►
Description
YUI Open Roundtable features discussion on topics related to YUI and front-end technologies from around the community.
A
All
right
welcome
everybody
to
our
next
and
the
latest.
Why
why
open
round
table
we're
featuring
we're
hosting
lawrence.
B
A
From
the
which
team
are
you.
A
Cool-
and
we
also
have
with
us
jriptech,
there's
also
from
some
of
the
ydm
teams
yep,
and
we
also
have
folks
who
are
online
and
various
people
watching
on
youtube,
and
we
also
have
folks
on
our
diy
dev
channel
our
yy
channel
and
yui.
Who
may
potentially
ask
questions
so.
A
Kicked
off,
let
me
start
off
with
just
a
little
bit
of
housekeeping
right
now,
we're
in
the
midst
of
the
latest
sprint
for
the
yy
project.
C
A
Coming
up,
we
have
right
now
on
screen.
13.
march
25th
will
be
the
code.
Freeze,
pull
request
deadline
march
28th
will
be
our
code
freeze
april.
1St
is
our
commit
freeze,
which
is
what
happens
after
we've
done
a
release,
branch
and
then
april.
Fourth,
will
be
the
commitment,
freedom
or
check-ins
for
that
and
april
13th.
C
A
Potential
release
just
housekeeping
there
if
you're
watching
via
youtube,
feel
free
to
join
the
found
yy
channel-
oh
yeah,
marco's,
watching
cool
and
hatch.
That's.
B
A
C
Sure
so,
currently
I'm
a
design
prototyper
in
the
homepage
and
verticals
team.
I
support
monetization,
so
I
I
did
start
off
with
a
computer
science
background.
I
graduated
in
bachelors
in
that.
So
I
did
some
engineering
internships.
A
So
how
long
have
you
been
in
yahoo?
I've.
C
Been
at
yahoo!
Well,
that's
a
tricky
question,
so
I
actually
started
off
as
an
intern,
but
I
did
my
senior
project
with
yahoo.
I
sponsored
it
before
it
became
full-time,
so
full-time
a
little
over,
maybe
four
years
now,
but
I've
been
pretty
involved
with
yahoo
since
my
college
days
so
long
long
time
now.
A
So
when
your
first
interactions
with
with
teams
at
yahoo,
was
it
on
the
technical
side
or
on
the
ux.
C
So
I
wasn't,
I
was
an
engineering
team
when
I
first
started
out,
but
I
was
their
first
interaction
designer
I
was
there
for
about
three
and
a
half
years.
I
worked
on
developer
tools
and
just
more
internal
engineering
systems
where
I
helped
to
streamline
the
user
flows.
For
that,
so
I
took
a
I
took
on
a
designer
role
and
a
really
technical
sort
of
domain
with
an
engineering
team.
I
was
in
their
engineering
team
and
then
eventually,
as
I
wanted
to
explore
more
consumer-facing
products.
A
So
what
you
mentioned,
interaction
designer?
How
would
you
sort
of
characterize
that
versus
say
a
graphic
designer
or
just
a
regular.
C
Sure
they're
definitely
so
I'll
answer
that
question
by
kind
of
talking
about
the
spectrum
of
youtube
experience.
All
these
sub
disciplines
are
necessary
to
work
together
like
traditionally
now
now
when
we
refer
to
user
experience
or
talking
about
combo
of
visual
and
interaction
design,
but
all
distinguished
subdisciplines.
C
So
I'd
like
to
think
someone
who
is
most
focused
on
typography
or
composition
or
or
color,
that's
more
of
a
graphic
or
a
visual
designer,
and
in
my
experience
those
who
are
individual
design
tend
to
be
happy
coming
from
backgrounds
from
like
from
printing,
but
then
so
they're
more
focused
on
composition,
whereas
interaction
designers
are
more
focused
on
okay.
What
is
the
user
goal?
What,
ultimately,
what
do
we
need?
