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Responding to Responsive - BadCamp 2014

Josh Riggs
November 09, 2014

Responding to Responsive - BadCamp 2014

A designer's guide to adapting to the demands of responsive web design, BadCamp 2014 edition.

Josh Riggs

November 09, 2014
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  1. Greetings From Portland
    I BROUGHT SOME HOMEMADE PICKLES
    • Josh Riggs = Lead UX & visual designer @thinkshout
    • On the interwebs at @joshriggs

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  2. Responding To Responsive
    A DESIGNER’S GUIDE TO ADAPTING

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  3. Responsive Design Is
    Fucking Hard

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  4. • Focus on asking questions & solving problems
    • Solve those problems using the right tools in a logical progression
    • Communicate better with developers along the way
    How Have I Learned To
    Make It Easier?

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  5. “Gear Is Good,
    Vision Is Better”
    - DAVID DUCHEMIN

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  6. Design Is Problem Solving
    THE EXPERIENCE IS THE PRODUCT

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  7. Design is the creation of a plan or
    convention for the construction of an
    object or a system.
    WIKIPEDIA:

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  8. Design Is Problem Solving
    Our job as designers is to craft a great system
    of interactions all while telling a powerful
    visual story. We do that by thinking,
    answering, creating and iterating.

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  9. Designing In The Browser
    Will Solve All Your Problems.
    PRESENTATION OVER. LET’S GET SOME BEER.

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  10. When you're in Hollywood and you're a
    comedian, everybody wants you to do other
    things. All right, you're a stand-up comedian,
    can you write us a script? That's not fair.
    That's like if I worked hard to become a cook,
    and I'm a really good cook, they'd say,
    "OK, you're a cook. Can you farm?"

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  11. Design tools are always changing.
    If we focus on problem-solving
    instead, we will always have a
    constant.

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  12. Success or failure of a
    responsive design has never
    depended on whether or not
    the designer used Photoshop.

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  13. …And Now We Make Stuff
    A LOOK AT A PROCESS THAT WORKS FOR ME

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  14. Design Is
    Design, Right?
    • Interaction Design is about creating
    a UI system
    • Visual Design is about creating a
    visual voice
    • Both are equally important

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  15. Wireframe In The Browser.
    Create Visual Design In A
    Real Design Program.

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  16. HTML Wireframes
    Getting Started:
    • Starting with a complete Content Slice Diagram or component list makes
    this 100,000% easier.
    • Aim to create wireframes for each unique interaction
    • Sketch your ideas and iterations first, even if it’s just boxes and arrows
    • Don’t jump into code until you have some solid UI ideas
    • The more detailed your wireframes, the easier visual design will be

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  17. HTML Wireframes
    Thoughts on Code:
    • Opinion: Don’t shoot for code to be used in the final build
    • Code well, but don’t let correctness stifle your ideas
    • Try to code in a similar way to the final build

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  18. HTML Wireframes
    Thoughts on Code:
    • Ask your devs for help & advice
    • If using Sass, use partials
    • Be organized
    • Never underestimate the ability of a merge conflict to fuck up your mojo

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  19. HTML Wireframes
    My preferences:
    • Jekyll for templating, variables & front matter.
    • Sass for CSS pre-processing (duh)
    • Bourbon instead of Compass for mixin library
    • Bourbon Neat for Grid
    • Bourbon Bitters & Refills for extra zazz

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  20. Meet “Distillery”
    HTTPS://GITHUB.COM/THINKSHOUT/DISTILLERY

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  21. Visual Design
    THE COAT OF PAINT ON THE HOUSE

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  22. Ideation Vs. Production
    IDEATE IN A DESIGN PROGRAM. PRODUCE IN CODE.

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  23. Ideation
    ART 

    DIRECTION
    UI
    CONCEPTS
    VISUAL
    PROBLEM
    SOLVING
    EXPLORATION
    & SKETCHING

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  24. In Other Words… Design Apps
    Are Perfect For Ideation!

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  25. Production
    APPLYING
    DESIGN
    LANGUAGE
    BREAKING
    DOWN
    COMPONENTS
    TESTING &
    VALIDATION
    “FILLING IN
    THE GAPS”

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  26. Production Is Where I Switch
    To Code.*
    *If time and budget allows

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  27. Visual Design Deliverables
    HAPPY CLIENTS + HAPPY DEVELOPERS = HAPPY DESIGNER

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  28. Start Broad: Style Tiles

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  29. • I use Sketch or Photoshop. No Code.
    • This is where I experiment with multiple directions and styles
    • Lightweight and quick to make
    • NOT the same thing as a style guide
    Start Broad: Style Tiles

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  30. • 1-3 mocks. Desktop & Mobile.
    • Yep, still in Photoshop or Sketch
    • Purpose is to test out visual design system
    • Closely (really, really closely) follow wireframes
    • I can do this about 300% faster in Photoshop / Sketch
    • Makes Clients Happy!
    Get More Granular:
    Full Page Mocks.

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  32. • If time and budget permits, I jump into code.
    • If not, I use Photoshop / Sketch
    • Create enough mocks and components so developers don’t have to
    guess
    • Depending on budget / timeline, create HTML style guide
    Get In The Weeds:
    Design Components,
    Patterns & Style Guides

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  34. Now you have responsive wireframes + all the visual designs you need to
    make your developers happy, and your clients think you’re a doll.
    Congratulations!

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  35. Bring Down The Wall
    CREATING BETTER COMMUNICATION BETWEEN DESIGNERS
    AND DEVELOPERS

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  38. • Don’t try to be a hero if it’s a high pressure project.
    • Find out who will be developing your work. Get in contact with them.
    • Be very thorough.
    • Explain why you’ve created every element in your designs.
    • Give context.
    • Present people with problems instead of solutions.
    What If I’m Stuck Behind A Wall?

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  39. “If there is no struggle, there is
    no progress.”
    - FREDERICK DOUGLASS

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  40. Word.
    @JOSHRIGGS EVERYWHERE / LETS GET A BEER.

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