Posts Tagged ‘process’

In Case of Design — Inject Critical Thinking

Tuesday, June 8th, 2010

Frida Jeppsson has just released her curated collection on critical discourse, In Case of Design—Inject Critical Thinking, featuring essay contributions by Max Bruinsma, Gareth Williams, Donna Loveday, Rory Dodd, Steven Heller, Rick Poynor, Michael Rock, Anna Gerber and Teal Triggs, Kate Andrews, and myself.

In Case of Design--Inject Critical Thinking

I just received my advance copy yesterday (took a while to go from Sweden to Texas), but the book is now available from Frida’s website.

The essays in the book examine critical discourse from several vantage points and in different contexts. As the editor, design critic and curator Frida Jeppsson puts it, “The book is as much an experiment as an excursion aiming to investigate what scenarios, results, and opportunities a new language and an illuminated and extended critical discourse can produce.” Having just received my copy, I have yet to consume the entire contents, but the parts I’ve read have been wonderful and, given the other contributors, the rest promises to be excellent.

Hats off to Frida for collecting thoughts on this important topic and presenting them so nicely. And thanks so much for including me among the contributors.

Scoping a Project

Tuesday, June 8th, 2010

Wireframes

Here’s a set of project wireframes up for evaluation as part of the scope-defining process for a project bid. So instead of 56 separate templates to design we defined 31 modular components (for design/CSS) and some variations on form layouts. What seemed a large-ish design project became far more manageable after an inventory.

Not all project scope processes are this involved, but the occasional wallpapering exercise for evaluation can help. Good times.

Makin’ Days

Tuesday, February 9th, 2010

We didn’t have to create Just Made My Day. There was no imperative dictating the (at this moment) mostly unprofitable format, and definitely no room in the market for another site that lets users share updates about their lives. We did feel, though, that it was worth it to craft a little beacon of positivity on the oft-negative internet. It has been so good to us, after all.

The following is the casually recollected time line of concept-to-creation for Just Made My Day: Unit’s latest way to brighten people’s day:

Concept

Nov. 4th, 2009 — An idea comes to Andy while showering. Not specifically focused on anything, he thinks about how nice it would be to create a place online where “folks could just celebrate the cool things that happened to them, especially the cool people who did something nice for them”.

Nov. 5th, 2009 — Andy takes R.A. and me out for coffee. The trip is a Trojan horse laden with a new undertaking for Unit. It’s solid idea from the start: “Just Made My Day” (JMMD if you’re savvy) will be a site to allow users to easily share the little things that make them happy. We discuss the various implications, difficulties, and merits of launching such a site. Quick sketches and wire-frames are scribbled on scrap paper. R.A. uses phrases like “implicit moderation” and “social-media authorization APIs”. We emerge highly caffeinated, with a foundation for moving forward.

Design

Nov. 5th, 2009 — While watching a documentary on Monty Python—Almost the Truth: (The Lawyers Cut)—I think it would be nice to rip-off Terry Gilliam’s collage style for something. It occurs to me that JMMD would be ripe for experimentation.

Nov. 6th, 2009 — Although there’s no plan for me to design JMMD, I decide to get a jump on a look and feel rattling in my head. I spend a quite Friday morning making a collage of landscape elements. I want to create an impression that is inherently positive, and will behoove users to behave. While playing with more organic layouts of nature, I realize that a fully symmetrical approach allows the landscape to both be more pleasant, and act more as a background to the form elements, not a focal point. The resulting masthead gets me excited; I decide to finish a full design comp.

Nov. 10th, 2009 — I finish out a full comp of the site design. Somehow, the thrill is gone. I wind up with what I feel is a muddy attempt at redesigning Rotten Tomatoes. The design needs more simplicity, and serious amount of editing. It occurs to me that I’m riding a little too hard on the landscape concept; it needs to be a website, not an art project.

Nov. 13th, 2009 — I show Andy my design. We decide this is the right direction, but it needs some work. Angela later tells me about some great little games on the Xbox arcade.

Nov. 17th, 2009 — On Angela’s recommendation, I download Braid late one evening and am blown away by its ingenuity and pure artistry. Shortly before bed—still humming a haunting tune from Braid—I have a few design-related epiphanies. When I say them out loud, my sleepy wife does her best to act like I am smart, God bless her.

Nov. 18th, 2009 — I complete the design that will become JMMD. I make some tweaks to the form to give it affordance, and help it feel more balanced. Now, we’re ready to build this thing.

Development

Nov. 19th, 2009 — The entire Unit crew sees JMMD as an opportunity to push our knowledge. We have already begun delving in to HTML5, and this looks like another great opportunity to work with it. I think that a parallax technique will really make this design sing, and begin learning how to pull off such a thing.

