Responsive Design Workflows

Responsive Design Workflows

with Justin Putney

 


Perplexed by the challenges introduced into design by all the mobile devices appearing on the market? This course shows how to evolve your current workflow to incorporate responsive design practices, without adding too much complexity or overhead. Author Justin Putney explains collaborative processes you can adopt to help designers speak to developers and developers speak to designers, and how to deal with the designer's ever-expanding role on the web. The course also covers communicating with clients and building a cohesive development team, and offers lessons on building the diagrams, wireframes, and style guides that aid a smooth workflow.
Topics include:
  • What is responsive design?
  • Understanding concepts like scaling and interaction mediums
  • Building a team and explaining job roles
  • Planning for color and typefaces
  • What developers and designers should provide
  • Setting client expectations
  • Working with a budget
  • Investigating design solutions
  • Hiring team members and contractors

show more

author
Justin Putney
subject
Web, User Experience, Responsive Design, Web Foundations
level
Beginner
duration
1h 20m
released
Nov 02, 2012

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Introduction
Welcome
00:00(music playing)
00:04Hi! I'm Justin Putney, and welcome to Responsive Design Workflows.
00:08In this course, we'll look at how designers and developers can work together to
00:12translate their ideas into working responsive design.
00:15I'll start by showing you how to plan your Web or mobile project.
00:19using simple techniques involving the latest Web technologies.
00:22Then I'll show the developer what's important to the designer, and I'll show the
00:27designer what's important to the developer.
00:29We'll see how to create design mockups that account for the flexibility needed
00:33to build Web sites, and mobile apps that can be viewed on many different types of screens.
00:39These mockups will help you present your designs to the clients, and they will
00:43help the developer construct the final product.
00:45Now let's get started with Responsive Design Workflows.
Collapse this transcript
What is responsive design?
00:00The term responsive refers the idea that the design responds the user's present
00:05condition, which may involve the screen size, touch controls, and whether a
00:09keyboard is attached.
00:11A responsive design is one that reacts fluidly as screen sizes and
00:15device capabilities vary.
00:16For instance, columns may narrow as the screen gets smaller, and buttons may get
00:22larger to accommodate touchscreens.
00:25Content that is not relevant to mobile phone experiences can sometimes be
00:29omitted to make way for essential content.
00:32At the same time, a more in-depth experience is still available on a larger screen.
00:37A designer now has to wear more hats, and communicate with more parties in order
00:41to reach the end goal, and create a Web site or application that is viewable on a
00:45multitude of screens.
00:47This is the challenge of responsive design.
Collapse this transcript
1. Aspects to Consider
Looking at technology choices
00:00One of the biggest challenges in a responsive design project is choosing which
00:04technologies you'll use.
00:06This video will walk you through that challenge, and provide you with a checklist
00:09to help you plan your project.
00:11Planning the technologies you would use is important for a number of reasons.
00:15First, it affects who can work on your project.
00:18If you have a team of designers, for example, it's important that your workflow
00:22is not centered around coding.
00:24It also affects the timeline of your project. If you have to change course
00:28mid-project, your project will likely be unprofitable, and frustrating.
00:32Additionally, different technologies may require more production or planning
00:36time. It also may affect your role in the project.
00:39You might serve as a lead on certain projects using one technology, and on
00:44projects using unfamiliar technologies,
00:46you may have to contract out work.
00:48For these reasons, the technology plan should be assembled early in the process
00:52in order to gain the most benefit.
00:55At the time of recording this course, here are some of the technologies that are
00:58currently available.
01:00Responsive design is becoming more popular, so these technologies are only
01:04beginning to scratch the surface.
01:06Now let's break the technologies into who is likely to work on them.
01:10The common element in the design-friendly technologies is that they're centered
01:14around mature design applications;
01:16usually either InDesign, or Flash. These applications include advanced drawing
01:21and typography tools, and generally speaking, they lend themselves to rapid
01:26development through the use of visual tools.
01:28As new products enter the market, and mature over the next several years, some of
01:32the technologies on the right that are largely coding based may become more
01:36friendly to designers.
01:38In some cases, utilizing one of the designer-friendly technologies may mean
01:42sacrificing certain functional features in the end product, but the trade-off is
01:46that the project gets done on time, and within budget.
01:49For instance, if you're using the Adobe Digital Publishing Suite, you will be
01:54limited to the options that have been built in, but it will allow you, as the
01:58designer, to produce content quickly for tablet devices.
02:02Let's look at some real world projects in which technologies might be applied.
02:06First, Company A is a large educational company.
02:09They purchased iPads for their entire sales force. Their creative department is
02:13in charge of creating materials for the sales force.
02:17They have a staff of 24 designers, and one developer.
02:20These projects will include a lot of graphics, and they will have short
02:23timelines, and in the future, they may want a Web version.
02:27In this case, HMTML5 will be a great solution, especially for the Web, but this
02:31team does not have enough developers,
02:33so we need to start by looking at design-friendly technologies.
02:36Everyone on the team has some familiarity with InDesign, but DPS is priced to
02:41benefit large companies with lots of subscribers, and this project is really
02:45only targeting a few hundred internal salespeople.
02:48There is also kind of a sign up process for DPS,
02:51and it doesn't make a lot of sense for an internal project, and while not every
02:55designer in the group is familiar with Flash, there are a handful, and Flash will
02:59allow the designer and developer to work in tandem, producing animation and
03:03graphics, and Flash professional makes it possible to export an iPad app.
03:07Using an Apple Enterprise Developer License, the project can be distributed
03:11internally, and a SWF can be easily produced later for Web viewing.
03:16The responsiveness of this project will depend on what the developer programs in.
03:20Company B wants to publish their lead fashion magazine to tablet devices.
03:24They have a customer base that's used to paying for their product.
03:27They have six designers, and no developers.
03:30This is a perfect situation for Adobe DPS.
03:34Designers can add interactivity using panels in InDesign.
03:38Once their custom app has been approved on the respective app stores, they can
03:41push new issues to their subscribers.
03:43The paying customers help to cover the cost of DPS. While this product
03:47isn't highly responsive, there are some responsive capabilities in DPS.
03:52Company C is a small parts manufacturer with one designer on staff, and no developers.
03:58The president of the company will be manning a tradeshow booth in two weeks.
04:01He found a great deal on USB drives with the company logo, and he wants to
04:05distribute these drives at the booth with marketing materials already installed on them.
04:10In this case, an interactive PDF is an easy way for the designer to add a little
04:14more pizzazz to that marketing giveaway.
04:16This PDF will still be readable on mobile devices, but will only include the
04:20interactivity and animation in the Desktop version of Adobe Acrobat.
04:25Because the primary distribution of this piece is on USB drive, it will likely be
04:29plugged into a desktop or laptop computer.
04:32This project isn't particularly responsive, but it serves its purpose, and
04:36its quick to produce.
04:37Company D is a software startup. The company was founded by four programmers, and
04:42they contract design help when they need it.
04:44At some point in the future, they want to have a Web version of their app,
04:48but for right now, their main market is a smart phone.
04:50Because software is their product, they want to take full advantage of the
04:53native capabilities found on each device.
04:56So for Company D, custom programming a separate iPhone and an iPad app makes the most sense.
05:02Their product is responsive overall in the sense that it provides something
05:06specific to each operating system.
05:09At the same time, it's not responsive in the sense that they've programmed once,
05:13and they can use it everywhere.
05:15Company E is a midsize beauty products manufacture, with a strong but
05:19outdated e-commerce Web site.
05:21There's a Web department with four designers, two developers, and a
05:25database specialist.
05:26The leadership of the company is interested in updating the Web site for the
05:29customers who are viewing it on mobile devices.
05:32In response, the Web team puts together in HTML5 Web site that changes size
05:36and shape, depending on the user's screen, thus making it easier for
05:40customers on mobile devices.
05:42This project is highly responsive in that the team has designed one site that
05:46will alter itself to fit the user's environment.
05:48As you can see from these five situations, technology can determine the team
05:53you use, and sometimes the team and the time you have available can determine
05:57the technology you use.
05:59Here are some other factors in technology planning.
06:02As we have discussed, the technology in play can greatly determine the
06:05trajectory of a project.
06:08To help examine all of the important factors, I've provided a Web site with an
06:12interactive checklist to help you determine which technology might suit your project.
06:16By adjusting the values on the checklist, you'll see different
06:19recommendations on the right.
06:21You should now have a solid understanding of how technology choices will
06:24impact your projects.
06:26You can use the checklist provided, or you can create one of your own to help you
06:30plan your new projects.
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Understanding scaling
00:00Size is the first and most obvious aspect of your design that will need to be responsive.
00:05So how will your design scale across different screens?
00:08A mobile device can easily be rotated, while a typical computer screen cannot.
00:13So each mobile device actually has two different pixel dimensions: one for
00:17portrait, and one for landscape.
00:19While the mobile browser is fixed in its screen size, a desktop browser can
00:23actually be scaled to any size smaller than the screen that resides within.
00:28The fixed dimensions on the mobile device theoretically should make it easier to
00:32design for than a traditional computer.
00:35However, there are literally thousands of devices out there, with all kinds of
00:39different dimensions.
