I have focussed on the Web Style Guide, 3rd Edition in this essay, which is a valuable tool that adds further confirmation to what I have been taught at BYU-Idaho.
It’s initial focus is on the process of design. Consider the development team. It’s important to analyze the assets of each of its members, and therefore distribute tasks accordingly and utilize their unique talents. As a team, look at what you have going for you in the next project, and also what may be a challenge. Create a “project scope” of goals and plans for the project and put it on paper, for the sake of the team’s organization, as well as the relationship between all involved.
Circumstances may often involve team members filling more than one role. One role mentioned in the Web Style Guide is the “usability lead.” I love the consideration that good designer’s take for the end user’s experience, and also recognizing that design is about people’s experience with the design rather than mere tasty bits of technology and pasted design. The usability lead researches potential users and develops a persona to design around. The usability lead also reviews the success of the project at the end, determining if the user is responding according to the outcome outlined in the goals of the project scope.
Emphasis ought to be put on the early stage of design, with constant revisions & options in the beginning and the idea of improvement continually in the process. However, toward the end, the project ought to be handed to those who specialize in the final implementation of the design and let focus remain there, so that after a successful design has been developed, it can be created to fruition before becoming confused with further misgivings of the chosen design.“Get broad input early on, make the best site design and project plan possible, and then focus the team on implementing the plan.” (http://www.webstyleguide.com/wsg3/1-process/3-web-teams.html)
Other points mentioned are (1) remember, design is to fulfill a true need, rather than superimpose an answer to a presumed need, (2) hold group design critiques, and (3) allow form to follow function.
“Content development is the hardest, most time-consuming, and most consistently underestimated part of any web site development project.” I definite agree with this statement!
Be concise, and be generous with headers, subheads, and lists, so the user can scan your content easily.
Various methods of content management systems exist to allow the client to continue updating content. A blog is a simple form of a CMS. A wiki is another for of a CMS that differs from a blog, in that it allows all users to become the author.
The project scope has to be up front and clearly communicated and referred to during a project in order to prevent and stay clear of “scope creep”. “People are often reluctant to discuss budgets or deadlines frankly and will often agree to substantial changes or additions to a development plan rather than face an awkward conversation with a client or fellow team member.” (http://www.webstyleguide.com/wsg3/1-process/8-project-charter.html) Four words come to my mind that seem to connect and carry the meaning of this concept: schedule, budget, scope, and communicate.
“Scope creep” is something I tend to do to myself! “Don’t let the perfect become the enemy of the very good.” Even in our elementary basic science site, I made it harder for myself. The funny thing is that I recognized I might do it, and I tried not to, and it still happened! Part of the Web Style Guide that got me thinking of this is when it mentions limitting the scope by an exact number of pages. Though it is recognized that a page can’t simply be quantified in time and effort by calculating its pages, still, having a rock hard numeral to go by pulls in the reins.
Universal design is a valuable asset. It is designing with all people, all systems & devices, and all circumstances & purposes in mind. This is an area of design that I am excited about. I enjoy the idea of designing something that is flexible & “living.” This is a dynamic method of design that creates a moveable mesh of “programmed” design that is responsive to its separate & unique users.