C
How
does
the
flow
need
to
be
to
to
to
best
reach
there
and
to
understand
user
pain,
points
and
needs,
and
they
work
together,
because
I
think,
having
a
good
graphic
design
background
gives
you
more
visual
vocabulary
so
that
you
can
design
interesting
interactions
and
vice
versa.
The
interaction
informs
what
is
necessary
for
the
graphic
design.
So
it's
not
just
aesthetics,
but
it's
actually
useful
under
your
graphics.
C
So
then,
there's
other.
You
know
other
people
who
specialize
in
ux,
so
there's
researchers,
obviously
who
host
usability
studies
or
inform
the
design
through
market
research
prototypers.
My
role
is
really
to
rapidly.
You
know,
develop
a
prototype
so
that
we
can
inform
design
decisions
or
even
inform
how
you
know
how
things
need
to
be
built
out
in
an
engineering
scale.
C
A
When
you
worked
with
some
of
the
first
teams
that
you're
here
did
you
run
across
people
who
I
know
for
me
when
I
first
began
developing,
you
know
large-scale
projects,
you'd
have
people
who
kind
of
push
back
on.
You
know
like
like,
for
instance,
engineers
would
say
you
know.
C
So
how
do
I
well
I'm
a
little
I'm
a
little
lucky,
because
I
I
come
from
a
technical
background,
so
I
feel
it's
easier
for
me
to
negotiate
with
engineers.
Okay,
like
I
like,
for
example,.
C
C
But
let's
say
if
I,
if
I
were
speaking
on
behalf
of
any
designer
who
doesn't
have
a
technical
background,
I
think
ultimately
there
needs
to
be
lessons
taught
in
both
sides.
Designers
can
educate
engineers
hey
you
know.
This
is
this
is
not
just
decoration,
there's
actually
a
utility
as
to
why
this
particular
color
is
used
so
because
it's
the
likelihood
of
being
clipped.
A
C
D
C
A
So
that
leads
me
to
like
one
of
the
questions
we
have
on
here.
We
have
these
questions
about
if
you
send
a
visual
vocabulary,
that
sort
of
shared
between
engineers
and
designers,
because
I've
seen
a
lot
of
times
so
much
like
cross
paths
would
say.
Well,
I
thought
you
meant
you
know
do
this
in
pixels
versus
you
know,
em
or
I
didn't
realize,
left
alignment
left
a
line,
no
matter
how
you
resize
it,
or
you
know
things
like
that.
C
So
I
can't
speak
for
all
designers.
I
think
designers
come
from
very
different
backgrounds.
I
come
from
a
computer
science
background.
Some
come
from
printing
like
traditional
print
or
even
from
like
motion
design,
so
they'll
express
in
the
way
they
kind
of
come
from
with
that
said,
I
think,
to
establish
patterns.
It
has
to
be
built
around
your
culture
of
your
team,
like,
for
example,
when
I
first
started
my
design
career
here
I
was,
I
was
directly
embedded
in
a
future
engineering
team,
so
we
were
building
a
widget
library
together.
C
So
basically
my
vision
for
how
flows
need
to
be
kind
of
build
out.
We
baked
that
in
into
a
design
pattern,
library
that
was
built
with
javascript
and
I
even
had
a
hand
in
both
the
css
and
javascript
a
little
bit
at
that
time.
So
I
think
so,
whatever
your
setup
is
how
how
how
close
how
closely
knit
an
engineering
team
is
with
designers,
you
should
figure
out
what
vehicles
needed
to
get
requirements
out
as
quickly
as
possible.
C
A
B
A
From
a
google
doc
or
worked
from
you
know,
whatever
we're
able
to
like
I've,
seen
some
designers
who
who
they've
come
up
with
this
really
great
document
like
they'll,
create
like
interaction
flow
diagrams
and
when
you
show
the
flow
diagram
to
the
you
know,
engineer
they're
like
oh,
this
is
so
much
better
than
just
you
know,
a
bunch
of
screens
things
like
that.
