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Topic: Project Management

  • Responsive Comping: Obtaining Signoff without Mockups

    by Matt Griffin · Issue 363 ·

    If you’re making websites, chances are you’ve given some thought to what constitutes a responsive-friendly design process—and you’ve probably found that adding a mockup for every breakpoint isn’t a sustainable approach. Designing in code sounds like the answer, but you may be mystified at where to begin—or feel unmoored and disoriented at the prospect of giving up the approach you’ve long relied on. Enter responsive comping. This new, mockup-less web design process makes it easy to get that Photoshop monkey off your back, and have a fresh new beginning with your old friend the web browser.

  • Testing Websites in Game Console Browsers

    by Anna Debenham · Issue 361 ·

    Today’s game consoles may offer subpar web experiences with little browser choice, but that doesn’t mean we can ignore them. More than one in eight internet users in the UK, US, and France—and nearly one in four American teens—uses a game console to get online. As more console makers offer internet-capable devices—and as smart TVs continue to enter the market—now is the time to plan how our sites will adapt to these new contexts. Learn how to test your web content on phone consoles; handheld consoles like Sony PSP and Nintendo DS; and TV consoles like Nintendo Wii, Sony PS3, and Microsoft Xbox 360.

  • Usable yet Useless: Why Every Business Needs Product Discovery

    by Rian van der Merwe · Issue 359 ·

    Brasília is a remarkable, bizarre city. An architectural gem built to be Brazil’s “shiny citadel,” it’s now known as a violent, crime-ridden, and congested city—because the architects who designed it weren’t thinking about the millions of people who would live there. This myopia echoes across today’s web landscape as well, where we see monuments erected not for their users, but for the people who built them—and the VCs who are scouting them. But it doesn’t have to be that way. Rian van der Merwe shows us how to discover before we build.

  • Product Management for the Web

    by Kristofer Layon · Issue 357 ·

    Whether we prototype, write, design, develop, or test as part of building the web, we're creating something hundreds, thousands, or maybe even millions of people will use. But how do we know that we're creating the right enhancements for the web, at the right time, and for the right customers? Because our client or boss asked us to? And how do they know? Enter product management for the web, bridging the gap between leadership and customers on one side, and the user experience, content strategy, design, and development team on the other. Learn to set priorities that gradually but steadily make your product (and the web) better.

  • Facilitating Great Design

    by Kevin M. Hoffman · Issue 354 ·

    Imagine the most fulfilling, collaborative design meeting you've ever had. Hours seemed to fly by, and those hours were productive. Political and mental barriers melted away and in their place were innovative ideas, or realistic solutions for complex problems. For several shining moments the team worked as one; the conversation or the activity was equally fun and productive, and you left the room feeling smart and empowered. It's highly likely that someone in that meeting was a facilitator, either by design or by accident. Kevin M. Hoffman leads us through what it takes to facilitate great design.

  • Agreements = Expectations

    by Greg Hoy · Issue 354 ·

    Every client/vendor relationship is based on a set of expectations, whether they're stated or not. A lot can go unsaid or unspecified for any project, large and small. Not being specific can lead to disagreements, quarrels, and high blood pressure. But, it doesn't have to be this way. Greg Hoy says that while due diligence is important, being vague is a must. Yes, you read that right.

  • Getting Clients

    by Mike Monteiro · Issue 348 ·

    Co-founder of Mule Design and raconteur Mike Monteiro wants to help you do your job better. From contracts to selling design, from working with clients to working with each other, his new book from A Book Apart, released today, is packed with knowledge you can't afford not to know. A List Apart is pleased to present an exclusive excerpt from Chapter 2 of Design Is a Job.

  • Style Tiles and How They Work

    by Samantha Warren · Issue 347 ·

    How do you involve your client in a successful design process? Many of our processes date back to print design and advertising. It’s time we evolved our deliverables to make clients a more active participant in the process. The style tile is a design deliverable that references website interface elements through font, color, and style collections delivered alongside a site map, wireframes, and other user experience artifacts. Learn how style tiles can align client and designer expectations, expedite project timelines, involve stakeholders in the brainstorming process, and serve an essential role in responsive design.

