Disposable Designs

Designs carefully crafted to impress the client can leave developers struggling to understand the underlying structure. How can we avoid making throwaway deliverables?

After (hopefully) having doing site audits, content strategy and a functional spec the foundations are laid for a solid website plan. These plans don't make great or convincing client deliverables, so designers need to make high fidelity previews to get their ideas across. This can range from glossy photoshop comps to mock sites using Reflow, Macaw or UXPin.

These tools can produce beautiful, compelling work, but it's work that doesn't get us closer to having a working Drupal site. Animated gif interactions, clickable wireframes- no matter how interesting- these are disposable creations that will never be seen by the end-user and have no intrinsic value to ...anyone.

Drupal is a content framework, a template based system that changes with whatever a user fills it with. Responsive design doesn't just mean fitting the viewport, it means adapting to more or less text, many or few pages, extra blocks or missing pieces. Designing statically for these possibilities is impossible.

This session will cover practical examples of how to design systems using common components, creating reusable patterns and usable assets that can be applied directly in a Drupal project.

  1. How can Designers avoid duplicating work?
  2. What kind of processes can be shared across Design and Development?
  3. How does designing the smallest components help answer the big design questions?

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