C
D
C
I
just
go
straight
to
code,
but
I
think
for
some
people
it
depends
on
their
preference
and
I
guess
the
culture
of
the
team
so
for
some
designers
they
just
if
they
want
to
express
an
interaction,
they'll
use,
you
know
their
their
graphics
software,
although
they'll
just
print
out
the
mocks.
C
C
So
that
tends
to
be
my
style
except
the
designers
I
work
with
they.
They
show
me
mocks.
They'll,
give
me
the
photoshop
or
illustrator
file,
and
I
just.
B
C
C
E
So
there
are
things
that
are
harder
to
see
from
just
like
I
don't
know
like
photoshop
or
illustrator,
or
anything
like
that,
like,
for
example,
like
gesture
interactions
nowadays
with
people
working
on
mobile.
Those
are
things
that
you
can't
really
like
see
inside
like
a
psd
file
right.
So
how
do
people
like
represent
those,
for
instance,.
C
Sure,
okay,
so
for
those
who
don't
code,
I've
seen
and
sometimes
if
I
don't
feel
like
coding
for
some
reason.
C
Use
keynote
like
apple
keynote
or
powerpoint
or
after
effects
so
yeah
like,
I
think,
any
sort,
there's
just
so
many
click-through
prototype
software
out
there
that
that
people
can
use
to
express
their
interactions
and
also
or
or
they
can
story
if
they
don't
like.
If
they
haven't,
got
the
time
to
do
like
a
full-on
clip
through
prototype.
Your
storyboarding,
like
you
can
you
can
show
the
story
in
which
a
user
needs
to
flow
through
your
app
so.
A
C
C
B
C
And
cons
of
that
and
then
when
I
move
towards
consumer
facing
now,
I'm
more
of
a
more
of
a
dev
now,
but
I
see
it's
kind
of
water
quality,
so
so
the
the
benefit
of
a
designer
being
in
an
engineering
team
is
that
obviously
there's
closer
knit
communication.
C
I
I
was
able
to
talk
to
engineers
just
know
exact
feedback
on
my
designs,
and
there
was
a
clear
expectation
that
all
right,
let
me
just
get
the
wireframe
out
right
away,
you
guys
can
put
in
parallel
and
then
maybe
I
can.
I
like
help
the
css,
so
I
know,
like
things,
are
pixel
perfect
or
to
my
understanding,
but
then
the
the
drawback.
For
that,
though,
is
that
I
as
a
designer
I
didn't
feel
like.
C
C
A
C
So
that's
so
so
pros
and
cons
of
that
definite
pro
was
great
communication
with
the
engineers
now
in
an
almost
water,
I'm
actually
relatively
new
to
the
team
I'm
in
now,
but
it
seems
a
bit
waterfally
right
now.
I
like
it
for
divial.
C
I
was
raised
in
naturals
so
but
I
think
what
what's
great
about
being
in
a
full-on
design
team
now
is
that
yeah
there
is
definitely
the
room
to
be
creative
and
and
sometimes
for
some
for
some
designers.
They
don't
really
want
to
be
told
constraints.
They
prefer
blue
sky
because
they
want
to
be
able
to
explore
all
the
edge
cases
and
then
and
then
narrow
down
based
on
constraints.
C
C
So
really
the
problem
comes
down
to
team
culture
and
and
like
what
what
what
process
are
using
agile
or
what
whatever
flavor
and
enabling
designers
to
feel
like
they
can
be
creative
and
to
explore
as
many
options.
But
how
can
you
be
lean
enough
to
to
be
able
to
bake
out
a
prototype
or
a
full-on
product
right
away?.
C
E
C
I've
just
been
trained
to
think
in
terms
of
constraints
quickly
as
quickly
as
possible,
but
I
do
work
with
people
who
are
blue
sky
and
I
think
it's
I
think,
there's
merit
to
it.
I
mean
my
style
tends
to
be
constraints
first
and
then
go
around
constraints,
but
with
the
blue
sky
thinkers
I
mean,
I
think,
they're
more
more
strong
and
creating
delightful
experiences
like
for
me.