00:40Even within a single company, like Apple, their newer devices have different
00:43pixel dimensions than their recent ancestors.
00:47Even within a single mobile device, there is additional variation, depending
00:50on whether your experience will take the form of an app, or a Web site.
00:54An app, as shown on the left, can claim dominion over the entire screen, whereas a
00:58Web site still has to leave some room for browser navigation.
01:02Additional levels of screen resolution have been introduced on mobile devices.
01:06A typical computer has a resolution of 72 pixels per inch, or ppi, and in some cases, 96 ppi.
01:13The retina display on the iPhone 4 has a resolution of 326 ppi.
01:19That means a 150 pixel wide image would span about 2 inches on ye olde computer
01:24screen, and less than half an inch on your new iPhone.
01:27HTML5 has introduced the viewport metatag to deal with some of these variations
01:32in screen size and resolution.
01:35The default behavior on a mobile device is usually that the Web page gets scaled
01:39down to fit in the tiny screen.
01:42Here I am on the iOS simulator.
01:43I am going to pick on myself a little bit. Here's a site that I'm responsible
01:47for that has not been designed responsively.
01:49So, I am on the blog link right now.
01:51If I switch to the games link, watch the menu, and see how it scales with
01:55the entire Web site.
01:56Everything is shrunk down. Because I, the designer, haven't provided
02:00instructions to the device,
02:01the device is trying to make the best guess for the user, so it tries to fit all
02:05the content in the screen, assuming that's what the user would want.
02:09When planning for smaller screens, you have a few different options.
02:12The first option is literally to scale.
02:15As I mentioned, scaling is the default response, but that doesn't mean you can't
02:19consciously dictate how certain element scale.
02:21Some elements, such as buttons, should actually be scaled up for readability,
02:25and touch interaction.
02:27Here's a great example of responsive site.
02:29As I scale down, the buttons actually get bigger, and more obvious, so they are
02:34really easy for someone to touch with their finger.
02:37Sometimes it makes sense to simply omit elements from the desktop experience
02:41when displaying on a mobile device.
02:42Some behaviors are omitted by the device itself.
02:45For example, hover states work well with a mouse-based interaction, but there is
02:49no hover state on a touchscreen.
02:51So most information that was tucked away in a rollover state will be lost on
02:55a mobile interaction.
02:57Here I am in Chrome;
02:58I'm looking at Yet Another Mobile Boilerplate.
03:02One of the easiest ways to create a responsive design is to start off with a template.
03:06In the default desktop version, this template includes the capability of having
03:10submenus that show up on a rollover.
03:13When the site is scaled down, or viewed on a mobile device,
03:16that rollover disappears.
03:18The menu is now accessible from a click or touch interaction.
03:23Alignment adjustments are probably the most common and useful techniques
03:26in responsive design.
03:28As the screen gets narrower, elements that were arranged side by side can be
03:33lined up vertically.
03:35The user then accesses those items by scrolling down on the page.
03:39Sometimes it makes sense to change your method of display entirely.
03:43Suppose you have several menu items; stacking them vertically may be
03:47impractical, because of the amount of scrolling the user has to do.
03:51This template takes care of that. As you resize the browser, or view this on a
03:55mobile device, the menu items actually get collapsed into a single list box.
04:00It's very difficult to design for each new device that comes out, so the trick
04:05is to focus on the devices that your target audience is most likely to use, and
04:10then have some wiggle room in between those targets.
04:13Now that you've taken the scale of your target screen into account, it's time to
04:17consider the different modes of user interaction available to each device.
Collapse this transcript
Understanding interaction mediums
00:00The second major element that will affect your responsive design is the
00:03interaction medium, or how the user will interact with the experience you're
00:07designing, be it mouse, keyboard, stylus, touchscreen, voice activation,
00:12webcam, or GPS positioning.
00:15The modes of interaction available to the user will have a tremendous influence
00:19on how you create an effective design.
00:21Devices with touchscreens have grown tremendously in popularity, and shown no
00:25signs of slowing down.
00:26There are several additional considerations when designing for touchscreens.
00:31Because there is no cursor on the touch device, it's more difficult to determine
00:35exactly where the user is clicking.
00:38Therefore, any interactive elements should be more forgiving on a touch device.
00:42The Apple guidelines suggest that buttons be no smaller than 44 pixels square.
00:47This is necessary so that the user can easily tap on items with their finger.
00:52You may also need to reconsider any interaction that relies on double-clicking,
00:57right-clicking, or keyboard shortcuts, as these inputs will be difficult to
01:01accomplish on a mobile device.
01:03With limited screen real estate, you might consider using a heads-up display,
01:07or HUD, to only display information that is directly relevant to what the user has selected.
01:12On the left, you can see Gmail on the mobile device in its normal state.
01:18On the right, I've selected an item.
01:20At the bottom, you can see it now displays options that are relevant to the
01:24message I selected, such as archiving and deleting the message.
01:29You may also want to consider adding interactions that are touch-friendly.
01:32For example, if your screen has linear navigation, you might use back and next
01:37buttons, but you might also consider enabling swipe navigation.
01:41Users of mobile devices have become familiar with this type of interaction, and
01:46will probably expect it in your designs.
01:49When targeting mobile devices, there are a few other items worth considering.
01:52For instance, on the mobile device, each browser window fills the entire
01:56screen when it opens,
01:58so windows can't be open side by side, and viewed at the same time, as they are
02:02on a desktop computer.
02:03Here I have an interaction where I can actually communicate between two browser
02:07windows, and see them at the same time.
02:10Additionally, if your desktop browser is anything like mine, you've got all
02:14kinds of useful plugins for ad blocking, Web development, and simple things, like PDF viewing.
02:19Mobile browsers don't generally support plugins, so viewing a PDF means
02:24downloading the file locally, and leaving the browser.
02:28You can take advantage of visitor statistics, like those in Google Analytics, to
02:33understand which devices are being used more to visit your site.
02:37That will help you determine which devices to target, and which features to focus on.
02:42When possible, you should design your site so that it will be viewable and
02:46mostly functional on even the most basic browsers.
02:49When a site that is designed for newer browsers works well on older browsers,
02:54it is said to degrade gracefully, meaning some features fall away, but the site does not break.
03:00Consider including fallbacks, like Flash video, for cases where someone's browser
03:05does not support HTML5 video.
03:08This is also generally known as progressive enhancement, and will probably
03:12require the collaboration of your developer.
03:15If you consider the interaction medium upfront, along with the scaling covered
03:19in the previous video, you'll be able to design your experience with confidence,
03:23and increase the likelihood of satisfying your clients, and their end-users.
Collapse this transcript
Planning for typefaces
00:00Typography has always been among the designer's most important tools.
00:04In the past, Web designers have been restricted to a tiny set of Web safe fonts.
00:09This has been a long-standing frustration in designing for the Web.
00:13Flash files and PDFs have always had the ability to embed fonts, as well as
00:17subsets of fonts, making them preferred formats for designers who need more
00:21control over their type.
00:24Modern Web browsers have now adopted the @font-face CSS rule, which allows you
00:29to embed a font file in your Web page.
00:32Even with the font-face rule, HTML doesn't offer fancy micro control over line
00:37breaks, ligatures, and kerning, but this is still a major step that the Web is
00:42taking in the designer's general direction.
00:44The designer will still have to try and balance control with responsiveness.
00:49Before you pause this course, and switch over to your HTML Editor to start
00:53embedding fonts, I must warn you of a couple catches.
00:56The first one is licensing.
00:58Those fonts you have on your computer were not licensed to be on the Web.
01:02Because it's easy to open your HTML source code;
01:05it makes it possible for others to download fonts from your page,
01:08so you'll need to know about the restrictions placed on typefaces that you're using,
01:12so you're not in violation of any licensing agreements.
01:15A good place to learn more about this topic is the Adobe Web Font Licensing FAQ.
01:21The second catch is that not every browser supports the same formats,
01:24and the formats that are supported may not be the ones that you're using in your
01:28design applications.
01:29So even if your font is properly licensed, it's not as simple as copying the
01:34font from your computer, and embedding in your Web page.
01:37Thankfully, there are a couple of services available that will help you with
01:40both licensing, and multiple formats.
01:43Font Squirrel is an online tool that allows you to upload font files from your
01:47Desktop, which it then converts into all of the required formats that you need,
01:51and provides you with CSS, and sample HTML.
01:55This is super handy, but you'll still have to monitor the licenses yourself.
02:00Typekit is a subscription-based service that allows you to embed fonts in
02:04your pages in such a way that it's very difficult for someone else to
02:07download the font files.
02:09Typekit essentially takes care of the formatting and the licensing for you.
02:13You can choose from any of the fonts in Typekit's library, which includes many
02:17of the professional fonts that designers are accustomed to.
02:21Google fonts is very similar to Typekit, except that it's a service that
02:24only offers free fonts,
02:26so there's no subscription charge.
02:28The downside is that you may not be able to find the font that you're used to,
02:32but you should be able to find a nice looking alternative.
02:35If you're not in charge of implementing the fonts on the final experience, be
02:38sure to talk with your developer about the fonts you'd like to include, and be
02:42sure to provide them with any of the font files you might need.
