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> The root cause I have found is getting designs done in isolation and then treating the Figma/Sketch/whatever file as a hard business requirement, instead of t
by KronisLV 4y ago
> The root cause I have found is getting designs done in isolation and then treating the Figma/Sketch/whatever file as a hard business requirement, instead of treating the user experience as a collaborative exercise that is a tradeoff between usability and feasibility.
I've actually seen this happen when the development stages of either part are wildly out of sync. The design folk finish a mockup of the UI and figure out how the components should look... while the developers are struggling to get the back end up and working properly, talking with the front end etc. And so the developers can't feasibly put the design demands in place, without ignoring other important needs.
So while one part of the team is talking about how the dropdown components and multi-select components should look, the other is struggling to get all of the API endpoints up, the DB migrations done, the server/container configuration working properly, put package updates in place and fix various bugs and issues, as well as write tests.
Some companies do distribute those responsibilities amongst multiple teams, but I've definitely seen cases where there are designers whose responsibilities are way unbalanced with those of developers, who are putting out fires a lot of the time and doing other stuff, creating friction and complicating communication and collaboration between them.
In those cases, making the dev team 2-3x larger may help (or may make everything worse, it depends), yet it doesn't seem to occur to anyone working on the project.