home arrow articles arrow general arrow Design vs. Redesign Pt.2 - What Does It Mean?
home | blog | articles | tips and tricks | tools | contact

Design vs. Redesign Pt.2 - What Does It Mean? PDF Print E-mail
Written by Dex   
Wednesday, 17 October 2007

So, in Part 1 of Design vs. Redesign I told you to pay attention to good design up front. But what does that mean?

A fair question. Basically it means:

  • Make sure you have requirements--both business and user.
  • Make sure you have at least a skeletal design to work from (wireframes are great for this).
  • Make sure the design fulfills the requirements.

 

Requirements Definition
Most business or product owners are pretty good at stating their high-level requirements, where "high-level requirements" are really their business goals. Obviously these are important, because if you can't meet your goals, you can't make your money. However, they aren't the end of the story, and they aren't going to magically lead you to the successful end-product promised land. Break those goals down into smaller pieces--the data needed, the tasks to be performed, the business processes that need to be supported. Be as specific as you can be. For instance, if you already know that for billing or accounting purposes only one account number can be associated with a given named entity, say that. Keep in mind that your requirements have to get implemented into code at some point, the less ambiguity you can hand a developer--particularly if you're contracting out the development--the better off you, and your software, will be. (Note: defining business requirements for a software selection project is different from defining business requirements for a software development project. I'll address the build vs. buy dilemma another time.)

But even that's not the end, because without identifying your audience and defining their requirements, you'll never build a product that they'll actually use. And if they don't use the product, all of your development work will be for nothing--well, nothing except keeping you away from the promotion or end of year bonus that you crave so much. Get some understanding of your users, their environment, and how they work. Write some quick personas to make them real. And then, most importantly, figure out how to meet their needs and still achieve your business goals. Design to the user, don't make the user conform to your preconceived notions of what is right. Users really don't care what you think is right, they only care about what they know is right...and believe me, they almost always know better than you. Just ask them.

A helpful hint: Keep your business logic out of the UI. It will make it far less painful to make changes as you move through the development process and discover new requirements and needs.

Seeding the Design
I know some people will read this and think that I'm advocating a front-end heavy "waterfall" method of development. So, just to be perfectly clear, I'm not. I do believe that it's possible to start the design process up front and still work in an iterative, or even Agile, fashion. You don't have to have a full-blown, pixel-perfect design before your developers get started. You do, however, have to have the beginning of a design so that they have a place to start. (A helpful hint: Keep your business logic out of the UI. It will make it far less painful to make changes as you move through the development process and discover new requirements and needs.)

I've found that one of the best ways to "seed a design" is to provide a set of wireframes to the development team. These wireframes are design agnostic, and are only meant to provide a visual framework around which a finished graphical look-and-feel can be constructed. They're meant to let the developers know what kinds of elements need to be on a screen, whether forms or form elements will need to be constructed, what kind of data is meant to be collected, and how the user will interact with the screens, or how the elements will interact or impact each other. While they don't address things like color, graphics, or style--all of that can come later--they do give the developers enough to work with that they can start constructing screens and the underlying services and/or data repositories that will be needed.

Better to Know Now
If you've missed the mark, either on the business or user side, wouldn't you want to know before you've spent those hours and hours (and dollars upon dollars) getting every pixel the right shade of pink (kidding...much to my personal annoyance, almost no one makes pink software) and placed perfectly on the screen? If you didn't answer yes to that question, I'd like you to stop reading now and just go turn your computer in to whomever you work for--and if you're self-employed or at the top of the food chain at your organization, you can just send your computer to me, I'll put it to good use--because apparently your momma never taught you the value of not throwing money away, and there's probably nothing I can say that will remedy that situation.

Do a quick check of the business and user requirements against your early design. Do you see any glaring holes? No? Great, get those code monkeys to work. But don't make the mistake of not continually checking your requirements against the design. As the screens start to come together, get the app in front of some users. Put it in front of the business. Get feedback early and often. And refine, refine, refine.

The probability that you're going to find that some of your assumptions about the user were wrong is high. That's nothing to get freaked out about, because you can adjust. And if you listened to me about starting from a skeletal design, you're not going to spend needless hours editing and re-slicing graphics, twiddling around with stylesheets, or re-coding business logic just to alter or expand your design.

Up Next: What happens if you don't pay attention to good design up front.

 


Add as favourites (47) | Quote this article on your site | Views: 3374

  Be first to comment this article
RSS comments

Only registered users can write comments.
Please login or register.

Powered by AkoComment Tweaked Special Edition v.1.4.6
AkoComment © Copyright 2004 by Arthur Konze - www.mamboportal.com
All right reserved


Tags:  ux good design ui redesign
Last Updated ( Thursday, 18 October 2007 )
 
< Prev   Next >
dexocratic revolution - user experience architecture

dexWho is Dex?
A user experience architect in the rainy Pacific northwest who can regularly be found in various coffee shops drinking (double grande non-fat) lattes, whipping Visio into a wireframing and flowcharting frenzy while debating, discussing, and pondering the triumphs and challenges of information architecture, user interface design, usabilty and user experience in an ever-changing technology driven marketplace.




Random Thoughts...

on convincing tech wonks that IA is valuable...IA is what happens between the database and the user interface. Before someone can create the data model, you must know how your users want to use the data, or risk creating a system the users won't accept.

on interaction...For information to be actionable, it must be simple, relevant, timely and in context.

on being informed...If you can't make a decision, it's probably because you lack information.

agile   article   attention   blog   bonus   business   cases   companies   developers   development   dex   different   doing   goals   maybe   methodology   needs   processes   project   prophets   redesign   religion   requirements   site   software   starbucks   user   users   web   without   working  

Jump in the fray
Login to join in the conversation.





Lost Password?
No account yet? Register

Subscribe in a reader
Add to Google Reader or Homepage

Subscribe in NewsGator Online
Add to netvibes



Other Recent Posts
Frequently Read

©2007 Dexocratic Revolution. All rights reserved.