What does UI designer should know and how to deliver this knowledge to him?
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I manage a few development teams atm. Each team develops different project for different client.
Right now i'm trying to let teamleads work with clients directly without me, but the problem is that none of them has good experience designing UI. I do. We have a designer, who I'm trying to teach how to create UI the way I do. The problem is that she isn't into business neither in development, so her designs are quite typical: as beautiful as useless and/or difficult to implement.
So, what do i do with designs? It consumes a significant portion of my time each week...
Let's summarize:
- The designer creates interfaces, that are difficult to develop. Okay, I've handled to her my own sketch design system and introduced to main UI frameworks that we use. She is getting better at this.
- Designer isn't into business. She doesn't know when it makes sense to spend money on more complex things and when we should just make it simple and improve when needed. Okay, i may be able to put this responsibility on the Product Owner.
- Designer doesn't know all the intricacies of a product, PO's vision and users feedbacks. What do i do about it? If i'll ask her to consume all this information, then she'll be spending more time learning product, than actually designing it.
team-management product-owner design
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up vote
1
down vote
favorite
I manage a few development teams atm. Each team develops different project for different client.
Right now i'm trying to let teamleads work with clients directly without me, but the problem is that none of them has good experience designing UI. I do. We have a designer, who I'm trying to teach how to create UI the way I do. The problem is that she isn't into business neither in development, so her designs are quite typical: as beautiful as useless and/or difficult to implement.
So, what do i do with designs? It consumes a significant portion of my time each week...
Let's summarize:
- The designer creates interfaces, that are difficult to develop. Okay, I've handled to her my own sketch design system and introduced to main UI frameworks that we use. She is getting better at this.
- Designer isn't into business. She doesn't know when it makes sense to spend money on more complex things and when we should just make it simple and improve when needed. Okay, i may be able to put this responsibility on the Product Owner.
- Designer doesn't know all the intricacies of a product, PO's vision and users feedbacks. What do i do about it? If i'll ask her to consume all this information, then she'll be spending more time learning product, than actually designing it.
team-management product-owner design
New contributor
add a comment |Â
up vote
1
down vote
favorite
up vote
1
down vote
favorite
I manage a few development teams atm. Each team develops different project for different client.
Right now i'm trying to let teamleads work with clients directly without me, but the problem is that none of them has good experience designing UI. I do. We have a designer, who I'm trying to teach how to create UI the way I do. The problem is that she isn't into business neither in development, so her designs are quite typical: as beautiful as useless and/or difficult to implement.
So, what do i do with designs? It consumes a significant portion of my time each week...
Let's summarize:
- The designer creates interfaces, that are difficult to develop. Okay, I've handled to her my own sketch design system and introduced to main UI frameworks that we use. She is getting better at this.
- Designer isn't into business. She doesn't know when it makes sense to spend money on more complex things and when we should just make it simple and improve when needed. Okay, i may be able to put this responsibility on the Product Owner.
- Designer doesn't know all the intricacies of a product, PO's vision and users feedbacks. What do i do about it? If i'll ask her to consume all this information, then she'll be spending more time learning product, than actually designing it.
team-management product-owner design
New contributor
I manage a few development teams atm. Each team develops different project for different client.
Right now i'm trying to let teamleads work with clients directly without me, but the problem is that none of them has good experience designing UI. I do. We have a designer, who I'm trying to teach how to create UI the way I do. The problem is that she isn't into business neither in development, so her designs are quite typical: as beautiful as useless and/or difficult to implement.
So, what do i do with designs? It consumes a significant portion of my time each week...
Let's summarize:
- The designer creates interfaces, that are difficult to develop. Okay, I've handled to her my own sketch design system and introduced to main UI frameworks that we use. She is getting better at this.
- Designer isn't into business. She doesn't know when it makes sense to spend money on more complex things and when we should just make it simple and improve when needed. Okay, i may be able to put this responsibility on the Product Owner.
- Designer doesn't know all the intricacies of a product, PO's vision and users feedbacks. What do i do about it? If i'll ask her to consume all this information, then she'll be spending more time learning product, than actually designing it.
team-management product-owner design
team-management product-owner design
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asked 5 hours ago
stkvtflw
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1 Answer
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To be blunt about the answer, it sounds like the designer has a lot of crutches. If you want them to step own design (I'll assume you do or you wouldn't have hired a designer), you need to take those away. Now, before I get into the ones I see in your description, I should add that if you take them all away at once, you may just overwhelm them - you have to use your judgement on how quickly they can be self-sufficient or, better yet, discuss it with them and let them tell you.
