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by reneherse 4545 days ago
Great writing. But as someone who also came from a different design field, I'm not sure it's obvious to new designers where and what they should start learning. It would have been great if the author had identified tools for a replacement workflow (though I'm sure Treehouse must get more into that elsewhere on their site).

I came into the world of UX and UI design by way of architecture, and it was quite a while until I found tools that really made a sensible workflow:

• Dot grid paper, index cards, pencil, and scanner for sketching & wireframing or paper prototyping (white boards too of course)

• Fireworks, Photoshop, and/or Sketch for creating graphic assets or the occasional mockup

• HAML for generating HTML

• SASS & COMPASS for creating CSS

• Foundation as a CSS framework for prototyping

• Sublime Text with Emmet(Zen Coding)

• Live Reload running on browsers in another monitor

• Git & Github to get things on the development server

My web developer partner and I sometimes refer to this as the "designer's stack".

[Edited for clarity]

2 comments

The tools don't really matter; it's the process which is important.

The prototype should be just that - a prototype to be thrown away after starting the product - it should not be used to translate to another medium, or as a final spec sheet which is frozen and cannot be modified during implementation. What you use to prototype doesn't matter - it could be on paper, grid paper, photoshop, HTML, whatever gets it done quickest for you and keeps the client happy. I find sketching on paper then HTML pretty good for prototyping, but whatever works.

Directly translating a static image to HTML leads to a couple of big problems - it encourages an artificial separation between design (which should be how it works, not just how it looks) and development, and it encourages the designer to imagine that their styles will survive contact with the medium and the content (they won't without modification).

Yes! I have a beef with the notion of "design" as a role. It's a thinker/doer split, which is inherently problematic. Software creation is almost entirely design activity; it's just enough different sorts of design that we need a team to be able to do them all well.

For me, design artifacts are a way to communicate and a way to prime the pump so that you can start iterating in the real medium and getting real-world feedback. For both uses I'm alway seeking the minimum amount of investment in design artifacts, because as soon as the real product is live and in use, the artifacts are all candidates for recycling.

Minor thing, but if you like HAML check out Slim. Very similar and does some things a little nicer.
Thanks for the tip! The syntax seems quite a bit cleaner.