Posts Tagged ‘design’

Continued from: Start-up Series (Part I): What we do for the start-up entrepreneurs that hire us

Last time, we talked a bit about what we do for entrepreneurs that come to us with an idea for a consumer web or mobile start-up. Today, we’ll quickly go through the process we use to get to BETA.

First, it’s important to remember that there are usually two challenges that most startups face when they start building their BETA.

  1. Somewhat blurred product vision
  2. Limited capital

Having blurred product vision is pretty common. This comes in many shapes and forms. For instance, we often see a fairly decent vision, but a long list of features. Parts of the product may have been worked out, but other key parts, such as the user experience is full of holes. This is OK. It is often the reason why entrepreneurs come to us in the first place.

Having limited capital is a given. Sometimes though, there are also limited resources available as an entrepreneur may not have the time available to put 100% into the startup and often is not familiar with the large work load that comes with starting something from ground up. This is where our process comes in handy.

The basic steps are:

  1. Entrepreneur provides all documents to Fabric for review
  2. Q&A session with entire team – including product leads, design, experience, marketing, and tech
  3. Fabric will produce a high-level estimate (Scope of Work)
  4. Entrepreneur Funds Project
  5. Definition: Detailed definition is developed for the first release of the product
  6. User Experience Design: Wireframes and Functional Specifications
  7. UI Design: Making it look great!
  8. AJAX (or Flash is you are crazy)
  9. Development: Database and Programming
  10. Hooking to 3rd parties (most web startups are full of API hooks)
  11. Admin Tools and such
  12. Deliver website or application on Staging Server
  13. Testing & QA
  14. Deliver Alpha or BETA website/app to Production Server
  15. Deployment: Tell everyone you know about your amazing product!

This is the quick and dirty work flow. In some cases, we have to work hard on concept development while other times it's more a matter of focusing on key user experience challenges. There are two rules we always follow:

Keep it simple and focus on the one thing you have to get right for users

Get your BETA up fast!

Once the BETA is up, we start working on the Product / Market fit, which is really just all about user feedback loops and product iterations. In our experience, this is really the hard part, but it's also the fun part. There's nothing as exciting as getting real people to give you feedback on your invention!

Next time, we’ll look at what kind of documentation we are looking for when we start working with you (hint: it’s not your business plan).

Start-up Series (Part III): Where is your business plan?


We spend a lot of time working with web/mobile entrepreneurs and we're super lucky to be working with amazing people with cool ideas, tons of energy, and a lot of passion. For the past six months, we've tried to pull our clients, both startups and brands, into following our methodology: Lean Product Development. The benefits with Lean are clear: better products from a science/testing approach, less time to market (or less time to get in front of users), and less waste.

For our clients, the “trouble” with Lean is that you never really know “what you will get.” You don't know what you will eventually build even when you've spent 25% of your budget. You cannot, and you should not, estimate the “entire” project up front and you should not spend time on specs and documentation of “features” that you may or may not build.

This can be unsettling to clients. We understand why. The traditional model, most often used by agencies is very clear and straight forward. It goes like this:

  1. You make a range of assumptions - maybe 20 - about your users needs and then create a list of “features that fulfills those needs”
  2. You build a detailed spec, estimate, and schedule of the exact hours/cost and timeline to build “it”
  3. You then start by wiring up the experience, design the screens, develop the features, before you launch “it.”

In the traditional model, because you “know what you are building” up front - you can tell how much it will cost and “what you will get.” This is a great feeling. It seems less risky. I can touch it. It's a “deliverable.”

The problem is that this “method” does not work at all for consumer web/mobile product development of any kind today. The reasons are many, but the main one is: You will most certainly be wrong about “what you need to build” and you can be sure that what you build - the whole thing - won't really work or connect with users until you are well into future releases.

Despite this, this “waterfall” model, is the standard among most agencies and many development shops. Most of our clients who have interactive or agency experience are familiar with this model. We understand why it seems to “work.” The problem is: We cannot build products that way, because it is wrong. We know that it doesn't work.

The truth is that you never know what you will build

You don't know what you need to build in the beginning of the project and you don't know what you have “left” to build when you are 50% “there.” It is wasteful to do big estimates and loads of documentation up front - before you get users engaged. It is wasteful to spend time on spec writing and requirements that does not center on specific assumptions, test cases, data from learning, and/or user feedback.

It is true, neither you nor we know “what it will cost” and exactly “how long it will take.” You don't know when you will be “done.” In fact, being “done” is not a possibility. You will never be done. (Unless you sell your product or exit in some way.) You have to get used to it. There are no “complete estimates” and no “complete specs.” You don't need it.

You should focus on what matters. That is not documentation. That is not estimates. Those are wrong always. What you need is what every scientist spends her time doing every day: EXPERIMENTS. Well structured experiments.

This is what we try to do with every client. We do it because we have tested the traditional model vs the Lean model and Lean wins hands down every time. We hope you do it too. Do you?


Why simple is hard for agencies

by Erlend on February 13th, 2009

We live in a complex world - it can't be that simple!

“Educated” people want to show off

It's much more fun to make complex stuff

If it's too simple - you'll think we didn't work hard on it

You can't bill much for simple

And, my personal favorite: Simple is not simple.

When was the last time you made something simple?


Fabric Hiring UX Designer

by Erlend on January 29th, 2011

We are growing fast and looking for a User Experience Lead for our Los Angeles based team. You’ll be part of a small team working on web/mobile products and interactive projects. The User Experience Designer will be involved in all areas of the interactive development process. Your responsibilities will include working directly with clients on brainstorming, ideation, research, creating wireframes, producing complete screens, writing UX specifications, and leading our visual designers through execution.  This is a full-time position starting Feb 1st 2011.

More about you:

  • Your experience has taught you that understanding the audience, the market, and the project framework is critical to delivering stand-out work. You’re amazing at taking an idea and developing it into something truly special. You know UX and UI inside out and you know when to follow rules and when to break them.
  • For years, you’ve been working in the interactive industry learning and appreciating the value of team work. You can run a project by yourself, but you’d rather collaborate. You communicate as if your life depends on it.
  • On past projects, you’ve been challenged and found ways to deliver quality on time and on budget. You’ve managed relationships with clients and team members and they have loved working with you.
  • You’ve failed a few times. It’s part of the process. You keep pushing and changing and taking it all in stride. You love what you do. You’re an advocate for quality and you’re uncomfortable when you see work that is not up to your high standards.
  • You get along with everyone. That is one of your key strengths. You can “speak” developer and designer and you know how to translate hard to understand language so that clients instantly get it.

Important experience you have:

  • Proven experience working web and mobile products or social networking sites, preferably large-scale, dynamically driven ones.
  • Proven experience defining, developing, and documenting UX design and interaction requirements/specifications
  • Familiarity with HTML/DHTML, CSS, javascript and other web technologies and their inherent strengths and limitations as they relate to UX development
  • Experience developing UI and interaction pattern libraries is a huge plus.
  • A strong portfolio that demonstrates advanced skills in user experience design

If you’re looking for a challenge and have endless passion to bring every day – we might be the place for you!

  • This is a contract-to-hire full-time position starting Feb 1st 2011.
  • Location: Silverlake, Los Angeles (some telecommuting OK)
  • Salary: $70k+ DOE, no benefits at the moment
  • Apply by Resume and 3 URL’s to erlend@fabricinteractive.com


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