The Development Dash
Moving through the development process has been both challenging and incredibly interesting. Application system support was my job for quite some time, and seeing and working with people who create these systems for the first time is a valuable experience. While working on this application design from the last iteration, I kept in mind the simplicity of using standard controls opposed to custom controls and features that would require more time to build and more resources to be expended. This section of the development project is to estimate the time for development and the estimated subsequent releases to finalize the application.
To be more clear, this estimating process would only be for the iOS version of the application. For this I am working on a timeline with two developers, working full-time, over the course of one month. This is for the initial launch of the minimum viable product, or MVP. Generally, a separate team of developers would be working on an Android version as well, therefore doubling the estimated hours worked for the development of both.
In meeting with Mark, I gained insight helping me to ground my design in reality. His opinions and recommendations are important in shaping the way the application is going to be planned for release. It was apparent while working with him that his criticisms, questions and opinions on the design were grounded in an experiential, creating, capacity, rather than my hopeful and optimistic view. Mark’s help pointed me in the direction I need to go from here. There were many notes and changes to be done in the screens, and a bit of frustration in making some decisions to cut things from the application,
The decision to use mostly built-in controls for navigation and functionality paid off, as these are simple to code and create on screen. The few custom controls I did have were discussed thoroughly and Mark and I worked together to down select the features, controls, and components present in the end design. This process was difficult, picking apart the screens to see which pieces were the most difficult to code and implement, as well as the time ramifications to keep them in the design.
Working with the developer to down select and thin slice is something I found to be very important. Out assignment pointed us to doing this alone, but while talking with Mark, the conversations about controls and features, and how to redesign, came organically in the collaborative setting. I was grateful to have such an experienced developer working with me and explaining each piece and question as we went through, ensuring we were on the same page.
One example of this is the password reset flow which is below, the original screens on the left and the redesign on the right. It involved a popup and dynamic icons to appear when a user typed their password. Initially these were important design elements, but the work required for this piece was too large for the value it delivers. It may be a cool way to show password adherence, and it may be effective, but there are far more simple ways to display this information. In the end, a more standard password adherence option was chosen to replace the initial design. This brought the development time down by roughly two days, and condensed the password reset and email update options from 6 days to 4, allowing it to be released alongside of another piece of the application instead of as a standalone feature set.
The Change Plan and Features data option was changed as well, though I did stick with a custom control. Instead of using a picker, Mark agreed that using the style of selection below was clear and allowed users a low chance for errors. On the back end, when I began estimating the time it would take to add these components, it requires a high level of reconsideration into using the standard controls integrated into the OS. Having two days dedicated to a simple payment structure seems a bit wasteful in the grand scheme design vs launch. Below are the two screens we were deciding between. I have yet to build out a screen with a picker for each of the elements, but plan on doing so to see how it feels. The screenshots below show the old design the three screens above and the updated design being those below.
Another piece removed was the PayPal integration. It was certainly a nice thought, but without the server side framework to support it, coding to work within the PayPal api was an unnecessary time-sink. To remedy this and add some more freedom with payment options, Mark and I decided on working with the OS payment method, Apple Pay. Integration with this system should generally be a more simple task since it would be integrating directly in with iOS and a more familiar development platform. Below is the initial screen for PayPal, and the screen for ApplePay (left and right respectively).
To get to the smallest piece of product for launch, I went back to the reviews and survey information from our research and sought what users really needed the application to do. Most people seemed to be most worried about viewing their data usage per device, and paying their bill. These two pieces, along with logging in, are the most valuable pieces of the application. They provide people with the information they want and the information they need to make decisions to manage their cell phone plan. The other pieces are scheduled for a later release simply due to resource and time constraint. Here is the tentative roadmap for release as it stands. To this point.
From here, working towards a more cohesive release schedule is the goal. Figuring out which pieces of the application should be released when is an important detail. Scheduling developers for specific tasks is also a challenge. Given their unfamiliarity with both the API language as well as one another presents a unique challenge to every development team. Thinking about a more collaborative effort between the two developers would potentially lead to a more productive team, but eats time on the front end. Then again, different work styles and an incoherence between coding styles could present problems later on.
Identifying and working through these unique challenges and thoughts has made me more attentive to the details in my design, as well as the potential problems and difficulties development presents to a designer and developer. These challenges are manifested differently, but come down to the same basics: whether a design is feasible, and whether it will work as intended. The most important take away from this entire process has been the near necessity of developers being in direct and open contact with a design team. Without open communication, the design may not be implemented correctly, or thee may be decisions and cuts made to the design without an opportunity for discussion or proper redesign. It feels like there are so many moving parts to keep track of, and in reality, there are.