02:45And don't forget to carefully choose the fallback fonts that are used in your
02:48page for browsers that do not support the @font-face rule, as they may have an
02:52impact on your site's overall appearance.
02:54Now that you are aware of these new capabilities, you can put them to work
02:58in your designs.
Collapse this transcript
Working with application states and nonlinearity
00:00A responsive design is almost, by definition, an interactive design.
00:04Each time the user interacts with your design, it must respond in a way that is
00:08appropriate to its context.
00:10In a digital experience, these responses could be considered application states.
00:15Here I am in the Wayback Machine of the Internet archive. This is
00:19Adobe's homepage from 1996.
00:21Early web pages were quite static.
00:23The only state changes occurred when the user navigated to a different page, and
00:27there was generally a gap in between that navigation.
00:31Eventually, there were state changes at the level of individual objects in
00:34the form of rollovers.
00:37With the adoption of Flash, and later Ajax, state changes became woven into every
00:41aspect of a Web site, with no need to leave the current page. Here I am in Gmail.
00:45When I click on a message, the page is instantly updated, with no delay, and no
00:50whitespace in between.
00:52Here I am in Google Docs.
00:54I have a document selected, and when I go up to change the folder settings of
00:57that document, I get a type of lightbox overlay.
01:01This modal panel has several elements that had to be designed, including the
01:05background, the border, the buttons, and the tree menu in the middle.
01:09Designers sometimes overlook these state changes when building a static mockup.
01:13The developer, however, cannot avoid these state changes when building a
01:17functioning experience.
01:18A developer who is lacking information will often be forced to guess as to the
01:22appearance of these missing application states, which will lead to a very unhappy designer.
01:27Designing with application states in mind means extending beyond the two
01:31dimensions within your image editing software.
01:33You might also need to think about what's layered on top of the current
01:36application state, as well as what will happen to the experience over time.
01:41As a designer who is responsible for the visual elements, it's important to
01:45mentally walk through the steps yourself in order to consider the
01:48additional states that appear.
01:50How will those states look and function on your target devices?
01:53Here is a Google document opened in the desktop browser.
01:56If I go up to the Share button, I'll get a modal panel that allows me to share
02:00the document with other users.
02:02Now here is that same panel laid out in several different sizes.
02:07On the mobile portrait size, as well as the mobile landscape size, the modal panel
02:12does not fit within the viewport.
02:15The panel does fit within the small tablet portrait,
02:18so this design works well at the level of the tablet, but does not fit on a smartphone.
02:24If you don't explicitly design these aspects, someone or something else will.
02:29You should also consider how one state transitions to another state.
02:32Does that new state fade in, or does it push something else off?
02:36Here is a standard slider used by developers.
02:39It has 16 different transition states.
02:42As a designer, you might think about which states fit your design best.
02:45Here is the final site from Chris Converse's iPad Web App course on Lynda.com.
02:52Note how he has even accounted for how the elements transition when the device is rotated.
02:57I'll simulate that by scaling the Web browser down.
03:02There are also some additional state changes that you might consider in
03:05your responsive design.
03:06Here is a demo of a product I'm working on.
03:09In certain cases, it might be useful for the user to have back and forth
03:13navigation, such as on a tablet device.
03:17In other cases, such as when the user is on a desktop machine, I might want to
03:21provide links, so that user can jump around.
03:26Here's one of my favorite running sites that also includes a lot of photographs.
03:29When you click on a photo in the blog post, it opens up a lightbox with a
03:34gallery of all the photographs in that particular post.
03:37From here, you can navigate from photo to photo, and you can also easily return to
03:42the post by clicking anywhere in the background.
03:46You may also want to think about how you're styling simple components in your design.
03:50Here's the jQuery mobile ThemeRoller. It allows you to style the user
03:54interface elements within your Web site or application.
04:00Now that you're thinking in terms of application states, you can include them in
04:03the mockups you provide to the developer, and you should run into fewer unpleasant
04:07surprises later in your project.
04:09I will walk you through several ways to mock up and communicate application
04:13states in the Design Solutions chapter, and we'll cover user experience more
04:17broadly in the next video.
Collapse this transcript
Designing with empathy
00:00There's one last thing to cover before moving into the next section, and that's
00:03the importance of empathy in a responsive design.
00:06The success of any project's goals, whether they be communicating a message, or
00:10selling a product, will depend heavily on the user experience.
00:14If the user is frustrated with site navigation, or content that is not appearing
00:18properly, there is a good chance they could leave your site, and close your app,
00:22and never come back.
00:23A good way to save yourself some time and effort, as well as ensure the success of
00:27your project, is to identify issues early by putting yourself in the user's shoes.
00:33The first step is to determine, who is the user? What devices will the user
00:38view the experience on? For what reason will they be viewing the site, or using your app?
00:42These critical questions should be answered early in your meetings with the
00:45client, so that you can determine your target audience before you begin
00:49designing the experience.
00:52Once you have a picture in mind of your target audience, you can begin to imagine
00:55how they might use your experience.
00:57Everyone involved in the project will have certain interests to satisfy.
01:01As the designer, you will be the user's spokesperson.
01:04If the design helps the user, it'll help satisfy your client's interests as well.
01:09Think about Amazon's 1-Click experience, and how it translates into an
01:13easier user experience.
01:15Amazon spent a great deal of money getting this functionality figured out, but
01:18in the end, it paid off in their user experience, and their bottom line.
01:23At the beginning of the project, before even simple wireframes exist, this will
01:27largely be an imaginative exercise.
01:29Try to walk yourself through the potential user experience one step at a time.
01:34How do you get from one page to the next? Will this navigation be frustrating in
01:38any way? What are your expectations when you reach to this page?
01:42Imagine you're on a touch device; do you expect to be able to scroll when you
01:45swipe, and is that built in to your design?
01:49Take what you find from this imaginative exercise, and talk with your developer
01:53about making your design seamless.
01:55As you work through the stages of the project, be sure to test the experience
01:58yourself with the target devices if possible. Because you will likely be
02:03designing novel experiences,
02:04there may not be a rulebook available to tell you how many pixels a toolbar
02:08should be, or how an element should transition. This is where empathy can help
02:13improve your designs.
02:14Keep your target users and their experience in your head as you continue through
02:18the steps of your responsive design workflow.
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2. Job Roles and Communication
Exploring each role in the responsive design process
00:00Responsive design can make the end-user's life easier, but it can make the job
00:04of those creating the design much more complex.
00:07By understanding the distinct roles covered in this video, you can know where
00:11your contributions will be most effective, and it may help you find a career
00:15niche that is appealing to you.
00:17With the increasing complexity in digital designs, specialization have emerged to
00:22serve very specific needs.
00:24Many of these new specializations have their own acronyms.
00:26These specialized topics can be associated with a single job role, or even an
00:31entire department of people.
00:33What once was essentially a two person workflow involving a designer handing off
00:38to a developer now may involve a rich rainbow of roles.
00:41The information architect plans the flow of information.
00:45The user experience designer considers the user's psychology, and storyboards
00:50interaction, which the user interface designer incorporates into the visual
00:54elements of the experience, which the interaction designer then snaps together
00:58before passing the project to the front end developers.
01:01Each one of these roles is more or less a specialized designer. These
01:05specializations crop up to meet the growing complexity of these design projects.
01:10Even if you're not a designer, or a developer, knowing that these specializations
01:14exist will help you find the right talent for the right projects.
01:18As a designer, whether you realize it or not, you're constantly faced with
01:22decisions about whether to specialize, or to generalize.
01:26Your work situation will have a heavy influence on your ability to specialize.
01:31The more people on your team, the greater opportunity for specialization.
01:34If you're the only designer at your company, and are responsible for all of the
01:38tasks described, you will have little choice but to be a generalist.
01:42In any field, be it law, medicine, academics, or design, the specialists will tend
01:48to have the career advantage, because more focus can be devoted to a single area.
01:52Greater specialization also requires more efficient communication.
01:56As more cooks are added to the kitchen, it's important to make sure everyone is
02:00working from the same recipe.
02:02Understanding eachother's roles, and speaking a common language is key.
02:06By common language, I don't mean English or French.
02:09I'm talking about how the same words can have different meanings in
02:12different disciplines.
02:14Commonly used phrases, like back-end development, can be used by different people
02:18to mean very different things.
02:20Visual designers commonly refer to anything they can't see onscreen as back-end.
02:25To a developer or interaction designer, however, back-end development
02:29specifically means server-side and database related code, rather than the
02:33client-side code, like JavaScript.
02:36Be aware that vocabularies will diverge as your team grows.
02:40There's nothing wrong with this shift, but it will require a concerted
02:43effort during meetings and material handoffs to ensure that everyone is on the same page.
02:50In the next couple of videos, we'll look at how designers and developers can
02:54better understand each other.
02:55For now, you should have a sense of just how broad the job spectrum can be, even
03:00within the design phase for a responsive design project.
03:04As you work on your projects, you can pay attention to how you're
03:07addressing each of the specialized areas with your own efforts, or in
03:10collaboration with others.
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Designer, meet developer
00:00Unless you're comfortable implementing the many aspects of the responsively
00:03designed Web site, or mobile application, you will likely be handing your visual
00:07design off to a developer to create the final product.