I
think
my
emphasis
has
been
more.
C
This
is
usable,
it's
tried
and
true,
it's
technically
feasible,
so
I
think
there
and
ultimately
I
think,
a
user
experience
needs
to
be
a
balance,
because
you
know
you
can
use
things
that
are
usable
but
they're,
probably
a
painful
to
really
look
at
right
right
or
an
or
in
the
long
term.
They're.
Not
just
really
I
mean,
if
you
think,
of
competing
products,
there's
tell
that
are
just
I.
C
A
C
Sure,
and
and
yeah
I
think.
Okay
again,
I
don't
want
to
generalize
too
much,
but
in
my
observations,
those
who
tend
to
be
more
blue
sky,
like
I
think
they
get
inspired
they're
because
they
don't
have
constraints,
they're
willing
to
be
inspired
by
any
any
interaction
in
the
real
world
and
I'm
sure,
with
the
paper,
with
a
paper
app
like
those
interactions
that
they're
those
interaction
paradigms
are
introducing
that
just
comes
from
raw
inspiration,
I
think
so
yeah
so
ultimately
yeah.
C
I
think
I
think
there
there
needs
to
I-
and
I
think,
just
to
just
give
just
to
give
a
caveat.
I
think
it's
worthy
to
to
be
creative
and
to
go
blue
sky,
but
make
sure
that
you're
not
just
doing
flash
for
flash's
sake.
I
think
I
think
I
think
aesthetics
need
to
be
tasteful
and
ultimately
there
needs
to
be
a
harmony
to
function
and
form
so
yeah.
A
Personally,
I
think
if
you
walk
into
a
room,
you
probably
like
as
an
engineer.
I'd
rather
have
a
constraint
based
designer
versus
the
blue
sky,
because
the
blue
sky
is
going
to
sit
there
and
there's
a
lot
of
eye
rolling
going
on.
F
C
Yeah,
so
it's
it's
an
exercise
for
me
because
I'm
I'm
constraints
oriented,
but
I
I
actually
what
I
appreciate
about
a
design
team,
ideally
there's
so
many
different
thinkers
on
the
team.
Maybe
someone
who's
coming
from
an
architecture
like
like
traditional
architecture,
background
or
a
psychology
background.
Basically,
I
think
any
anyone
with
the
lens
of
catching
as
many
edge
cases
as
possible
and
sometimes
when
you're
too
constraints
oriented
you're
boxed
into
one
type
of
thinking.
So.
E
So
let's
say
I'm
like
a
product,
I'm
an
engineer
on
a
product
team
and
I'm
working
with
one
of
these,
like
blue
sky
designers,
like
if
I
want
to
like,
tell
them
like
this.
This
might
be
something
that's
a
lot
like
technically
harder
to
like
implement.
What's
the
best
way
to
give
them
like
feedback
so
that
they
can
improve
their
designs
without
hurting
their
egos.
C
Again,
I
think
it's
an
it's
a
co-educational
process,
but
I
think
maybe
start
with
explaining
to
you
to
your
designer
okay.
These
are
designs
that
these
are
some
designs
that
we've
worked
out
together
that
have
worked,
and
maybe
just
go
into
the
fundamentals
of
why
they've
worked
and
then
started
to
pair
out
like
okay
with
this
new
design
you
presented.
This
is
the
specific
thing:
that's
not
working.
A
Do
you
think
that,
on
from
the
engineering
side
of
things,
if
is
there
are
things
like
knowing
like
human
computer
act,
computer
interaction
guidelines
from
apple
of
having
those
kinds
of
things
in
your
in
short,
quiver
that
you
can
bring
out
and
say
you
know,
there's
a
reason
why
you
know
tap
and
hold?
Does
this
versus
scroll
but
can.
C
C
So
yeah,
I
think,
almost
okay.
If
I
could
recommend
for
both
sides
of
the
house
design,
I
mean
they
should
really
do
this
and
engineers
yeah
definitely
read
some
hci
or
interaction
design
books.
