Is a designing UIs according to branding/design guidelines actually design? – job position

Point me to where I can post this if this is not the right place. I am new here, take it easy pls

I received an offer from a leading engineering company and I thought it was UX, involved research, brainstorming and coming up with new ideas, in addition to UI design.

However, after talking with someone who works there, she mentioned that it is a UI design job where I would be redesigning new screens and interactions almost completely based on the design guidelines built by another team.

How can this be considered a ‘design’ job? I think creative output or problem-solving is seriously lacking here.

Any thoughts from more experienced people on this kind of work?

Should we have our own guidelines or go for open source like Material Design?

I would like to have your valuable feedback on this topic. I work in a small French company which is into software intelligence. I am struggling to convince them to bring consistency in their products by having their own guidelines. Some of the key leaders are fine with Material Design considering the budget, resources and time. Some are not. They want to build their own library but in minimum time, with fewer resources, and making the reusable components.

Which technology should we prefer if we go with the 2nd option ( Creating our own Style guide). They are afraid of investing more time and which in turn would affect the business. On the other hand, they want to create a visual signature as well. What another open source library we can use apart from Material Design? Few people suggested Bootstrap templates. Those ways you can pull your favorite components and build a system. Isn’t it like building your own library in terms of time, resources. Would it be a reusable component and easy to maintain?

Thanks for the valuable time and comments. I really appreciate it.


Reactive streams guidelines, patterns and anti-patterns

This is a question about reactive / observable streams, MVI and similar. It’s a set of sub-questions, but I feel they are very coupled, so posting it as one question to capture the similarities.

I’ve been trying to learn concepts around this and I’ve run into several problems while doing that. Here are my observations:

  • Resources (articles, books, videos) are either too low-level (just discussing the API) or too high-level (how to connect two microservices). No discussion about the problems and solutions with using observables within a medium-size app

  • Examples are almost always toy examples with 1-3 streams. No discussion about the problems you face when you have 20 or 100 streams and solutions to those

  • Examples are also almost always static. Streams are pre-wired on startup. No discussion about the problems and solutions related to cases where streams come and go, managing subscriptions and such

  • There are many disagreements and contradictions. Some people suggest using subjects a lot, others suggest never using them. Some people suggest using streams everywhere, some only on the fringes of the system. Some are in favor of a lot of small events and streams, while others prefer coarse-grained structure

Questions arising from the above:

  • Are there medium-sized open-source apps built using reactive streams that I can look at to try to answer these questions myself?

  • Are there any resources that I missed provide answers to some of the questions above?

  • Do you have personal experience with either reactive streams or any other reactive system from which patterns / anti-patterns translate to reactive streams?

  • In general, is there a list of guidelines, patterns and anti-patterns when using reactive streams in medium-sized apps?

How to follow ios guidelines when designing in points? How to be sure about sizes of UI elements?

Good day to everyone,

Need help from very experienced UX designers, who can provide detailed answer here.

I have a few questions regarding the design process of an iPhone mobile app (daily task manager app to be exact). It should be an iPhone app supporting iOS version 9.

  1. General question: If we should provide mobile app design (in Sketch) for iPhone devices (Iphone 5S (320×568) render at 2x,6 (375×667) render at 2x,6+ (414×736) render at 3x), which have different dimensions and resolutions, what is the size (from the beginning) we have to start to work with when following good practice? Should I provide high fidelity mockup for any specific devices first, and only scale it down or up to other 1x sizes after? P.S.: When we want to handover files to the developer we will have to export in all @1x, @2x and @3x sizes. I know that Sketch will export my 1x design to 2x and 3x. But again the question is the same – should I design for 1x sizes for all devices separately – 1x size for 5S, 1x size for 6 and 1x size for 6+ first?

  2. I am working in Sketch 3. And I’ve been started with 375*667 points for @1x for iPhone 6 first. When I have to design for iPhones, I usually start with art-board of iPhone 6 at 1x (375×667 px). I found this more convenient than any other art-boards. When I am working in points, should I still abide by IOS Guidelines/Standards? I know that the general rule is 44pt for buttons and 12pt for small text, 17pt for body text and 20pt+ for titles. Why when I am working in points does the 44pt size seems to be a similar size for buttons as for segmented controls? It takes more space apparently. How can I comply with UI element sizes in such case? How are you following GUI standards when designing in points?

What are the industry guidelines on sharing secrets like API or access token?

I’m currently looking for guidelines on sharing API tokens or Access tokens securely, for integrating a third-party application with my own. The two methods I’m currently thinking of are:

  • PGP: I could share our public key with the third-party application owner, who could send us the access token for their API. However, from experience I’ve noticed the person on the other end is often not familiar with PGP and has neither the time or the knowledge how to sent via PGP properly.
  • Using an AES-256 encrypted zip over mail, and sending the zip password over another communication channel (e.g. in a text): This has the benefit of protecting the secret token from a mail compromise, and having a lower ‘technical threshold’ for third-party application owners.

I’ve looked for this in the NIST 800 guidelines without much success..

Are there other methods I’m overlooking, or is there an official source that can confirm these proposed methods as being the “industry standard”?

Are there any rules or guidelines about the order of saving throws?

Let’s take the example from In an area covered with Caltrops and Ball Bearings, If you're falling because of Ball Bearings, do you automatically land on the Caltrops too?

In an area covered with ball bearings and caltrops, a character is moving at full speed. She is, then, required to make a save against ball bearings and again caltrops. It does matter, because:

  1. If caltrops save is first, and fails, it makes character stop moving and conditions no longer force ball bearings save.
  2. If ball bearings save is first, and fails, it may give disadvantage to caltrops save (this is a topic of question linked, not this one).

As you see, there may be a situation where at least two saves are required, but no “natural” indication which one is made first. Is there a general rule about saving throws order? If there is, please use example above as example how to apply it.

Are there any guidelines for making new spells/magic items and finding their level/rarity when it does no damage/has no equivalent spell?

As far as I know, the rules in the dmg only describe the spell levels for spells that involve damage, in its table. For magic items that don’t follow spells, like a ladder that can expand of compress down, that do not act similarly to a spells, is there a way to find the rarity/equivalent spell level? I will allow content outside of the main books to be used in the answer. I also want to