👋 Oi, mga repapips, Brian Dys here! I love music, photography, and creative stuff like UX design and art. This is a place where I collect my thoughts and works. Apart all these, I’m Jaycelle’s better half and Bryce’s dad. 🥰
1st Topic: Dealing with Clients
Speaker: Rina Malonzo
- Listen to client needs – identify the real problem
- Charge with eyes open – learn the product life cycle and the work involved
- Set expections – be realistic, under promise and over deliver
- Build trust – tell the truth, don’t disappear, failure isn’t an option
- Tell clients if they are “wrong” – listen to why they don’t like a design, design for the customer, have an intelligent conversation – don’t simply say “OK”
- Get a downpayment before starting a project
- Get repeat business
Showcasing Your Portfolio
- Show your future – showcase the projects you want to attract
- Show your best works in the first 5 items
- Show at most 20 samples
2nd Topic: PhoneGap
Speaker: Chard Gonzales
PhoneGap is a free and open source framework that allows you to create mobile apps using standardized web APIs for the platforms you care about.
3rd Topic: RCSS
Speaker: JP De Guzman
RCSS (‘Recess’ / Narcissistic name – ‘Rain CSS’) is a PHP-based CSS Processor. Popularized by known CSS pre-processors such as LESS and SCSS, RCSS aims to bring the joy and fun back in writing CSS with nifty features straight out-of-the-box. Aside from the core feature built under its hood, it can be extended via plugins that anyone can easily write and share.
In meetings, only involve persons who can say a thing or two about your agenda.
Keep meetings under 1 hour.
If a team couldn’t be fed with two pizzas, it was too big.
Our father arrives home once again–we picked him up at the airport one Monday morning.
In my experience as a designer (both for print and web), I’ve come to differentiate my approach to each medium in terms of spatial measurements.
For print, all I needed to measure are the margins, in inches–and it’s all “what looks good” from there. For web, everything must be pixel-calculated–the margin, padding, distance from each element, width, height, etc.
I wouldn’t be able to answer how many inches the image element is away from another element in a, say poster I’m designing–I could only say it’s just about the right distance from the other elements. But when you ask what is the height of the button on that app I’m designing– I could simply say it has a minimum height of 48 pixels (in 160 pixel density) and there’s 24px padding on both sides of its label and 18px padding on the top and bottom; it is right-aligned with a 32px right margin and it is 48px apart from elements before and after it.
The reason for this is that, unlike print, after designing a website or an app, a designer would go on developing that design (which is only just a concept) into something interactive thru a device’s display where one has to account for the very limited space and optimal positioning and size of the elements. Pretty much the same as after designing a poster, you go on printing it to be tangible.
Displays for the web are thru the devices’ display monitors while for print, it is the actual medium–like paper. Designing thru the display in mind means that one must come to terms with the unit of measurement–at least for the minimum size of an element–be it the minimum width and height of a touch surface or the minimum points of text on a poster. This means that, for digital, if your device could display a bazillion ppi, you must design for it using its css pixel or as I call it 48/160 – 48px as minimum width and height of interactive elements (based on Android) and at 160 ppi.
This way you would be able to account for the initial available space of the display using the optimum size of UI elements. Also, the end product would be at that actual size on the display–meaning, your 48px x 48px element is displayed as that (and not 1.5x or 2x zoomed in).