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You're a Designer Whether You Like it or Not

Kyle Murphy
September 26, 2011

You're a Designer Whether You Like it or Not

What the hell is "design?" Is it gradients and drop shadows on buttons? Is it the font you use in your app? Is it how you organize your living room?

There's design in all these things but this is not design, per se.

Developers sometimes define "design" as "how it looks." But the features you choose to build and even the specific way in which you actually build it is all a part of design. You're a designer too.

Great developers are able to understand the "why" behind designers' decisions. Conversely, great designers are builders themselves who realize what's feasible and impossible with the materials and technology. There's smooth interplay between the two disciplines on the best teams. They share an equal responsibility for the final user experience.

In my talk I'll discuss some ways to tear down the physical and metaphorical wall that sometimes exists between designers and developers. When you empathize with designers on your team, you'll quickly be amazed how you both start building better products together.

Kyle Murphy

September 26, 2011
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Transcript

  1. DESIGNER You’re a Whether you like it or not. WHO

    CONSIDERS THEMSELVES A DESIGNER?
  2. DESIGNER You’re a Whether you like it or not. JOB

    OF TOMORROW: “DEVELOPIGNER?”
  3. Design is the application of intent—the opposite of happenstance, and

    an antidote to accident. Robert L. Peters Designer
  4. DESIGNER You’re a Whether you like it or not. 5

    THINGS TO COVER 1. You’ve got the wrong idea about design.
  5. DESIGNER You’re a Whether you like it or not. 5

    THINGS TO COVER 1. You’ve got the wrong idea about design. 2. Everyone has latent design skills.
  6. DESIGNER You’re a Whether you like it or not. 5

    THINGS TO COVER 1. You’ve got the wrong idea about design. 2. Everyone has latent design skills. 3. Communicating with designers.
  7. DESIGNER You’re a Whether you like it or not. 5

    THINGS TO COVER 1. You’ve got the wrong idea about design. 2. Everyone has latent design skills. 3. Communicating with designers. 4. Your design nitro boosters.
  8. DESIGNER You’re a Whether you like it or not. 5

    THINGS TO COVER 1. You’ve got the wrong idea about design. 2. Everyone has latent design skills. 3. Communicating with designers. 4. Your design nitro boosters. 5. Design patterns for designers.
  9. DESIGNER You’re a Whether you like it or not. 1.

    YOU’VE GOT THE WRONG IDEA ABOUT DESIGN
  10. DESIGNER You’re a Whether you like it or not. 1.

    YOU’VE GOT THE WRONG IDEA ABOUT DESIGN
  11. DESIGNER You’re a Whether you like it or not. 2.

    EVERYONE HAS LATENT DESIGN SKILLS
  12. DESIGNER You’re a Whether you like it or not. 2.

    EVERYONE HAS LATENT DESIGN SKILLS
  13. I don’t like how this looks. Said to a Designer

    By a Developer I can’t get this thingy to work. Said to a Developer By a Designer =
  14. Yeah we’re gonna need this [crazy thing] like yesterday...just do

    it this way instead, OK? Management “Swoop and Poop Strategy”
  15. DESIGNER You’re a Whether you like it or not. SPEED

    MATTERS Amazon 100 ms delay caused a 1% drop in revenue. Yahoo! 400 ms delay caused a 5-9% decrease in traffic. Bing 2 seconds delay caused a 4.3% drop in revenue per user. Mozilla Download page 2.2 seconds faster increase of 15.4% in downloads. Google Maps Reduced the file volume by 30% and observed a 30% increase in map requests.
  16. DESIGNER You’re a Whether you like it or not. 5.

    DESIGN PATTERNS FOR INTERACTION
  17. The World Your Design “Forces” High radiation requires HASMAT suit

    and gloves Most sniffers have 3-terminal connector ** Governments spend $2B annually on radiation safety equipment **
  18. DESIGNER You’re a Whether you like it or not. 10

    USABILITY HEURISTICS Visibility of system status Match between system and the real world User control and freedom Consistency and standards Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help users recognize, diagnose, and recover from errors Help and documentation
  19. DESIGNER You’re a Whether you like it or not. 10

    USABILITY HEURISTICS Visibility of system status Match between system and the real world User control and freedom Consistency and standards Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help users recognize, diagnose, and recover from errors Help and documentation
  20. DESIGNER You’re a Whether you like it or not. VISIBILITY

    OF SYSTEM STATUS Progress indicators
  21. DESIGNER You’re a Whether you like it or not. VISIBILITY

    OF SYSTEM STATUS Progress indicators Live preview
  22. DESIGNER You’re a Whether you like it or not. VISIBILITY

    OF SYSTEM STATUS Progress indicators Live preview Autocomplete / live search
  23. DESIGNER You’re a Whether you like it or not. VISIBILITY

    OF SYSTEM STATUS Progress indicators Live preview Autocomplete / live search Periodic refresh
  24. DESIGNER You’re a Whether you like it or not. WORK

    AS CLOSE AS PHYSICALL Y POSSIBLE
  25. DESIGNER You’re a Whether you like it or not. CREDIT

    & SOURCES “Designing with Forces” Ryan Singer http://vimeo.com/10875362 Notes on the Synthesis of Form Christopher Alexander “Clean Up Your Mess” Daniel Higginbotham http://visualmess.com
  26. DESIGNER You’re a Whether you like it or not. CREDIT

    & SOURCES Designing Web Interfaces Bill Scott & Theresa Neil “Yahoo Design Pattern Library” Yahoo http://developer.yahoo.com/ypatterns/ “Design for Developers” Robby Ingebretsen http://bit.ly/hkHghf
  27. DESIGNER You’re a Whether you like it or not. CREDIT

    & SOURCES “Anatomy of a Design Decision” Jared Spool http://vimeo.com/20881152 “Ten Usability Heuristics” Jakob Nielsen http://bit.ly/4eOWbN “First Principles of Interaction Design” Bruce Tognazzini http://bit.ly/4Cyrwu
  28. DESIGNER You’re a Whether you like it or not. CREDIT

    & SOURCES High Performance Websites Steve Souders