00:11Designer/developer workflows are notorious for communication breakdowns.
00:15So let's dive in to the developer's mind, and see what we can find out.
00:19Nearly all projects these days require a developer, especially when it comes
00:23to responsive design,
00:25so it's important that you're able to communicate your ideas to the developer.
00:29By understanding what's important to a developer, and how he perceives his work,
00:33the designer can avoid being surprised by how the design has been implemented.
00:38Start by pretending that you are a developer, and you've just been handed a
00:41mockup in Photoshop.
00:42You have to turn this mockup into a Web site, but don't worry if it's new to you;
00:47I'll walk you through it.
00:48First, try to forget that you care about how the design looks.
00:51Your job is to make it function.
00:53You need to figure out how this set of elements will fit together in an HTML structure.
00:58You're concerned with matters of efficiency, like, can this menu be reused? Can I
01:02replicate those rounded corners with CSS?
01:05Your job is to piece it all together.
01:08You start by looking at the background color.
01:10You don't necessarily care that it's a shade of tan, or how it works with the other colors.
01:15You're concerned about aspects like, is it a solid? Does it have a repeating
01:19pattern? Or, is that a single image?
01:21Look at how the columns are laid out.
01:23Will those have to shrink as the screen gets smaller?
01:26Will the navigation be standard throughout, or will it vary on each page?
01:30As a savvy developer, you are always looking to reuse items.
01:34There's a Share button at the bottom of the page, but the designer didn't
01:37provide a rollover state.
01:38Does it have one? Does this trigger some kind of pop-up? Is this the actual
01:43button the designer even wants to be used, or is this just a placeholder for
01:46some kind of a widget?
01:47Okay, you can take a break from being a developer.
01:51I don't want you to get a stress headache.
01:53After diving into the thought process for a brief moment, can you see how color,
01:57type, element alignment, and other design concerns might be the last thing on
02:01your mind as the developer?
02:03The developer has a whole host of practical problems to solve as he works his
02:07way through the page.
02:09Some of them are familiar, and have quick solutions, and some of them require a
02:13great deal of thought and creativity.
02:15Ambiguous elements, like the sharing button, can slow this process down. In
02:19many cases, the developer will try to solve the problem with his best guess, and
02:23move on to other problems.
02:26Design allows for a meandering path; testing ideas, and trying things on. The
02:31designer might have tested many colors and layouts with several variations
02:35before arriving on the final design.
02:37The developer, on the other hand, already has an end goal in mind when he is
02:41presented with his design.
02:43The designer can debate with her colleagues about whether her design "works",
02:48but if the developer is working on a contact form, and it does not send an e-mail
02:52when submitted, his code does not work in a very literal sense, and he cannot
02:57convince anyone otherwise.
02:59When given a choice to solve a problem with a measurable outcome, or to solve an
03:03abstract problem, like eliciting a specific emotional response from a design, a
03:08developer will always choose the problem with the measurable outcome.
03:12If you can communicate the aspects of your design to a developer in these terms,
03:17he will be in a better place to address your concerns.
03:20Also, take care to explain your ideas, with the reasons behind them, using
03:24visuals when possible.
03:26Recall the problem that I noted in the last video, using words that may have
03:30different meanings for the developer, like back-end?
03:32If you add a visual explanation, there's less chance of a misunderstanding.
03:37So back in the Photoshop file, we can help the developer along by including
03:41specifics about how the Share button works.
03:44Now that the designer has stood in the developer's shoes, the next video will look
03:48at what the developer can do to understand the designer.
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Developer, meet designer
00:00Just mentioning the word developer to a designer usually elicits one of two
00:04strong emotions: great appreciation, or great frustration.
00:09In order to create mutual appreciation, it's first essential to understand what's
00:13important to the designer.
00:15Color is right at the top of that list.
00:18The colors in the designer's mockup are not suggestions.
00:21They are exact specifications.
00:23Another key component for a designer is typography.
00:27Typefaces also help to determine the mood, and the level of professionalism in an
00:31interactive experience.
00:33Color and typography are issues of importance across the board in all designs,
00:38so each one will have its own video later in the course.
00:41Image quality and alignment are two designer issues that present a special
00:46challenge in responsive design, because element positioning and element scaling
00:50will potentially change on different devices.
00:52Image quality is important, because it also reflects upon the professionalism of the design.
00:57The designer is more likely to notice pixelization than the developer, because
01:02the designer is constantly working on images.
01:05Pixelization may not be noticeable to everyone who views the site consciously,
01:10but much of the success of a design operates at a subconscious level.
01:15Alignment is how design creates order from chaos, or vice versa.
01:19The designer aligns objects to direct the viewer's eyes to certain key
01:22elements on the page.
01:24The question becomes, which alignments are essential to maintain as the design
01:28responds to different viewports?
01:31When do you scale an element? When do you swap an element? When is it
01:34appropriate to omit an element entirely?
01:38Any questions in this area absolutely demand a conversation with the designer.
01:42When in doubt, don't guess; ask the designer.
01:45It might help to think of talking with designers as another programming
01:49language that you can learn.
01:50While it's important to ask questions as you're implementing the final design,
01:55it's even better to have input and feedback before that point.
01:58The final design reflects a huge commitment on the designer's part,
02:02so asking for changes at that point will be more difficult.
02:05Try to meet with the designer early on to help guide decisions.
02:09If you can participate in the early client meetings, all the better.
02:12Give yourself a chance to make suggestions before anything is set in stone.
02:16If you're able to understand what's important to a designer, and you can
02:20participate in the communication process, this will put you in a position where
02:23designers and clients are begging to work with you again.
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Working with clients, producers, and decision makers
00:00It's also important to communicate with all the non-designers, and the
00:03non-developers involved in your projects, these include clients, producers,
00:08project managers, and other decision makers.
00:10These are the people who request the projects, pay for the projects, manage the
00:14schedules, and generally take care of all the businesses that designers and
00:18developers often prefer to avoid.
00:21As a designer or a developer, it's easy to think that you know better than the
00:25client, and sometimes you do,
00:26but that doesn't mean you don't still have things to learn. Who would pay for
00:30you to do what you enjoy if there wasn't a client there?
00:33If you neglect clients because you think you know better, they may not be
00:36there in the future.
00:38You may think that a producer or a project manager has it easy; just keeping
00:41track of deadlines in a spreadsheet, or setting up meetings in Outlook.
00:45But if you were to start your own business, and you were the only one to do
00:49these jobs, you would find it very difficult to do what you are doing now, be it
00:53design, or development.
00:54Talking to clients, calling vendors, setting schedules, and crunching numbers
00:58might soon overtake you.
00:59Good project managers make you better at what you do.
01:03They reduce distractions, and they allow you to gain more practice at honing your craft.
01:08If you can learn what's important to them, as well as to your clients, they can, in
01:12turn, make you even better at what you do.
01:14Let's look at some of the topics that we designers and developers usually avoid.
01:18I promise it will be brief, and relatively painless.
01:22The project manager is generally in charge of the schedule, and setting
01:26milestones to help collect materials that are necessary for the project. How can you help?
01:30If you are going to miss a milestone, try to let the project manager know ahead
01:34of time, so that they can adjust the schedule accordingly.
01:38Ultimately, the client dictates the schedule. How can you help with that?
01:42Focus on the underlying reason for the deadline. Is there a conference that
01:46this is being premiered at, or is the client setting a deadline simply because you asked for one?
01:50Try to have this conversation with the client early. It's much easier to give them
01:55a no about some particular deadline before the client has committed money.
01:59At that point, maybe you can readjust, and work something out.
02:03In terms of budget, you should work closely with the project manager to determine
02:07how much time and effort is involved.
02:09Clients, project managers, and producers will likely to have more knowledge as to
02:13where this particular experience fits into the larger narrative of the company.
02:17This is probably the area where the client will know much better than you.
02:21The current project exists within the larger context of the company's
02:25products and services.
02:26By listening to the business people, you can ensure that what you've created fits
02:31into that larger context, which will make you look smarter in the end.
02:35It's helpful to recognize your own expertise. That's where you have the most to offer.
02:39Business people often comment about design elements, like color.
02:43Learn to understand what's behind those comments.
02:46Sometimes they will suggest something as specific as a particular typeface.
02:50What they are really trying to get at is something else, but they just don't
02:54know how to describe it.
02:55The classic book on negotiation, Getting to Yes, suggests finding the underlying
03:00interests, rather than arguing with the other person's conditions.
03:03In this scenario, the client's condition might be, I read this article on
03:07Palatino; it's supposed to be the most readable font.
03:10We should use Palatino in this project.
03:12As a savvy designer, you are sitting there thinking, a lot more went into your
03:16font choice than that, but there's no convincing the client that his
03:19condition is wrong.
03:20With a little thought, and some gentle questioning you can find the underlying
03:24interests that motivated the client to make this suggestion.
03:27It turns out the client is very concerned about readability.
03:31Now you can address the issue of readability, rather than argue about a
03:34particular font, or insert the font, and fume about that incident to coworkers. By
03:39addressing the client's interests, the client will be happier, and you will feel
03:42more respected for your skills.
03:44The same rules also apply when meeting with producers, and project managers.