  • Audiences, Outcomes, and Determining User Needs

    by Corey Vilhauer · Issue 345 ·

    Every website needs an audience. And every audience needs a goal. Advocating for end-user needs is the very foundation of the user experience disciplines. We make websites for real people. Those real people are able to do real things. But how do we get to really know our audience and find out what these mystery users really want from our sites and applications? Learn to ensure that every piece of content on your site relates back to a specific, desired outcome , one that achieves business goals by serving the end user. Corey Vilhauer explains the threads that bind UX research to content strategy and project deliverables that deliver.

  • A Modest Proposal

    by Nathan Peretic · Issue 330 ·

    Comedy is easy, proposals are hard. Even the toughest creative pros cringe when it’s time to put one together. Yet doing so is essential if you want to keep your doors open. A compelling proposal requires more than a jumble of clichés and a nervous estimate of costs. It needs structure, organization, and joie de vivre. Fortunately, you can provide that structure, no matter how complicated the final proposal needs to be. Learn the key questions every client needs answered, and how to use them as the basis of a proposal that convinces your client you’re the right team for the job.

  • Get Started with Git

    by Al Shaw · Issue 317 ·

    Version control: It isn’t just for coders anymore. If you’re a writer, editor, or a designer who works iteratively on the web and you want to reshuffle or combine pieces of your work quickly and efficiently, version control is for you, too. Al Shaw shows us how easy it is to install, set up, and work with Git—open-source, version control software that offers you much, much, more than just “undo.”

  • Kick Ass Kickoff Meetings

    by Kevin M. Hoffman · Issue 311 ·

    Too many kickoff meetings squander the busiest, most expensive people's time reiterating what everyone already knows. If every meeting is an opportunity, why waste your first one? By asking stakeholders tough questions before the kick-off, and using the meeting itself to explore ideas and build relationships, you can turn a room of mutually suspicious turf battlers into an energetic team with shared ownership of the end-product and the kind of bond that can sustain the group through the challenges ahead.

  • No One Nos: Learning to Say No to Bad Ideas

    by Whitney Hess · Issue 311 ·

    You can't create what clients need when you're too busy saying yes to everything they want. As a user experience designer, it's your job to say no to bad ideas and pointless practices. But getting to no is never easy. Proven techniques that can turn vocal negatives into positive experiences for you, the client, and most importantly, the end-user include citing best practices and simple but powerful business cases; proving your point with numbers; shifting focus from what to who; using the "positive no"; and, when necessary, pricing yourself out.

  • Getting to No

    by Greg Hoy · Issue 294 ·

    A bad client relationship is like a bad marriage without the benefits. To avoid such relationships, or to fix the one you're in, learn the five classic signs of trouble. Recognizing the never-ending contract revisionist, the giant project team, the vanishing boss and other warning signs can help you run successful, angst-free projects.

  • Erskine Design Redesign

    by Simon Collison · Issue 289 ·

    In a mere two years, Erskine Design grew from two people working at home into a full-fledged agency of eight, working with major clients. Their website needed to better reflect their achievements, abilities, and team strengths. They also sought to improve the quality of data collected during client inquiries. Simon Collison explores the agency’s thought processes, and the decisions they made as their own client.

  • Managing Werewolves

    by Michael Lopp · Issue 285 ·

    While you’re always optimistic when leading a team, you know that not everyone’s got your back. Liars and poor communicators can wipe out good work faster than a 404 error. Learn how to think critically about verbal and non-verbal behavior and to separate office politics from truth, so you don’t let the Werewolves win.

  • Getting Real About Agile Design

    by Cennydd Bowles · Issue 273 ·

    Agile development was made for tough economic times, but does not fit comfortably into the research-heavy, iteration-focused process designers trust to deliver user- and brand-based sites. How can we update our thinking and methods to take advantage of what agile offers?

  • Walking the Line When You Work from Home

    by Natalie Jost · Issue 263 ·

    Working from home as a freelance contractor or remote employee can be a great thing, particularly if you live alone. But what if you have a spouse and/or children at home with you while you work? Every work environment offers distractions, but those who work from home with their families face a unique set of issues—and need equally unique ways of dealing with them.

  • Collaborate and Connect with Subversion

    by Ryan Irelan · Issue 262 ·

    Managing subcontractors and distributed projects is easy and fun. No wait, that's a lie. Luckily, a good version control may be just what you need to keep your projects on track.

  • I Wonder What This Button Does

    by Mike West · Issue 220 ·

    We've all lost work to file overwrites and other minor disasters. There are remedies — and as Mike West explains, you don't have to have awe-inspiring technical skills to take advantage of them.

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