Nov. 24th, 2009 — I finish the parallax effect, add some birds and the main title in Chunk Five, using some @font-face goodness via Font Squirrel. I put up a teaser site, and begin developing the rest of the site.

Nov. 25th, 2009 — I really want to make sure I am using HTML5 to its fullest, so I read up on everything. I start working heavily with CSS3 techniques as well. We discuss the ramifications of leaving Internet Explorer in the dust. We are okay with this.

Dec. 7th, 2009 — I finish front-end development. We decide WordPress will work best as an engine for posts. I begin integrating a theme and R.A. helps me build a set of plug-ins to allow users to post. Basically, we turn WordPress inside-out. Next, we begin learning authorization APIs for Twitter, Facebook, and Open ID.

Dec. 18th, 2009 — Early on, we decided that in order to lower the barrier for entry as much as possible, we would need to allow users to log in using social media accounts. We were sure they wouldn’t want to create and remember a whole new account for our little site. Twitter authorization (oauth) was the easiest (IMO). We test and then soft-launch JMMD without Facebook or Open ID integration. Over the holidays, we leak the site to a few friends and family, and allow some initial posts to build up.

Jan. 13th 2009 — I finish up Facebook authorization using Facebook Connect. We use RPX to allow Open ID. Next we fire up the Twitter clients and start telling the loyal web denizens of our latest project.

Epilogue

So far, response has been overwhelmingly positive. Even if it were a failure, though, this scrappy Unit staff was able to take a great idea from concept to launch in just over 2 months. We learned a lot and we are proud of the fruits of that labor.

Thank you to everyone who is making days, or sharing about days made!

Hey Unitards! Are Graphic Mock Ups Even Applicable?

Thursday, August 7th, 2008

Andy Says: I think the most conspicuous examples of those who don’t use graphic mock ups in their website/app projects are companies who don’t have clients. They build applications for themselves to then market as products. This context is significantly different from that of designing for clients. Clients generally need to see something concrete and tangible in order to invest full confidence in your work, especially when there are important branding concerns associated with it. For my work with clients of Unit Interactive, I always craft graphic comps. I’ve often skipped this phase when working for personal projects, but that’s an entirely different context.

Angela Says: I have always produced comps for the designs I’ve created for my clients. Creating comps first allows you to really think through the information design and defines the structure the site will take on. In essence, you are creating a blueprint that dictates the end result and allows for quicker development time, as the design decisions have already been decided. Would a good contractor start building a house without architectural plans? Would you want to live in that house after it was built?

Also, I advocate the HTML being semantic and some of the design decisions made in the comp stage can help determine the correct context for the markup. And one more thing, any graphics that are used in the site have to be created anyway, so why not pull those graphics from the whole picture that you’ve already poured over in great detail, rather than making them piece by piece as you go?

Nathan Says: Photoshop [Macromedia savvies read “Fireworks”] cannot correctly emulate the browser environment. It’s true. The fonts are handled differently, colors skew, and pixel-perfect negative space sometimes requires lots of finagling. This fact makes me think I should go all 37signals on Adobe a give it the cold shoulder. But then I remember a mantra from my design education: Always start in pencils. Pencils allow for the exploration of more ideas in a shorter amount of time than full Photoshoped comps. This helps me to not lock in on any one idea too soon, and stay focused on concepts, eschewing execution until necessary.

Graphic mock ups set a foundation for a completed, functional site in much the same way that pencils lay the groundwork for the aesthetics: by allowing me to focus on only what is necessary for that step in the process. Also, in my experience, clients have a hesitancy to skip steps where they should be able to provide input and/or approval, and by giving them that stake in the visual approach, you build a trust that allows further decisions to go more smoothly.

Beyond Comp Review: Two designs enter. One leaves.

Thursday, July 31st, 2008

In my previous experience, I had always heard “Marketing execs/business owners are Type A Personalities, so they like to see as many options as possible…” This modus operandi kept me overworking conceptual failures, over-thinking muddled compositions, and mired in revisions. I could see that this system was broken, though I wasn’t sure of how it could be done better.

Once I became an official Unitard, Andy and Angela introduced me to their two comp approach. As Andy puts it: “We try to give two intelligent design directions, because after that we’re just finding new ways to decorate the information”. This was compelling, but it wasn’t until I adopted this practice myself, that I fully understood the benefits. (more…)

Hey Unitards! What about TV?

Thursday, July 24th, 2008

Andy Says: I think everything is a valid inspiration for designers (said another way, validity’s got nothing to do with it). I’ve drawn design inspiration from everything from a fishing magazine to a park bench. I certainly think that television is ripe source for inspiration. And while the artsy shows you’re talking about often create a direct relationship to creativity and design-y elements and issues, I think that when it comes to inspiration, it can come from any moment you might observe. I don’t think it matters what sort of show creates the trigger, since inspiration is something that often springs forth from some secret and invisible place. Inspiration also seems to strike most often (for me at least) when one is filled with positive emotion. So if you’re watching a show you really like or if you witness something especially interesting or pleasing, you’re often very close to the inspiration “vent.”

