Designers and project managers, be they employees or freelancers, both suffer from blocking discussions coming from a bad understanding of a project's steps. Sometimes, we just think that our client didn't get it and wonder when we hear things like "well my boss said we would not go for wireframes" or "we don't see the interest of performing user tests"...
It is sometimes hard to maintain the same drive on several months of project management or to explain thoroughly why a ptorotyping phase is crucial to a project. In a meeting, we can sometimes lose ourselves in endless discussions with a client without being able to find the right way of telling them that their project's objective needs to be refined. I asked myself what could be useful in these situations, so here come the Design Cards:
Design Cards offer a tangible way to run a good project management and burst out conflicts.
What are the Design Cards?
It's a set of 25 cards (A5 format), each one of them dedicated to a phase of a web project. It is educational without being prescriptive and it brings all the basic technical and methodological data needed in each step. Each card has two sides:
Recto: a precise and concise description of the phase, a non exhaustive list of actors involved in it and, depending on the card, some space to ratify some important decisions.
Verso: key advice and questions to guide teams through the step, examples, and finally a link to other related cards.
How do you "play"?
You can use the Design Cards as you please:
- you can have them with you when preparing the project and select the right cards to prepare a project plan, and ratify the main decisions for each step,
- you can use them to stop a discussion leading to a wrong direction,
- you can use their content to increase the global quality of your projects and make sure you didn't forget any step,
- you can give a set to your clients to help them understand methods and technologies used throughout their project.
So far, the 25 cards deck is defined as follows:
Specifications / Definition of needs
- 1- Project Management / Service level agreement
- 2- Objective
- 3- Targets
- 4- Deliverables
- 5- Budget
- 6- Overall experience
- 7- Technical environment
- 8- Research
- 9- Personas
- 10- User paths / Use scenarios
- 11- Design
- 12- Information architecture
- 13- Prototyping (wireframes)
Production / developpement
- 14- Graphic design
- 15- Front-end development
- 16- Content creation / copywriting
- 17- Visual design, photography, illustration
- 18- Back-end development
Delivery / Quality
- 19- Tests
- 20- Accessibility / usability / performance
- 21- Receipt and delivery
Post-launch / follow-up / communication
- 22- Maintenance / hypercare / launch follow-up
- 23- Customer support
- 24- Launch / communication plan
- 25- Social Media
Do you want to help me define the content and make the deck even better? Contact me! Any help is appreciated.