03:48So again, meet early, and ask questions.
03:51The trick is to balance delegation with participation.
03:54Delegate the tasks like scheduling, so you can focus on what you do: design, or development.
04:00Participate throughout the project, so that you're not unpleasantly surprised later.
04:04If you understand what's important to the people who make the wheels turn, you
04:08can ask smart questions, and provide better services.
04:11The side benefit of pleasing this group is that they are usually the
04:14ones in charge of wages.
04:16In this section, I have discussed why it's important that designers, developers,
04:20and business professionals all communicate.
04:22The next three chapters will cover the important aspects of each role in depth.
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3. Design Considerations for Developers
Planning your colors
00:00Color is one of the essential building blocks of design. It's as integral to a
00:05designer's layout as an if/then statement is for a programmer's code.
00:09A developer who understands the importance of color in a design will have a much
00:13easier time communicating with designers.
00:16A particular color is as important as a particular note in a piece of music.
00:20A color scheme is as important as the key of that music.
00:24The key determines the emotional response of the listener. A minor key creates a
00:28sad mood, whereas a major key generally creates a much happier mood.
00:33The color palette on the left, with the strong red, orange, and yellow might evoke
00:37something like a street sign, or a traffic light,
00:40whereas the softer colors on the right might evoke autumn leaves.
00:44A good designer uses their intuitive sense, as well as some algorithms found in
00:49their design tools, to create colors that work together in a particular way.
00:53The underlying harmony is governed by mathematical relationships between the
00:57components and colors, just as the underlying harmony between musical notes is
01:01governed by the mathematical relationships of the tones that make up the notes.
01:06Here I am in Adobe Illustrator. This might be a way the designer starts out
01:10a project; putting some color swatches together that evoke the right emotion for the design.
01:16So I might start off by just trying to eyeball something that works well;
01:20adjusting the color.
01:22In addition to that, I have a whole bunch of tools that reflect the mathematical
01:25properties in the underlying colors.
01:28So I can actually go up and choose a complementary color, and you can see it
01:32actually works pretty well with that original color.
01:35I can also use the Kuler panel to go through palettes that people have
01:39already put together.
01:40Any old red will not do, just as a B flat is not a substitute for a B on the piano.
01:46When a developer changes colors, it's as if the transcriptionist has changed the
01:50composer's notes when copying them to a clean sheet of paper.
01:54While your skills and duties as the developer go far beyond transcription, it's
01:58important to recognize that color is not negotiable.
02:02So let's take the red from the original palette on the left, and all of the other
02:06autumn colors from the palette in the middle, and look what we have there.
02:10We have a very ambiguous emotion. It's not stoplight; it's not autumn leaves.
02:14This may seem subtle at first, but try looking at the colors for a little while.
02:19In addition to the colors that the designer has chosen, she is also often
02:22obligated to stay within the company brand.
02:25The designer is the steward of the brand,
02:28so when the colors of a Website do not match the branding guidelines, it reflects
02:31poorly on the designer.
02:33Onscreen are some examples of brand guidelines. You can see, they are very
02:37specific in the print colors and the online colors that the designer is able to use.
02:42If the designer has not made the colors easily accessible to you, ask for hex colors.
02:48If you're working with a designer who is unfamiliar with the Web, make sure
02:51they're working in RGB, rather than CMYK, which is the color space that they would
02:56normally use for print design, so that they're not surprised by how the colors
03:00are converted to the Web.
03:02You can dramatically increase the chances of success by paying careful attention,
03:06and talking with the designer about color.
03:09The success will be reflected in your working relationships, as well as the
03:13efficiency of the production cycle.
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Understanding typefaces
00:00Typefaces are nearly, if not equally, as important to a designer as color.
00:05Typefaces also help to determine the mood, and level of professionalism. Compare
00:10the typefaces of the two Web pages onscreen.
00:13The Web page on the left mimics its theme of measurement and analysis with
00:18the typefaces used.
00:19The one on the right plays off the creepiness of the film festival.
00:23Typefaces can affect the type color of a screen. The best way to see type color
00:28is to squint at the screen.
00:30See how the image on the left is much darker than the image on the right, even
00:34though the content is basically the same?
00:36Type color can affect the entire feel of a Web page.
00:40Typefaces for the Web are an area where the designer will probably need more
00:44guidance than they do with color.
00:46Talk with the designer about type options early on, and what they might need to
00:50do about font embedding.
00:52The designer is likely to choose a typeface early in the design process, so you
00:57want to make sure you have the conversation with them before then.
01:00Fallback fonts should be chosen by the designer.
01:03The designer may not be familiar with fallback fonts, so if they haven't provided
01:08any, it might be an opportunity to start a conversation.
01:10If the designer is unfamiliar with font embedding, you can point them to Font
01:15Squirrel, Typekit, or Google Fonts.
01:19The designer may also be restricted by the brand to only use certain typefaces.
01:23This is another area to tread very lightly.
01:27Alignment of type is just as important as it is with other elements on the screen.
01:32Typefaces are just one area where a designer's intensions may not be clear. In
01:36many cases, the designer may not realize that something is missing, and might
01:40not even know to ask.
01:42One of the central themes of this course is to communicate, rather than make a
01:45guess when something is unclear.
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When in doubt, ask
00:00The most powerful action you can take in your relationship with the designer
00:04is to ask questions.
00:06In most projects, a designer hands off a mockup to a developer.
00:10Here's that example in Photoshop again.
00:12The developer uses whatever pieces of the file are available, often creating
00:17missing assets when necessary.
00:19In this particular example, it has several layers, which is very handy, but it
00:26just as easily could have been a flattened file.
00:28The developer still has to go through and figure out specific aspects.
00:33Does this newsfeed stay this width
00:35as it grows or shrinks?
00:37Does that heading point to the full story?
00:39Does the banner at the top link to the homepage?
00:43None of this is available in the Photoshop file.
00:45Inevitably, the designer's mockup will lack aspects of the final product.
00:50Otherwise, no more work would be required.
00:53When faced with the gaps between the mockup and the pieces required to complete
00:57the final product, developers often fill in the gap with their best guesses,
01:01and the developer usually isn't even aware of this step, because the missing
01:05piece seems so obvious to insert.
01:07Take this example in Dreamweaver.
01:09I've got a live view here with a button that has no active state when it's clicked.
01:14So the developer might take it upon himself to add an active state with a color
01:20that he thinks makes sense.
01:27But the designer hasn't had any say in this choice.
01:32If you can learn to recognize gaps which are critical to the design, you can
01:36save yourself future revisions.
01:38Critical gaps are those that span the categories discussed earlier in this chapter,
01:43like color, typography, alignment, and scaling.
01:46If you think the designer has left something out that pertains to one of these
01:50categories, ask the designer for their input before proceeding.
01:5499 times out of a 100 a designer would prefer to answer a question, instead of
01:59seeing an unexpected result.
02:01Imagine the text container onscreen is the result of scaling down on a mobile device.
02:07Notice how the body copy no longer lines up with the heading.
02:10This should be a red flag to you, because it's one of the elements that's
02:13important to the designer.
02:15Because of the added complexity in a responsive design project, you will likely
02:20encounter more of these gaps, like scaling issues, and design items that don't
02:24translate well into a mobile environment.
02:27By learning to recognize gaps, and ask questions early, you can save yourself
02:31from future revisions.
02:33Additionally, this habit of asking questions will likely help your interactions
02:36with other colleagues, as well as outside of work.
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Meeting with designers early in the process
00:01As a developer on responsive design projects, it's essential that you attend
00:05early planning meetings
00:07in order to help steer the projects in directions that make sense from a
00:11technical point of view.
00:13Everyone present at early meetings benefits from the chance to establish good
00:17working relationships, as well as a chance to get ahold of the entire context of a project
00:23before it's been sped up by the stress of an impending deadline. Developers
00:27benefit from early meetings in a few specific ways.
00:31It gives you a chance to build functional prototypes sooner, so that you'll be
00:35less likely to be blindsided by a difficult request that comes late in the
00:38schedule, such as rewriting code in a different language to work with a specific server.
00:44An early meeting is also a chance to make technical assessments.
00:47In other words, it's a chance to say no early, as well as present alternatives
00:53before it is promised to the client.
00:56Perhaps the features that the client has requested can only be achieved with
01:00a specific programming language, which isn't available on the client's choice of server.
01:05Since the project is not yet under way, the client is able to make some calls,
01:09and find an alternative server.
01:11An early meeting is also a preferable time to ask for necessary resources.
01:17Perhaps you need to hire a contractor, or purchase more server space.
01:21This gives the client and the project managers a chance to budget for these
01:24resources, or to ask for a more affordable solution.
01:27There is more flexibility for large shifts at the beginning of a project.
01:33If you're not already invited to early meetings, find out who is in charge of the
01:37schedule, and ask to be included.
01:39These early meetings are often referred to as kickoff meetings.
01:43Once you are in the meetings, it's also important that you're proactive.
01:46Even if you are shy, you are likely a very smart person, capable of learning new skills.
01:51Speaking at meetings, and negotiating project specifications is another skill to learn.
01:56It will pay off as much or more as learning a new programming language.
02:00After the meeting, let designers and project managers know it was helpful to you,
02:05and ask to be included in the future meetings.
