How to plan better products while making friends with devs

Bring developers into your design process and use technical boundaries as a tool to create better user experiences

Julia Factor
Sep 5, 2019 · 4 min read

I often hear designers complain about how the development didn’t do justice to their prototypes, how the transitions aren’t smooth enough and the animations appear too late or too slow. Every time, I can imagine the moment of hand-off, when the developer sees the roller-coaster the designer had planned, and after failing to find the hoops to jump through to implement it somehow, struggles to explain why it’s technically impossible to recreate. To avoid frustration on both sides, I think the what-can-or-can’t-be-done talk should happen at an early stage of design. Setting expectations and boundaries that can help the designer plan a feasible experience that the developer can implement to the letter.

I once read about how clear boundaries give kids a space to explore and channel their creativity within–that way, they waste less creative energy on testing the limits. This made sense to me, not just in the context of kids, but in the world of collaboration among grown-ass designers and developers, too.

Don’t hate me, but function should come before form

Explore the boundaries

I often throw ideas in the air and they tell me what can or cannot be done, how complex or time-consuming these ideas are, and it’s not rare for them to suggest their own solutions, based on my ideas, that actually work better than my initial suggestion. By the time we finish, I often have 2–3 good and feasible ideas I can start working on.

Accept limits as a tool

Set boundaries

Create mind blowing experiences

The cherry on top

Soluto by asurion

Engineering. Product. UX. Culture.

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