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This is a good list. One thing I've seen junior UI/UX people struggle with is preparing their designs to be understood by other people. That could be stakehold
by karaterobot 3y ago
This is a good list.
One thing I've seen junior UI/UX people struggle with is preparing their designs to be understood by other people. That could be stakeholders, yes, but I'm thinking of the developers tasked with using them to implement the feature.
Teaching this could touch on softer communications topics: how and when to run a meeting, or give a demo, or ask for feedback. But, I'm also thinking specifically about things like annotating and redlining designs to focus engineers on the important parts, and reduce ambiguity. Also, how to write stories in (e.g.) Jira and document components in (e.g.) Figma.
Even just "how to keep a tidy design canvas, knowing other people are going to be poking around in there, and will rely on it not being a chaotic pigsty"
Another thing to think about: what skills differentiate a successful designer working in a remote, asynchronous environment, versus one working in a traditional office? In my view, it's important to spend even more time gathering clear requirements, and document everything (especially decisions, risks, questions, and so on) in a public way.
- jph 3y agoThank you. This is really good advice. I'll work on these areas this week.