It's that time of month again folks! Time for free food, great socialization, collaboration, presentations, and general awesomeness. Time for Hack Night SLC's June installment. For those of you who haven't been out to Hack Night before, come give it a try!
We are being hosted at Neutron Interactive's HQ again this month, so there are plenty of break out rooms, whiteboards, a slide and ping pong table. All to help you break out of creative ruts, build new apps, and work on that project you have been kicking around in your head.
Thanks to all for coming out to the AIGA Digital Dialogues talk with @gradybritton and @knuckleheadspdx on the build of the Choicelunch iPhone app. The discussion was particularly great, especially re: prototyping for the focus group and adopting a lean ux workflow, so I thought I'd post some of the highlights.
I'd like to know if any of you have some experience with iPhone
interaction design. To me, it looks like iPhone applications are
sometimes dominated by devs that are able to create their apps
without any help. Obviously, I am referring to what it looks like an
early stage of the iPhone application design. Where early means
functionalities and extra features but not studying, testing and
finding the best interface solutions (with the necessary exceptions
What's your company's process/pipeline/set of tools for delivering
and communicating designs (and associated visual design assets) to
your dev team?
*[Addressed particularly to "innies" in software development orgs
though anyone's insights much appreciated]*
TO be clear: I'm NOT asking the "Visio vs Illustrator vs Fireworks
etc" conversation. I'm asking what happens *after* the design team
has determined (at least a first cut of) both how the app should
work, and how it should look.
I am one of two interaction designers at a hardware company, and am
curious about the interaction design teams who work at software
companies and develop application software. What are the average
team sizes for the development of the User Interface and