First, it is not ok for a designer to not understand how those designs are implemented in an application. Painters have to understand the intricacies of paint and canvas, the graphic designer has to understand how to design for applications. You mention PO, so I'm guessing your teams are practicing Scrum. If so, the designer is contributing to the product and is therefor a development team member. They should be in there each day making the product happen. There are many ways for people to share knowledge, but I've never seen one as good as pairing or group programming. This will not only let the designer feel when the designs are hard to implement, but will also help them learn the medium they are working in.
Second, the team is solving a need for the business. No member of the Scrum team should be apathetic as to the needs of the business. They are only making an application to solve those needs. I don't know to what degree your team (including the designer) directly interact with the users and business, but I know when I was on a development team, having to own that solution when interacting with customers really changed my perspective and made me consider the business much more.
With the designer, there's an extra thing that can really drive this home - rapid prototyping. In rapid prototyping (which can be as easy as building paper mock-ups), the team quickly puts designs in front of real users to start interacting with. This can let them get honest feedback before they get too attached to their chosen implementation.
Thirdly, you may need to look at your own actions and try to see if you are accidentally introducing a crutch. When we make decisions or own a piece of the work for the team, they have a safety net. If they don't do it, they know you will. For this, I often point people to David Marquet's Ladder of Leadership. Working your way up this is a great way to shift ownership over to them and get those hours of your week back.
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
2
down vote
To be blunt about the answer, it sounds like the designer has a lot of crutches. If you want them to step own design (I'll assume you do or you wouldn't have hired a designer), you need to take those away. Now, before I get into the ones I see in your description, I should add that if you take them all away at once, you may just overwhelm them - you have to use your judgement on how quickly they can be self-sufficient or, better yet, discuss it with them and let them tell you.
First, it is not ok for a designer to not understand how those designs are implemented in an application. Painters have to understand the intricacies of paint and canvas, the graphic designer has to understand how to design for applications. You mention PO, so I'm guessing your teams are practicing Scrum. If so, the designer is contributing to the product and is therefor a development team member. They should be in there each day making the product happen. There are many ways for people to share knowledge, but I've never seen one as good as pairing or group programming. This will not only let the designer feel when the designs are hard to implement, but will also help them learn the medium they are working in.
Second, the team is solving a need for the business. No member of the Scrum team should be apathetic as to the needs of the business. They are only making an application to solve those needs. I don't know to what degree your team (including the designer) directly interact with the users and business, but I know when I was on a development team, having to own that solution when interacting with customers really changed my perspective and made me consider the business much more.
With the designer, there's an extra thing that can really drive this home - rapid prototyping. In rapid prototyping (which can be as easy as building paper mock-ups), the team quickly puts designs in front of real users to start interacting with. This can let them get honest feedback before they get too attached to their chosen implementation.
Thirdly, you may need to look at your own actions and try to see if you are accidentally introducing a crutch. When we make decisions or own a piece of the work for the team, they have a safety net. If they don't do it, they know you will. For this, I often point people to David Marquet's Ladder of Leadership. Working your way up this is a great way to shift ownership over to them and get those hours of your week back.
add a comment |Â
up vote
2
down vote
To be blunt about the answer, it sounds like the designer has a lot of crutches. If you want them to step own design (I'll assume you do or you wouldn't have hired a designer), you need to take those away. Now, before I get into the ones I see in your description, I should add that if you take them all away at once, you may just overwhelm them - you have to use your judgement on how quickly they can be self-sufficient or, better yet, discuss it with them and let them tell you.
First, it is not ok for a designer to not understand how those designs are implemented in an application. Painters have to understand the intricacies of paint and canvas, the graphic designer has to understand how to design for applications. You mention PO, so I'm guessing your teams are practicing Scrum. If so, the designer is contributing to the product and is therefor a development team member. They should be in there each day making the product happen. There are many ways for people to share knowledge, but I've never seen one as good as pairing or group programming. This will not only let the designer feel when the designs are hard to implement, but will also help them learn the medium they are working in.