Angela Says: Short answer ? yes, TV inspires me. As a self-proclaimed TV addict, I could probably write a book about the shows I love to watch and that inspire me as a designer, but I’ll stick to some of my favorites. I love being able to see each contestant’s creative process in “Project Runway” and “Design Star”. With reality shows like this, it is interesting to see how they approach the design challenge and what questions they ask their clients when they are given the opportunity to do so. Another of my favorites is “Get Color” on HGTV which takes color theory and applies it to interior design. I’ve actually used some of the color palettes I’ve seen on that show in my own design. Finally, I have to mention “Pushing Daisies”, which is obviously not a reality show, but it is whimsical, imaginative and fantastical which simply puts me in a creative mood.

Nathan Says: I try my best not to watch TV. Not that I have a particular bias against TV, I just have found that it is a major time suck with very little return for my investment. Nonetheless, I find myself planted in front of it most evenings, and I have found some bright shiny spots in the mire of current programming. I enjoy the “artistic” reality shows, both for the creative processes, and the parts where contestants must defend their work, work with others, or just communicate their ideas in general. Watching both the good and the bad of creative interaction can be enlightening. In addition, well written, psuedo-non-formulaic dramas such as “Heroes” and “Mad Men” charge my brain up for future ideas and just make me excited to be a creative professional. Oh yeah, and pro-wrestling. You can learn a lot from pro-wrestling.

Hey Unitards! Creative Brief?

Friday, July 18th, 2008

Andy Says: It sounds like you’re suffering from a couple of problematic situations here. Firstly, if you’re routinely doing design work for clients you’ve neither met nor talked with, you are in a bad spot. I suggest you work to change things in your agency or move on to a better one. Furthermore, if you’re not the one writing the creative brief for your client to approve, you’re at a grave disadvantage and so are your clients. The creative brief (or strategy brief as we more aptly call it) is something that should be an effective yardstick for how closely a designer is addressing the client’s needs. It is a form of commitment; something you craft that demonstrates to the client how well you understand their needs and your mandate. You need to appreciate this sort of commitment and the client needs to perceive this commitment from you. All involved are better for it.

Angela Says: As a designer, you should have an active role in the discovery process and in developing the creative brief, so if this isn’t the case, I can see why you don’t see the use in them. Creative briefs should not be internal documents, but a milestone in the project between the project’s designer and the client. This document serves as a written summary of the discovery meeting and the basis for what the site should communicate. Upon approval, the client can be assured his business aims are fully understood and the designer has a basis to form design decisions upon. A creative brief solidifies the site goals and can be used as a standard to measure whether or not the design meets those goals.

Nathan Says: I have been exactly where you are. Working without a well crafted strategy brief [that’s what we call it in the land of Unit] is kind of like playing capture-the-flag on XBOX Live. There is absolutely no game plan, no forward momentum, and everyone on the “team” seems to just be doing whatever they feel like. From my perspective, the strategy brief is an agreed upon direction in which everyone can go forward together, and is integral from the first step towards trying to solve any creative need. It should encompass all goals, and it helps if it prioritizes the project needs as well as smaller things, like target markets. The strategy brief is not only a plan of action, but it gives everyone involved, from the client to the creative, a stake in the eventual output, and this can often have the nice side-effect of a client receiving your creative efforts more positively. Thus your team can pwn together.

International Affairs

Wednesday, July 16th, 2008

Even though we’re based in Texas, Unit has had the opportunity to work with clients all over the world, which has posed some unique challenges for us regarding time-management. Depending on the distance, the differences in time can greatly affect workflow and deadlines. For instance, working with a client in Tokyo, who is fourteen hours ahead of us, would mean that our phone meetings would have to happen after 6pm our time, unless the client is a very earlier riser. And, if we both work a “normal” 5-day business week, the time difference only allows for four days to be in contact. Our Monday evening is their Tuesday morning; our Thursday evening is their Friday morning?so a day is lost for one on opposite ends of the week. This tends to become more of an issue during the review/revision stage, especially if there is a group approval involved. If we review comps on our Monday and we schedule a meeting for feedback as early as our Tuesday, a whole day of work could theoretically be lost by having to wait the entire day to get direction for revisions. And, since the meetings are in the evening, actual work on the project would not take place until the next day on Wednesday. While email can work to remedy this in certain situations and at certain points in the project, there will always be the need for clarification and/or discussion over the phone.

Becoming aware of these time considerations can help to accurately bid and schedule projects, plan the workday and manage cash flow. Without a doubt, diligently scheduling meetings and setting realistic deadlines is especially important to make sure the project runs smoothly when working with international clients.

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