02:08Not only will your input benefit clients, there will be times when the designer
02:12can benefit from your suggestions on how the design can be implemented.
02:15Perhaps you can set up the files so that they are easier to revise in the
02:19future, or provide the client with better search engine optimization.
02:24You might also have suggestions like single page navigation in order to have a
02:28faster user experience, just like Gmail.
02:31Once you have a seat at the table, you're in a much better position to advocate
02:35for the approaches that you think make the most sense.
02:38Imagine how much easier that will be. Instead of getting handed an impossible
02:41task, with an impossible deadline, you get to help direct the project.
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4. Development Considerations for Designers
Understanding what to provide to developers
00:00Knowing what to provide your developer colleagues can greatly increase your
00:03chances of successfully handing off your designs.
00:07One of the most terrifying segments of a project can be the handoff of
00:11designs to a developer.
00:13Once the developer has posted the final mockup, they no longer have control, and
00:17it's up to someone else to realize their designs.
00:20It's common to hand off a design to a developer as a single image file; often a Photoshop file.
00:26If the mockup is static, but the end goal is a responsive design, this creates a
00:30gap that the developer must then fill in.
00:33The handoff is your opportunity to have a say in how your experience will look
00:38across different devices.
00:40It would be impractical to try and cover every gap by mocking up every single device.
00:46Instead, you can provide a roadmap that guides the developer on how to treat
00:51different types of gaps.
00:53As a designer, you can use your visual skills to create guidelines for the
00:57developer, just as you do when you create visuals for your client.
01:01One particularly effective method for mocking up responsive designs for clients
01:06is using Samantha Warren's Style Tiles.
01:09Style Tiles are a great way to show your concepts off to a client without overly
01:14investing in small details.
01:16If you look at the Style Tiles Web site, you'll see some examples.
01:21This example is really broad, and a great starting place for sharing your
01:25information with the client.
01:26Style Tiles are a great starting place to share your overall vision with the
01:30developer, but you also want to provide some specific details about how your
01:34design will respond to different screen sizes.
01:38You can compile these specifics into a set of guidelines to produce a style
01:42guide that is similar to what major companies use as branding guidelines.
01:45I will cover this type of style guide, along with more examples, in the
01:49design solutions chapter.
01:51With a sense of what to provide with your mockups, you can now be more confident
01:55that your handoff to the developer will be a smooth one.
01:58The next few videos will focus on specific strategies in designer to
02:02developer communications.
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Working with pixel values
00:00A potential sore spot in handing off a design to a developer is when the pixel
00:05values that the designer has included in the mockup have not been maintained
00:09in the final piece.
00:11It's important to embrace fluid layouts, or the ability for your Web site to scale
00:16to different screen sizes in your responsive designs.
00:19It is fluidity, after all, that will classify your design as responsive.
00:24Joshua Sortino's portfolio does a wonderful job of varying as the viewport changes.
00:29As I scale the browser down, you can see that the site does a fantastic job of
00:34filling whatever space is available.
00:36The great variability between devices that might display your experience means
00:41that your environment is uncontrolled.
00:44You may want to consider the reasons you chose your original pixel values.
00:48For instance, in this design, the margin between the logo and the main heading
00:53was created to align the heading with the body text below.
00:56As the design has responded to accommodate a smaller screen, however, the body
01:01copy is shifted to the left, and that original reason for the exact pixel value
01:06is no longer relevant.
01:07So it's really the alignment, in this case, that needs to be optimized.
01:12If you're not yet convinced that pixel perfection is a thing of the past,
01:16consider the following.
01:17In addition to having both portrait and landscape orientations, mobile devices
01:22also have varying pixel resolutions, so 50 pixels will display at completely
01:27different real world sizes depending on the device.
01:30For example, the new Apple retina displays have doubled the resolution of the
01:35previous generation.
01:36So your site could potentially display at half the size, or twice the size, and be
01:41pixelated, depending on the settings.
01:43So you want to make sure to test multiple generations, and talk with your
01:47developer about these type of settings.
01:50In addition to the varying resolutions, there's also a capability to
01:54automatically display Web pages at completely different zoom levels, so one pixel
01:59in your layout could represent 3.5 pixels on the screen.
02:04Zoom discrepancies can be managed to a large extent with the viewport meta tag,
02:08but the fact that this capability exists, and it zooms in by default, should give
02:13you some pause when it comes to pixel perfection.
02:16The Clean Air Challenge Web site, for example, does a great job of embracing a mobile design.
02:22As the viewport shrinks, the site begins to look and function much more like a
02:26mobile app, with large buttons, and a vertical layout.
02:32A better way to think about pixel values in a responsive design is to think of
02:36them as minimums and maximums.
02:38For example, instead of having an exact margin value of 15 pixels that applies
02:42to any device, consider having a minimum value that works on a smartphone, and a
02:47maximum value that works well on a large screen, and then perhaps having some
02:51values in between. That way your design will accommodate a wide array of screen sizes.
02:58Another approach to positioning and scaling is to think in terms of relative
03:02sizing, such as percentages, or ems, instead of pixels.
03:06Relative sizing allows child elements to grow or shrink with their container.
03:11On this Web site, there's a comparison of absolute pixel values at the left, and
03:16relative percentage margins at the right.
03:19You can see that the relative percentage has scaled much better, and the comments
03:23are nested in a much nicer way.
03:27There's also an example of relative font sizing.
03:31By using ems or percentages to scale your fonts, your entire design can scale together.
03:37By starting with flexible expectations about pixels, you can save yourself a lot
03:42of frustration, and gear your instructions to the developer in a manner that
03:46better suits a responsive design.
03:49In the Design Solutions chapter, I'll walk through several ways to capture and
03:52communicate your ideas in a flexible, but clear manner.
03:56For now, it's helpful to begin thinking outside of the pixels.
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Testing
00:00There are several advantages to testing your design throughout the stages of a project.
00:05Functional testing is the designer's opportunity to see what the developer's
00:09implementations will look like, prior to the final delivery, while the
00:13stakes remain much lower.
00:15This will also give the developer more time to ask questions about how the
00:19design might function.
00:21Functional testing is targeted, and specific. Rather than building your entire
00:26experience, instead, functional testing involves building a prototype of just a
00:31single element, or feature, such as a style dropdown box.
00:35So, here's an example of a functional test for a Web site.
00:39The goal here is to see how the page scales.
00:43So, already, as I'm scaling, I notice that the big image at the top doesn't line
00:48up with the menu items, or the header.
00:50That might be something, as the designer, I'd like to point out to the developer.
00:54The developer can be updating this, and working on this as I'm creating the final
00:58design. And I can see how it scales all the way down.
01:03Another functional test might involve swipe functionality, and how it fits into
01:07your navigation scheme.
01:09The functional prototype can be built with simple wireframe boxes, or stand-in
01:13graphics, depending on the goal of your test.
01:16If you're presenting the clients, wireframes, and placeholder graphics help
01:20put the focus on the functionality, and not the look and feel of the
01:23individual elements.
01:25In addition to the advantage conferred on the designer, functional testing also
01:30helps spread out the developer's time, rather than squeezing in much of the work
01:34near the end of the project when all of the design has been complete.
01:37Here is a representation of how a traditional designer-developer workflow might
01:42look in terms of the hours spent across the length of the project.
01:46And here's how the time looks when the designer and the developer work together to
01:49create functional prototypes over the entire course of the project.
01:53Your functional prototypes may also provide more opportunities to receive client
01:58feedback before the design has been solidified.
02:01Including functional testing in your schedule will make your designs more agile,
02:05and your collaboration more fluid.
02:07Meeting early is an essential first step in the testing process.
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Meeting with developers early in the process
00:00Meeting in the initial stages of a project is advantageous for everyone
00:04involved, but there are specific reasons a designer should ensure that the
00:08developer is involved at those early meetings.
00:11Functional testing is part of a broader category that I'll refer to as fewer surprises.
00:17The more involvement the developer has with the designer, as well as the client,
00:21the more informed the developer will be about the project.
00:24The developer's input at these meetings will help to set the client expectations,
00:28as well as the designer's expectations.
00:31This will also lead to fewer surprises when the project is complete.
00:35By closing the feedback loop between the designer, the client, and the
00:39developer, you can cycle through drafts of ideas and revisions much faster.
00:44Imagine you're under a deadline with a publisher to write a book that will
00:47have your name on it.
00:48When you hand in the version that will be printed, would you rather it be draft 1, or draft 3?
00:53If you can accelerate the drafting process with a couple of meetings, you won't
00:57have to do this work later in the project, and your final project will be more
01:01polished as a result.
01:03Lastly, meeting early can help you commit to only what you can deliver.
01:07If the designer and the developer are meeting, as well as testing prototypes,
01:11they will know exactly what can be delivered to the client, so you won't have to
01:15backpedal from any hasty promises.
01:18Because of the added variables introduced by flexible layouts, and functionality,
01:22communication becomes even more critical in a responsive design.
01:26If your developers are not yet included in kickoff meetings, and the design
01:30meetings that follow, let the project manager know that you want to include the developer.
01:35Now that I've covered the advantages of inner-office communication, the next
01:38chapter focuses outward, at client communication.
