Your job as a developer is to do justice to the design given to you by the UX/UI designer. It should be exactly the same.
Ah, I couldn't disagree more, for a number of reasons. For one, I've never in almost a decade met a designer who thought through all the possible use cases. Since we're developers, it's on us to think what happens if text is too long, number is too small, picture not perfect, and so on.
Then there's also the fact that web is inherently a completely different medium. A designer can provide, best case scenario, 3 different screens, but it's up to us to handle everything in between.
Pixel-perfect design is in the past, when we had to cater maybe 5 possible resolutions in 2 browsers. I'm not saying we shouldn't respect design - that's our job indeed. But it's also our job to first and foremost convey the idea behind it, not pixels.
How am I supposed to work with the designer's pixel-perfect templates? They made the design on a 1080p screen, how do I replicate on other resolutions?
Then they aren't good designers. I can code all of my designs to look exactly how I prototyped it. If a UX Designer hasn't thought through everything, read my first statement again.
Since, you code your prototype yourself, you already know what is possible code-wise and what isn't. That being said, your prototypes must already adhere to the possibilities and limitations of what one can do in the web.
That's great! Do you think it might be because you are designing and coding yourself (at least that's the way I understood from your comment), so there's less of broken telephone situation going on? Or do you cover all the possibilities for all the elements on all the possible screens in designs? If so, how many prototype screens does it take to convey everything?
But in terms of "practice", I think it will be a good challenge for the developer to create the frontend as similar as the design.
But in real life, yeah, pixel-perfect design should only be enforced on components level. Even then, the designers should discuss first with the frontend dev, because in the end, HTML and CSS should run in browsers, not just in Sketch/Photoshop, and frontend devs are the one who know/deal with the browsers' antics
In these scenarios, Before making any kind of decisions, one should consult Designers. But I understand the situation if a UX/UI Designer is not in-house. But as Hendra stated for practice purposes I still advise that. As it's a good habit to follow the designer's lead while writing CSS and making changes in design. But again if your designer is not in-house follow your instincts.
Learned Fortran on an old TI-99; forgot Fortran; learned to draw, paint, sculpt, and play violin; learned how to merge code and art, turned it into my UX/Front-end dev Frankenthing.
I do all my own design and developing. That said, even I make changes between my initial design to my final bit of development.
Don't be a slave to the designers original design; instead create what makes sense in the design and talk to the designer about the rest of it. If the designer does not know or only knows a little HTML and CSS, they might simply be unaware of the possibilities available and the limitations inherent to the project.
am i angie is right, so remember to collaborate. There is no greater way to respect the design than to understand it.
FYI, if I ever post a design challenge, not contacting me is likely an automatic failure, unless, of course, the design is reinvented by the developer to improve functionality (aka, taking initiative). 100% will never be the result of pixel perfect anything.
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Ah, I couldn't disagree more, for a number of reasons. For one, I've never in almost a decade met a designer who thought through all the possible use cases. Since we're developers, it's on us to think what happens if text is too long, number is too small, picture not perfect, and so on.
Then there's also the fact that web is inherently a completely different medium. A designer can provide, best case scenario, 3 different screens, but it's up to us to handle everything in between.
Pixel-perfect design is in the past, when we had to cater maybe 5 possible resolutions in 2 browsers. I'm not saying we shouldn't respect design - that's our job indeed. But it's also our job to first and foremost convey the idea behind it, not pixels.
My thoughts exactly.
How am I supposed to work with the designer's pixel-perfect templates? They made the design on a 1080p screen, how do I replicate on other resolutions?
Obviously letterbox it :p
I did something like that like 10 years ago just to be snarky.
Then they aren't good designers. I can code all of my designs to look exactly how I prototyped it. If a UX Designer hasn't thought through everything, read my first statement again.
Since, you code your prototype yourself, you already know what is possible code-wise and what isn't. That being said, your prototypes must already adhere to the possibilities and limitations of what one can do in the web.
That's great! Do you think it might be because you are designing and coding yourself (at least that's the way I understood from your comment), so there's less of broken telephone situation going on? Or do you cover all the possibilities for all the elements on all the possible screens in designs? If so, how many prototype screens does it take to convey everything?
I'm genuinely curious about this.
Yeah I agree.
But in terms of "practice", I think it will be a good challenge for the developer to create the frontend as similar as the design.
But in real life, yeah, pixel-perfect design should only be enforced on components level. Even then, the designers should discuss first with the frontend dev, because in the end, HTML and CSS should run in browsers, not just in Sketch/Photoshop, and frontend devs are the one who know/deal with the browsers' antics
In these scenarios, Before making any kind of decisions, one should consult Designers. But I understand the situation if a UX/UI Designer is not in-house. But as Hendra stated for practice purposes I still advise that. As it's a good habit to follow the designer's lead while writing CSS and making changes in design. But again if your designer is not in-house follow your instincts.
I do all my own design and developing. That said, even I make changes between my initial design to my final bit of development.
Don't be a slave to the designers original design; instead create what makes sense in the design and talk to the designer about the rest of it. If the designer does not know or only knows a little HTML and CSS, they might simply be unaware of the possibilities available and the limitations inherent to the project.
am i angie is right, so remember to collaborate. There is no greater way to respect the design than to understand it.
FYI, if I ever post a design challenge, not contacting me is likely an automatic failure, unless, of course, the design is reinvented by the developer to improve functionality (aka, taking initiative). 100% will never be the result of pixel perfect anything.