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by hyperman1
1274 days ago
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Let me respond as a developer with admittedly no taste at all, who both committed and fixed plenty of atrocities: Just like security, design is one of these things where snake oil salesmen are everywhere, to the point that finding a good one without becoming a designer yourself is hard. I also notice you identify as an artist, not a psychologist, which seems the wrong approach to me. So what will happen if I let designers loose on my program? They might have real insight and improve things a lot. Or maybe they'll go all artsy and put lipstick on the pig, leaving me with an even worse program in lovely pastels? Or maybe they'll dumb down an interface in an attempt to create a granny-safe rocket launch pad, leaving the actual rocket engineers frustrated? Or they'll just move stuff around for the sake of moving stuff around, creating a lot of busywork and forcing user retraining without any upside. I've seen all these things happen. So what is your advise to this dev? How do I get designers that actually improve the design? |
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Create a design document that new members can reference, copy, and base changes from. Figma is a great tool for this, but even if you don't have a design in place, even an open github issue or notion page stating the pulse of the project is great. What is the brand, why are the colors the way they are, who is the main user of the project, what are current discomforts about the design? It's hard to propose design changes (beyond micro issues) when designers have absolutely no idea what was actively chosen and what was a throwaway idea. This design document isn't just for designers! Developers also need it, especially front end developers who would need to know important things like hey we do not have access to images beyond 50x50 from the API.
I feel as though these two can go a very very long way with designers. They aren't silver bullets by any means, especially not designers who aren't developers at all, but it can go a long way to encourage larger creative solutions.
Oh and A/B testing! You don't have to have a grand official A/B system (although there are quite nice systems these days), even releasing a change but explicitly asking users for their feedback on it can go a very long way in improving trust on the team and moving design decisions away from "personal taste" and onto "this change caused a 30% drop in purchases" objectivity.