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5. Client Communications
Setting expectations
00:00In addition to communicating early and often with your team members, it's
00:04important to explain the ins and outs of your responsive design solutions to your clients.
00:09This extra layer of communication provides a degree of protection against
00:13unpleasant surprises later in the project, and will hopefully save you from
00:17some unnecessary rework.
00:19There are two important areas that you need to focus on when initiating a
00:23responsive design project with the client, especially a client who may be new
00:28to responsive design.
00:29The first area is functionality.
00:32The client should be made aware early in the process that the experience you
00:36are designing will look and feel different on different devices, and why this is the case.
00:41Don't be afraid to spell out things that you assume the client may already know.
00:46You might be surprised how much the client has not yet considered.
00:49After all, they are probably spending their day thinking about different subjects entirely.
00:54When possible, try to share mockups for different devices in different screen
00:58sizes, so your client is not surprised when reviewing the final product.
01:03Schedule a few early reviews of the functional design before committing too
01:07many development hours.
01:09The client will feel good knowing you have a working prototype, and you will feel
01:13confident that you have their blessing.
01:15I will cover some techniques to create responsive design mockups in the Design
01:19Solutions chapter, so that you can include visuals in your client discussions.
01:24Budget is the second most important area in client communications, and I will
01:28cover that in the next video.
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Understanding budgets
00:00The additional thought involved in creating a responsive design usually
00:04translates into more time and cost than that involved in a traditional Web site.
00:09Be sure to discuss potential costs with your client up front to ensure that a
00:13responsive design experience fits in their budget.
00:17A client will generally say yes to every cool feature you propose; that's until
00:22they have heard the price.
00:23At that point, they may have such high expectations of what the experience should
00:27be that even though they can't afford it, they have lost interest in a cheaper
00:31solution, and the project can stall.
00:34Clients always want the latest and the greatest, but they often don't realize
00:38that there's no bells and whistles button in Photoshop; at least not yet anyway.
00:42Talented people are required to connect all the pieces of a responsive design.
00:47More people translates into more cost.
00:50The added functionality involved in a responsive design means more development
00:54time, and more browser testing as well.
00:57Truly responsive designs will almost necessarily require a developer's touch, and
01:02generally speaking, developer's time costs more than designer's.
01:06All that said, if your client does have the budget, and the desire, there is an
01:11argument to be made that a good responsive design is a bargain.
01:14After all, it's a single design, rather than one for every device out there.
01:20In most cases, it will be helpful to anchor your price projections by
01:23providing alternatives.
01:25For example, contrast the cost of a responsive Web site with the cost of a Web site,
01:30plus an Android app, plus an iPad app.
01:33Your responsive Web site will probably look inexpensive when compared to
01:37developing several custom solutions.
01:40You may also find it useful to break the pricing down into component parts.
01:44It's likely that some features may be more important to the client than others.
01:49If a less important feature has a large price tag, it may be an easy item to cut.
01:54If you can reach a consensus with your client on the budget, and the
01:57functionality before you've committed too much time, you will hopefully feel
02:01safer moving forward on the project.
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Incorporating follow-up meetings
00:01A post-launch wrap-up meeting is a great way to evaluate the success of a project.
00:06These meetings can take place internally with your own team, as well as with your client.
00:11After a project is completed, and your Web site or mobile app is live, you are
00:15probably ready to move on, and do something completely different, but the
00:19information that you collect in a quick wrap-up meeting is invaluable in helping
00:23you to improve future projects.
00:25Because a responsive design project is generally more complex, there's
00:29potentially a lot more to learn with a wrap-up meeting.
00:32Here are some topics that you might discuss internally.
00:35How did the project go?
00:37Did the technology work well?
00:39Do we need to hire more people?
00:42Did you spend too much time working late?
00:43It may not always be a pleasant task to relive any failures that occurred
00:47during a project, or to relive any difficult interactions with a client, but
00:52hopefully evaluating these experiences will save you from repeating any
00:56mistakes in the future.
00:58These meetings can also be celebratory.
01:00When a project has gone well, you can bask in the success with your colleagues, and
01:04try to understand what went right, so you can do it again in the future.
01:08External information gathering can take a couple of different forms.
01:12You could send an online survey to your clients.
01:15This would ensure that all the clients were asked the same questions, and you
01:18could then compare responses between clients.
01:21If the survey is anonymous, the client may be more honest about problem areas.
01:25By having an actual meeting with the client, you will also be able to gather more
01:29subtle information from their tone, and perhaps their nonverbal cues.
01:33If you have willing clients, you could have a meeting, as well as collect
01:37survey information.
01:38Whatever method you choose, collect your information promptly while it's still
01:42fresh in the client's mind.
01:43Here some topics you might discuss externally.
01:46You might want to ask the client what they thought of your service. Could you do
01:50anything better? What kind of aspects do they think you could improve?
01:54Talk with your project manager about including wrap-up meetings in the schedule.
01:58Before engaging the client, and perhaps even at the beginning of a project, write
02:01down a set of goals about what kind of feedback you'd like.
02:05In other words, figure out how you will measure success when the project is complete.
02:10In your first responsive design project, your goal may simply be to create a
02:14beautiful, working, responsive experience.
02:16In your second responsive design experience, you might have a little bit
02:20more confidence, so you may try to make this project more cost-effective than the first.
02:25These are goals that you can then assess with your internal wrap-up meeting.
02:28As you get more projects under your belt, your goals may start to focus more
02:32specifically on the client, and the project.
02:34For example, perhaps you're interested in repeat business with a client you admire.
02:39You have just completed your first project. You can then check your success in
02:43the external wrap-up meeting by asking the client, would you come back to our
02:47firm for your next project?
02:49By determining your goals at the beginning of a project, you will know exactly
02:53which questions you need to ask at the end of the project.
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6. Design Solutions
Creating diagrams
00:00The first aspect that will need planning is the overall flow of the experience.
00:05You can diagram the flow of user experience on a whiteboard, or using flowchart
00:09software, like OmniGraffle, or Microsoft Visio.
00:13In Web design, these diagrams are generally referred to as site maps.
00:18By starting with your user flow, you will know exactly which navigational
00:21elements need to appear on each screen.
00:23For example, you may have a linear flow, where the user clicks next in order to
00:27advance through each screen. Or you may have a nonlinear navigation, where the
00:32user can jump to any page at any point, in which case, you might have a menu bar.
00:37Once you have a draft of your diagram, you can set a meeting with the rest of
00:42your team in order to get feedback.
00:43The developers can help you with how the navigation might work, and let you know
00:47if there are any improvements you can make,
00:49to ensure that the navigation that you've envisioned can be
00:52feasibly accomplished.
00:53If the navigation is complex, you may want to begin with functional testing to
00:57ensure that what you have envisioned can be accomplished.
01:00With your team on board, you can set a meeting with your client to make sure that
01:03they approve of where the project is going.
01:05Getting client feedback at this stage can save you from last minute revisions,
01:09and help you to set your client's expectations early in the process.
01:13For the purposes of this course, you only need to have a basic understanding of
01:17the diagram stage, and why it's important your workflow.
01:20To dive deeper on this topic, check out OmniGraffle5:
01:23Creating Website Maps and Wireframes on Lynda.com.
01:28A solid diagram with everyone's buy in can guide you through the next couple of
01:32steps in your project, and allow you to start wireframing individual screens
01:36with more confidence.
01:37I will cover wireframing in the next video.
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Creating wireframes
00:01By the time you've reached the diagramming and wireframing stages of a project,
00:05you should probably have a good idea of which devices you are targeting.
00:08Reaching the stage will probably involve a combination of client input, and
00:12internal decision making that results from your technology planning.
00:17A wireframe is a simple, no frills sketch of what your experience will look like.
00:21The no frills part is key, because the goal of wireframing is to save you time.
00:26Many designers do lose wireframing their head, or skip this stage altogether, and
00:31it works just fine in many projects.
00:33However, wireframes are an essential piece of the responsive design puzzle.
00:38Wireframes will help you test multiple layout solutions, as well as communicate
00:42those solutions with developers and clients.
00:45It's better to keep your wireframes simple, because any window dressing can cause
00:48confusion with the client about how the final site will look.
00:52For instance, if you have a piece of stock art as a placeholder, the client may
00:56focus on the stock art, trying to make comments about whether they like the art
01:00or not, rather than focusing on the layout.
01:02If your wireframe is simple, there is nothing but layout.
01:05There are several applications available to help you with wireframing.
01:09Adobe Fireworks is a great tool for prototyping, because there are several
01:13components that are already built in the common library.
01:16You can take those components, and quickly customize them.
01:21The downside is that some of these components can be a little buggy.
01:24Adobe Photoshop has a great deal of control; the downside with Photoshop is that
01:35you have to do all of it yourself.
01:37There isn't a lot of pre-built artwork for wireframing.
01:39Balsamiq mockups is probably my favorite tool for wireframing.
01:44The great thing is that the visuals are so simple, there is no way to confuse it
01:49with the final product,
01:50and nearly any type of Web element that you can think of exists as a component
01:54that can be customized.
01:57And then there is classic pen and paper. Drawing your wireframes out certainly
02:01won't be confused for the final sight.
