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by efficax
1458 days ago
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To me the biggest blocker is unclear requirements in the edge cases (this is maybe the final 10-20% of a project). You get to a point where it's unclear which of a few options to move forward with, in a way that will affect the UX of the feature, and this isn't mapped out in the story or the wireframes. So you have to go back to product and get direction, which often takes a lot of time (product loves to meet, to measure, to a/b test, in my experience they hate to just make a decision). In smaller orgs this is often easier, the engineer can just decide, and then make a note w/ product to follow up later with a final decision that we'll follow back with later, and only if it seems better than whatever decision was made. In a big org, process gets in the way here. |
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At first I would spot potential missing pieces in the UI designs as they were proposed and would work with PM and design to come up with workarounds. I did also notice that PMs like to set up meetings to go over them, but often the specific details don't have a massive impact on the actual usability, but still a decision has to be made.
In the early stages, so much of the product design is hypothetical to everyone. Even though you could drill down on specific details, nobody really wants to, unless you're the engineer who has to implement it. This often means it's hard to communicate precisely the design issue you need to address (and often, it's "only" an issue because the implementation has to choose an option).
So, what I eventually would do over time was just work as far as I could until I had a concrete issue I could demo and explain easily to PM and design. Before I'd bring up the issue to them, however, I'd come up with a couple of best-effort solutions. (Not completed, although sometimes I could hack something together.) Usually I'd prefer one solution over the other. I'd present both options and give enough pros/cons to show why my preferred was better, but I wouldn't tell them necessarily that that was my preference, just the facts about what you get with it over the other.
More often than not, product and design would just go with my recommendation. It's true that they really don't care about a lot of nitty gritty details, and often they have bigger fish to fry, so it's a great way of making progress.
Obviously, there are some tricks to how you present the pros and cons to ensure you get your way, but obviously as a senior member of the team, you need to do what you think is best of the team and overall product.