Even
I
would
recommend
engineers
I
mean,
I'm
still
learning
this
myself.
I
didn't
come
from
a
graphic
design
background,
so
I
have
to
teach
myself
typography
and
color
theory,
but
it's
useful
because
the
way
that
you
look
at
a
product
as
a
consumer,
the
way
your.
A
C
Parse
through
information
like
you're,
that's
just
type
that
someone
had
to
design
the
typography
or
the
the
spacing
there.
So
that's
easy
for
you
to
use,
so
I
think,
having
so
educating
the
engineering
side
of
the
house
having
that
empathy
for
the
design
process,
how
that
takes
a
lot
of
time
to
get
the
right
gesture
in
place
to
make
you
feel
like
you
get
from
point
a
to
b,
reads:
read
some
stuff,
maybe
on
cognitive,
science
or
or
whatnot,
and
and
and
actually
I
encourage
you
to
sit
in
on
usability
studies.
I.
C
Oh
man,
well
as
a
prototyper,
I
feel
like
it's
my
it's
one
of
my
roles
is
to
frequently
be
in
usability
studies,
because
I
want
to
be
able
to
fully
design
pretty
quickly
so
yeah
so
being
in
monetization.
C
One
of
the
things
I
need
to
study,
just
especially
on
like
link
colors,
maybe
or
just
like
what
are
the
ideal
graphics
necessary
to
encourage
click-through
rates
or
interaction
or
engagement,
so
yeah.
I
think
it's
just
really
eye-opening
to
think.
Okay
well,
currently,
with
this
design
that
I
thought
would
do
well,
because
it
looks
delightful
to
me-
it's
not
being
clicked
for
some
reason.
So
I
I
enjoy
usability
studies
because
it
just
shows
how,
like
you
can
plan
all
you
want
as
a
design
and
engineering
team,
but
your
users
will
use
it.
C
Sure,
or,
and
or
let's
say,
a
designer
needs
to
go
through
a
design
review
with
the
engineering
team,
you
can
do
like
a
walk-through
as
a
team.
All
right
here
are
all
the
screens
we'll
just
flow
through
them
and
just
just
call
out
like
what
could
be
wrong
here.
I
think
any
any
sort
of
team
exercise
around
your
actual
products
is
just
really,
I
think
it's
healthy.
It
encourages
everyone
to
just
be
honest,
like
where
they're
at
what's
what's
a
buggy,
and
I
think
it
could
be
a
co-educational
exercise.
A
Have
you
ever
had
an
encounter
where,
because
there's
really
three
parts
of
this
there's
also
the
product
manager,
sure
who's,
also
the
third
pillar
and
a
lot
of
times
the
product
manager
will
say,
just
do
it
because
I
say
so
so.
A
Deal
with
you
know,
do
you
like
team
up
with
engineering
sites?
How
can
you
talk
to
that
kind
of
thing
as
well.
C
D
C
A
C
So
often
I
find
when
I'm
when
I'm
in
design
mode.
I
have
to
think
what
is
the
deeper
need
or
intention
here
I
never
want
to
solve
for
people's
wants,
because
people's
emotions
are
so
fickle
right.
C
When
you
want
something
one
day
and
the
next
day
is
something
completely
different,
so
it's
important
as
designers
to
really
think
about
the
trends
and
what
people
are
needing
or
asking
for
and
then
and
try
to
propose
alternate
solutions,
so
how
I
would
push
back
if
you
will
with
the
pm.
If
I
thoroughly
disagreed
again,
take
a
step
back
and
provide
some
options,
maybe
one
per
exactly
what
the
pm
wanted
and
then
what
I
think
could
be
solving
what
the
pm
needs.
E
So
do
you
back
that
back
those
answers
out
with
like
data
or
anything
like
that,
like.
C
Preferably
for
a
preferred
like
with
sound
reasoning,
yeah
absolutely,
but
I
think,
with
design
there
has
to
be
a
balance
between
sometimes
data
like
okay,
when
it
comes
to
things
like
search
or
big
money
makers.
