Today I want to tell about the principles that help make decisions in design. What for? I do not know, maybe they will be useful for someone. Or maybe someone will share their principles in the comments. I borrowed some principles from someone; I came up with some principles myself. In any case, they help me.
It simple, but important. I always forget about it. Nobody plans my week better. Nobody reminds me of a task. Nobody will tell about the requirements for the task. Nobody will tell about the technical limitations himself. Designer must be proactive in everything.
Act like a businessman
Designer compares the time spent with the benefit received. Designer does conclusions. Designer does not engage in self-expression, and looking for a cheap solution that gives the maximum benefit. Designer respects company’s resources.
Throwing napkins in the trash
This is a typical problem for any designer. The more time a designer spends on a layout, the harder it is for him to throw it out. Designer should do cheap layouts and small iterations in layouts to make it easier to throw away their decisions. If layouts don’t work, of course.
Understands the task well
If designer solves an incomprehensible or unknown task, then it is a disaster. It is better to spend more time analyzing the problem and offer a good solution. On average, about half the time spent by the designer on a task is spent on its analysis.
This is also simple, but important. If designer promised, it means he must do it, put it in priority. If designer does not have time to do something, he must say this to those who are waiting as soon as possible.
Keeps a clear head, controls anger
Designer is not anxious and does not complain. Designer does not shift the problem to someone, designer solves it. Designer tries to follow the anger. Designer is able to calm himself. Anger and hysteria will not solve the problem.
Evaluates iceberg completely
Usually when you give a rating, you estimate time only for those tasks that are clear and visible immediately. But about the same tasks appear in the course of the decision. The simple way is to multiply the apparent time by two, then it will be more truthful. But the visible area depends on experience, so each designer has his own coefficient.
First, looking for a “perfect world”
Designer drops all the restrictions and generates the perfect solution to see a couple of final points in the future and then strives to achieve them. It often happens that “ideal solutions” can be easy to implement.
After doing simple and right now
The designer goes and solves the problem in a simple way, but without loss in quality. After he thinks how to add functionality.