
> customer is happy to use it to help visualize the application you're
> building. The designer can also work from that too, but the customer
> understands that the rougher looking app is modelled off a prototype.
> It can increase confidence while waiting for the final design to be
> implemented.
>
> There isn't a lot of work when refactoring a HTML design into Rails
> helpers, etc.. I just make sure I *don't* use HAML for such projects
> (I generally don't use HAML anyway), because it's foolish to rewrite
> all of your HTML files into another format.
Great design is a process that goes all the way from idea to execution and back again, whether it's code or UI. Having HTML thrown over the fence isn't a process I'd recommend for Rails dev, I've been on a project or two like that and the end result was always terrible.
To the original question…
On 24/11/2010, at 11:07 AM, dnagir wrote:
> I am just wondering how you guys deal with working from having UI
> design to the actual Rails implementation?
> (e.g.: 37signals - Interface First)
37signals have a designer working and collaborating on each team during build, not just at the start handing over photoshops or HTML.
Don't think interface *first* development, think interface *driven* development.
– tim
No, what they're ignoring is the fact that one screen has many states.
E.g.: when showing notices and when not, when a user is logged in and
when not, etc, etc.
You either have one mockup per screen state (not hard to do), or you
have one PSD /AI file (if you or your designer uses Adobe tools, but
could as well be Pixelmator) and layers that you can trigger their
visibility to show/hide different states.
So sure, if you can, get them to understand Rails or what have you.
But the problem can also be solved by you telling the designers all
the possible states of a screen.
> I think you may have made an assumption here. How does involving a
> mockup tool mean that the process "from idea to execution", that you
> mention, isn't followed and how does it mean that design is thrown
> over the fence?
Don't get me wrong, I'm a fan of Balsamiq, OmniGraffle and a chalkboard, and using them doesn't mean throwing anything over the fence!
I was trying to point out that a mockup tool doesn't do the "and back again" part, it's mainly only useful at the start, and what you need more than anything is a designer that you can collaborate with as it gets built, not one that finds out and plans for every corner case ahead of time.
– tim
> Thanks to all who replied. Appreciate it.
>
> Assuming the designer is available most of the time, then it seems all
> agree here that:
>
> 1. Continuous communication between dev<-->business<-->designer is the
> key.
> 2. Making it right is an iterative approach.
> 3. Dev and Designer should speak the same "language" and understand
> each other's tools.
> 4. It is a team effort and cannot (should not) be done by exchanging
> screens via emails or so.
>
> (this just sounds as a normal Agile-ish style... why wouldn't it...)
>
> From this perspective, if the designer is not a part of a team; but
> rather doing "once-off", "pay and go" stuff, the failure of UX seems
> to be imminent.
>
> In this situation options are:
> 1. Get a good designer on-board (might not be an available solution
> ATM).
> 2. Keep as close as possible to the original design while continuously
> updating the application.
>
> The option #2 can probably work only so much.
An Option #3 would be to make sure whomever you work with is available to be around during integration and future iterations, basically try to collaborate with them a little more (that is, if they're open to it).
– tim