When it comes to project management for a web or app there are, like many other types of projects, some key considerations when you begin. In this course, you will learn about making a contract that will help protect you during the process, how to effectively communicate with both your team and clients, some tools for sharing files and communicating, a few tips for tracking issues and bugs, and wrap up with a discussion on sharing assets with your clients.
- [Narrator] In this course, Freelance UX Managing Projects, you'll get a broad stroke overview of some of the major things you need to consider before jumping into a freelance web or app project. Here are some of the topics we'll be covering in this course. The first topic we'll cover in detail is working with contracts, and I can't tell you how many times I've created or set up contracts and in the very beginning, at least, you think you've got everything covered, but you in fact probably don't.
As you go through and you work with projects, you'll find that that knowledge that you gain from one project, be it a bad experience or a good experience, it doesn't really matter, you're going to take that and hopefully apply it to the contract you use for the next job. We'll talk a lot more about that as we go on here. Also team communication. Communicating with your design and dev team is super important. And I can't say this enough, honestly, because if you're trying to keep track of bugs, you're trying to figure out what scheduling looks like, you're trying to figure out where they are in the process, or just what's going on, you have to have a solid method of communication when just working with your own team.
Then there's communication with the client, which is very important, because obviously you're dealing with business, right? We're dealing with numbers, we're dealing with money, we're dealing with agreements or contracts, we're dealing with a product that needs to get created on time, on budget, get it done, right? So your communication with the client is key, and how that happens, what you do, and what tools you can use to get that done is something that we'll talk about as well. Sharing files, it seems like a no-brainer, maybe just throw it on Dropbox or email it to someone or something to that effect, but when you really start digging into a project, you start to realize, well first of all there's a lot of files, and there's not just things like images, okay.
We have project files, we've got, like I said, agreements and contracts, we've got the content that they send us, we've got a lot of different things to keep track of, and to make sure that we have the right files to work with, the correct iteration, the correct versioning, there are methods to the madness, I guess you could say, and tools that we can use, some of them dead simple, some of them all-encompassing, that we'll talk about. Bug issues, tracking issues in general, time, all this kind of thing is something that we need to also be on top of because I can't tell you how many projects, and this is from my own experience, where I won't necessarily track every single bug.
I'll go look back at emails or whatever was sent maybe by a client or by a team member, and say, "Oh yeah, I got that one. I got that one." And just kind of look at it and realize that at the end, well I didn't cover everything necessarily. The whole idea here is to get the project done on time, in budget, and get it done correctly, right? So tracking issues, tracking our time, tracking all these different things, including prototyping and making sure that we even track feedback, let's say from users or clients, and having all that in a centralized location, at least something you can keep track of.
And then working with assets. Now, this is not sharing files, this is not prototyping and sharing your prototype with other people or clients, this is who owns the assets? What do you share with the client? If you build some off the shelf solution, do you just give it to them? How does that work? Who owns the project files? Does it happen at the end of the process when the contract is complete? We'll take a look at some of those things at the end of this course. While this list doesn't include everything you'll face while going through a Freelance UX web and app design project, it covers the topics you need to be aware of to start at least.
Every project is different, and it's important to understand that with every new project comes knowledge that you can apply to the next.