Design is not just about big ideas, it's about finishing projects
"I'm not very good at the detailed design phase, I'm
good at Web development
services, but when we get to the point where we have to repeat the smaller product
updates, I'm not fine."
Well, then you're not good at doing your job.
Design is about making an idea possible, it is not about
having an idea. Actually, your idea is the cheapest thing you have.
"Ideas are not worth much by themselves, even the brightest
idea is just a starting point, not something magical." A significantly
engaged but executed design is infinitely more valuable than an abstract notion
in mental isolation. (Thought Merchants)
The other day I was reading a great article by A List Apart
about the illusion of control in web design. The article talks about how we, as
designers, try to analyze every detail of an interaction, from perfect pixel
designs to beautiful animations, to every small fraction of a second of the
user's experience, but the reality is that we control the way what we think.
"The high fidelity of today's design tools creates the
illusion that our models are feasible in the real world."
The high fidelity of today's design tools creates the
illusion that our models are feasible in the real world. Designing a static
plate or even a prototype Principle is relatively easy. You are usually
illustrating an ideal flow. You are not accommodating for multiple scenarios.
You are not worried about performance. It is not designed for advanced cases,
for less tech-savvy users, for older devices.
"The moment in which a design begins to be built is the
line that separates well from the great designers".
Good designers can contribute ideas, but they cannot handle
the JIRA tickets per hour that come from the developers, asking for solutions
for the scenarios in which the designer did not even think in the first place.
Great designers thrive in those situations, creating a collaborative
environment where developers feel they own the solution as much as they are the
problem.
Good designers will then find quick solutions for those
secondary use cases and will throw the ball over the fence to the developers.
The great designers will take each request as an opportunity to re-evaluate,
improve and bullet-proof the design system in general.
Good designers will finish the project and say that it is a
nuisance that the implementation looks so different from what was designed. The
great designers understand that it is not about "looking like
models"; it is about looking and feeling simple, useful, gentle and
relevant.
When I hear people say that they are not strong when it
comes to executing, iterating, adapting and making it work, I wonder how strong
the designers are.
That does not mean that arranging is easier than executing.
No way. Two different tasks; two different parts of the brain. But if you can
only provide high level concepts, then you are not providing a real user
experience. You are delivering a drip shot, a portfolio model and a work of art.