Second, the team is solving a need for the business. No member of the Scrum team should be apathetic as to the needs of the business. They are only making an application to solve those needs. I don't know to what degree your team (including the designer) directly interact with the users and business, but I know when I was on a development team, having to own that solution when interacting with customers really changed my perspective and made me consider the business much more.
With the designer, there's an extra thing that can really drive this home - rapid prototyping. In rapid prototyping (which can be as easy as building paper mock-ups), the team quickly puts designs in front of real users to start interacting with. This can let them get honest feedback before they get too attached to their chosen implementation.
Thirdly, you may need to look at your own actions and try to see if you are accidentally introducing a crutch. When we make decisions or own a piece of the work for the team, they have a safety net. If they don't do it, they know you will. For this, I often point people to David Marquet's Ladder of Leadership. Working your way up this is a great way to shift ownership over to them and get those hours of your week back.
add a comment |Â
up vote
2
down vote
up vote
2
down vote
To be blunt about the answer, it sounds like the designer has a lot of crutches. If you want them to step own design (I'll assume you do or you wouldn't have hired a designer), you need to take those away. Now, before I get into the ones I see in your description, I should add that if you take them all away at once, you may just overwhelm them - you have to use your judgement on how quickly they can be self-sufficient or, better yet, discuss it with them and let them tell you.
First, it is not ok for a designer to not understand how those designs are implemented in an application. Painters have to understand the intricacies of paint and canvas, the graphic designer has to understand how to design for applications. You mention PO, so I'm guessing your teams are practicing Scrum. If so, the designer is contributing to the product and is therefor a development team member. They should be in there each day making the product happen. There are many ways for people to share knowledge, but I've never seen one as good as pairing or group programming. This will not only let the designer feel when the designs are hard to implement, but will also help them learn the medium they are working in.
Second, the team is solving a need for the business. No member of the Scrum team should be apathetic as to the needs of the business. They are only making an application to solve those needs. I don't know to what degree your team (including the designer) directly interact with the users and business, but I know when I was on a development team, having to own that solution when interacting with customers really changed my perspective and made me consider the business much more.
With the designer, there's an extra thing that can really drive this home - rapid prototyping. In rapid prototyping (which can be as easy as building paper mock-ups), the team quickly puts designs in front of real users to start interacting with. This can let them get honest feedback before they get too attached to their chosen implementation.
Thirdly, you may need to look at your own actions and try to see if you are accidentally introducing a crutch. When we make decisions or own a piece of the work for the team, they have a safety net. If they don't do it, they know you will. For this, I often point people to David Marquet's Ladder of Leadership. Working your way up this is a great way to shift ownership over to them and get those hours of your week back.
To be blunt about the answer, it sounds like the designer has a lot of crutches. If you want them to step own design (I'll assume you do or you wouldn't have hired a designer), you need to take those away. Now, before I get into the ones I see in your description, I should add that if you take them all away at once, you may just overwhelm them - you have to use your judgement on how quickly they can be self-sufficient or, better yet, discuss it with them and let them tell you.
First, it is not ok for a designer to not understand how those designs are implemented in an application. Painters have to understand the intricacies of paint and canvas, the graphic designer has to understand how to design for applications. You mention PO, so I'm guessing your teams are practicing Scrum. If so, the designer is contributing to the product and is therefor a development team member. They should be in there each day making the product happen. There are many ways for people to share knowledge, but I've never seen one as good as pairing or group programming. This will not only let the designer feel when the designs are hard to implement, but will also help them learn the medium they are working in.
Second, the team is solving a need for the business. No member of the Scrum team should be apathetic as to the needs of the business. They are only making an application to solve those needs. I don't know to what degree your team (including the designer) directly interact with the users and business, but I know when I was on a development team, having to own that solution when interacting with customers really changed my perspective and made me consider the business much more.
With the designer, there's an extra thing that can really drive this home - rapid prototyping. In rapid prototyping (which can be as easy as building paper mock-ups), the team quickly puts designs in front of real users to start interacting with. This can let them get honest feedback before they get too attached to their chosen implementation.
Thirdly, you may need to look at your own actions and try to see if you are accidentally introducing a crutch. When we make decisions or own a piece of the work for the team, they have a safety net. If they don't do it, they know you will. For this, I often point people to David Marquet's Ladder of Leadership. Working your way up this is a great way to shift ownership over to them and get those hours of your week back.
answered 1 hour ago
Daniel
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6,6202622
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