02:03To dive deeper on wireframing, check out Website Planning and Wireframing;
02:07Hands-On Training on lynda.com. There is an entire chapter on wireframing.
02:12Because wireframes can be designed fairly quickly, I highly recommend creating a
02:17wireframe to cover each of your target devices, and then talk with your
02:21developers and your clients to get approval.
02:23Once your wireframes are built and approved, you can start designing the
02:27visuals of your experience.
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Building a responsive style guide
00:01The true test of your workflow occurs when the design is handed off to the developer.
00:06Historically, this step has been fraught with frustration. Comp sheets are a
00:10great way to use your visual communication skills, to ensure that your design
00:14is understood and implemented by the developer.
00:17The term comp is short for comprehensive design, or composite design.
00:22In a designer/developer workflow, the comp is a designer's most powerful tool for
00:27visual communication.
00:29Traditionally, comps are single image files that indicate to a developer or a
00:34client how the design should look when it is complete.
00:36Unfortunately, a single image file does not provide enough information regarding
00:41how an experience will respond to varying screen sizes.
00:45The question becomes, how do you communicate your responsive design to the developer?
00:50Style Tiles are a great starting point.
00:53They help you focus on the design elements, or the ingredients, rather than
00:57producing fixed images.
00:58But you'll need to provide the developer with more information in order to
01:02complete the final project.
01:04It would be impractical to design for every possible setup.
01:07For instance, it's probably not necessary to create separate mockups for devices
01:12that differ only slightly in their pixel dimensions.
01:15So what's the solution?
01:17Put together a style guide similar to what corporations use for branding that
01:21allows for interpretation, with clear boundaries.
01:24Your responsive style guide should include necessary design elements, such as
01:28color, typefaces, any UI elements, such as modal dialogs, any logo treatments,
01:35or anything else that is relevant to your design.
01:37If you've planned well, and met with the developer all along, very few aspects of
01:42the style guide should come as a surprise when you make the final handoff.
01:46Your application will likely have to respond to different modes of interaction.
01:51Will it use mouse interaction? Touch? Audio? DPS? Camera? Accelerometer?
01:59Communicating these problems between a designer and a developer has been a
02:02problem for a long time,
02:04but it's even more extreme in the case of responsive design, because you have to
02:08take into account different modes of interactions on different devices.
02:12Designers aren't necessarily used to thinking about multiple states, like hovers,
02:16and click states, but a thorough responsive style guide should cover those
02:20elements as well, so the developer won't have to make guesses.
02:23There is yet one more gap you may want to elaborate on as you hand off the
02:27design to the developer.
02:28What happens over time? Do elements enter the screen? Do they fade away?
02:33You may decide to include additional animation in a responsive design project
02:38when and where your design is responding to a change.
02:40For example, when your experience is viewed on a tablet, and it's rotated from
02:45portrait to landscape, or vice versa, you may wish to animate the elements into
02:49their new positions.
02:51You should include these type of thoughts in your style guide.
02:54And most importantly, your responsive style guide needs to show how your design
02:58will be rendered on your target devices.
03:01With your responsive style guide in hand, you can now sleep a little easier as
03:05you hand off the design to the developer.
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7. Team Integration
Acquiring skills
00:00You're probably aware by now that working in digital media requires constant
00:04growth and learning.
00:06There are three directly motivating factors to acquiring new skills: the
00:10possibility of greater pay, more career options, and the chance to enjoy
00:15your daily work more.
00:16If you can find something within your work that you really enjoy, you will
00:19naturally seek ways to improve your skills, which will make you more valuable to an employer.
00:25There are also secondary benefits of acquiring new skills, such as the ability
00:29to take new types of projects, and new clients, and improved workflow, or reduce
00:34costs from no longer having to contract out a certain skill.
00:38So when does it make sense to take on a new skill?
00:41If you are busy, will it make you less busy?
00:43It might help to figure out a particular problem before settling on a
00:48particular solution.
00:49For example, do you have to contract out simple CSS edits on an ongoing basis?
00:55Maybe it's worth learning some basic CSS.
00:57How soon will you see a benefit?
00:59Well, in the case of learning the CSS, you'll probably see a benefit immediately.
01:03Will I enjoy this more? That's probably the most important question. Perhaps
01:08there is no immediate need, but if you're really interested in learning to
01:11animate, that's as good reason as any, because your interest will help motivate you.
01:16You can learn new skills by taking online courses, like what you're doing right now.
01:21It's also great to attend conferences, and seminars, and learn from those around you.
01:25One final consideration when looking at what you'd like to learn:
01:29technologies come and go. If you focus on learning new techniques instead, you
01:34will transcend passing technologies, and you will be more equipped when the
01:38next hot technology comes along.
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Hiring staff
00:01At a certain point there's only so much one person, or two people can do. You may
00:05need to look at acquiring staff for your team, and the complexity of responsive
00:09design jobs may necessitate greater numbers than you are used too.
00:14How will you know when it's time to hire?
00:16Well, the verge of collapse is a good indicator. It might be that some of your
00:20services are lacking.
00:21The founder of Balsamiq Studios noticed that he couldn't maintain the same level
00:24of customer support without hiring more people.
00:27The need to hire people can be an indication of growth. You may ask yourself
00:31questions like, is this the recurring need? And do you have ongoing work, or more
00:36projects scheduled in the future?
00:38There are a few factors to consider in hiring staff.
00:41Do you work in a small company, or a large company?
00:44Are you self-employed?
00:45What kind of hiring policy does your company have?
00:48Will you be able to search remotely, or will you be limited to local talent only?
00:54Which new roles will you hire for?
00:56If your current employees are wearing multiple hats, you may have to figure out
01:00how to divide up the roles.
01:01When you determine that you need to hire staff, talk to your manager and HR about
01:05the hiring process of your company, and let them know you have a need.
01:09Don't assume they know your team is overworked; they may be focused on other things.
01:14Depending on the company, and the economic situation, you may have to hire a
01:18temporary worker first. This can make it slightly harder to find candidates.
01:23If there is no budget for new staff members, or your needs or intermittent,
01:27hiring a contractor for a short period of time may be an effective approach.
01:31I'll cover contractors in the next video.
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Working with contractors
00:00Contractors can provide a great stopgap when you have specific needs in your project.
00:05Unlike an employee, you or your company won't be paying payroll taxes, or
00:09insurance, or providing equipment, or software for a contractor.
00:13Because the contractor foots their own expenses, a contractor's rates will
00:17generally be higher than what you'd expect to pay an employee.
00:21All the expenses associated with an employee reflect the longer term commitment
00:25between the employer and employee.
00:27If you have a specific non-recurring need, like a custom video player for one
00:31Web site, a longer term commitment just doesn't make a lot of sense,
00:35so this would be a good situation to hire a contractor.
00:38It may be that you'd like to know how to build a custom video slideshow, but
00:42you're too busy with your existing duties to watch tutorials, and learn this new
00:46skill before the project is due.
00:48You may find that specific needs like these come up more in responsive design projects.
00:53Planning will help you locate resources before the eleventh hour.
00:56There are many places to find contractors online. There are specific sites
01:01dedicated to both designer resources, and developer resources.
01:05Cultivate relationships before you need them.
01:08Another great resource to find contractors are conferences specific to your workflow.
01:13That way, when the need comes up, you know exactly who to call.
01:17Generally, you'll have a less contact with a contractor, because they probably
01:20won't be working in your office,
01:22so you need to make sure that you have clear and detailed mockups, and you stay
01:26in communication. This will help you save on costs with contractors.
01:30Strategic use of contractors can help you meet your clients' responsive design
01:34needs, as well as help your team through the busier months of your calendar.
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Conclusion
Next steps
00:01Before we go, I just want to give you a few more resources to help you with the
00:05responsive design workflow.
00:06Whether you're a designer, or a developer, A List apart is a great general
00:10resource for all things for responsive design.
00:14You can also find several great articles on Smashing Magazine. And whether you
00:21are a designer, or a developer, make sure you check out David Hogue's Interaction
00:25Design Fundamentals course.
00:28Much of this course has been about improving workflow by having the designer and
00:32the developer understand each other better.
00:34So in that spirit, I've put together some design resources for developers, and
00:39some development resources for designers.
00:41So if you are a designer, you can check out these courses on Lynda.com.
00:46You don't have to understand everything, but going through and getting the
00:49general idea will definitely help you in working with the developer.
00:53You can check out Joe Marini's Mobile Web Design & Development Fundamentals,
00:58James Williamson's HTML5:
01:00Structure, Syntax, and Semantics, and James Williamson's CSS:
01:05Core Concepts, and these should give you some good ideas as to what the
01:08developer is working on in a responsive design project.
01:13And if you are a developer, I highly recommend going to the library, and getting
01:17a basic book on design fundamentals.
01:19The Elements of Graphic Design by Alexander White is an excellent resource, as
01:24is Graphic Design School by David Dabner.
01:28And if you're looking for a quicker overview, there are some great articles
01:31by Garr Reynolds; one Graphic Design Fundamentals, and another on Why design matters.
01:39Thanks for watching, and good luck on your projects!
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Jen Kramer

Web Design Fundamentals (2h 43m)
James Williamson



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