Of
course
you
want
to
back
that
up
with
concrete
data.
We
can
increase
the
ctr
x
percent.
This
way,
like.
F
C
So
I
think,
with
going
back
to
the
paper
example,
I
have
I
actually
have
not
used
the
product,
but
I've
seen
some
really
great
great
mocks
of
that
product
and
I
feel
like
when
it
comes
to
introducing
new
gestures
or
interaction
paradigms
that
comes
with
intuition.
I
think
so.
There
needs
to
be
a
balance.
A
Have
you
ever
felt
like,
and
I'm
just
drawing
on
experience,
that's
similar
to
this,
where
on
the
search
team
we
were
dealing
with,
this
was
a
search
a
long
time
ago,
where
they
would
create
bucket
tests
and
they
would
test
like
50
000
different
shades
of
blue,
whichever
shade
of
blue,
like
at
the
most
clicks,
regardless
of
any
other
sort
of
factor,
becomes
the
shade
of
blue
and
what
always
irritated
me
about.
That
was
that
it
was
all
like
this
incrementalism
versus,
like
this
leap
frog
into
like.
Why
not
do
something
completely
new?
C
A
C
I
think
it's
a
very
tough
question
and
something
I'm
about
to
enter
in
being
in
monetization.
I
I
I
have
to
encounter
similar
sort
of
problems
to
that.
So
that's
tough.
I
think.
Sometimes,
though,
a
team
needs
to
be
like
all
right,
we're
just
going
to
go
with
it
just
go
with
it
risk
it,
because
otherwise,
if
you're
too,
too
incremental
and
too
safe
you're
not
going
to
ship
anything,
so
I
think
there
needs
to
be
a
call,
but
when
does
that
happen?
I
think
okay.
C
So
I
think
when
it
comes
to
making
new
decisions
with
your
product,
I
think
yeah
having
a
small
sample
and
having
incremental
incremental
changes
to
that.
That
could
help
you
to
study
that,
but
I
think
ultimately
there
needs
to
be
a
point
where
you're
saying
just
go
with
it:
no
more
don't
invest
too
much
time
in
this.
E
So,
in
terms
of
that,
have
you
ever,
like
I
don't
know,
have
you
also
had
like
problems
like
with
multiple
designers
working
on
a
project
like?
Has
it
ever
come
out
that,
like
multiple
designs
will
like
have
conflicts
with
each
other
on
where,
like
the
design,
should
go.
A
Completely
different
mocks
and
they
would
say
you
know
oh
use,
mine
mine's,
so
much
better
and
they
never
actually
you
know
is.
Is
it
an
aspect
that
question
is
when
you've
dealt
with
like
multiple
designers?
What's
our
hierarchy,
are
they
all
peers.
C
I've
been
in
I've
been
in
mostly
a
peer
relationship,
and
there
are
times
when
I
happen
to
be
the
most
senior,
but
I
still
think,
okay,
what's
great
about
having
multiple
designers
coming
out
with
different
mocks
or
wireframes
they're.
Thinking
about
again
what
I
was
talking
about
earlier,
it's
great
to
have
different
thinkers.
You
catch
different
edge
cases,
so
I
think
I
think
there
needs
to
be
some
sort
of
metric.
A
team
has
to
agree
to
like
okay.
We.
C
Product
is
successful
based
on
these
concrete
criteria
and
how
do
these
mocks
or
whatever
like
compare
to
what
we,
how
we
measure
out
success.
C
So
I
don't
advocate
for
design
by
committee
no,
but
I
do
think
there
needs
to
be
some
sort
of
key
performance
indicators
that
you,
your
your
team,
is
going
for
and
see
what
makes
sense
per
design
and
and
see.
And
ultimately,
I
think
designers
need
to
work
together
and
and
and
put
ego
aside
and
see
what's
best
for
the
product,
so
so
so
yeah.
So.
A
C
I
think
initial
okay,
so
just
to
give
a
little
bit
that
background.
My
first
job
here
where
I
was
more
of
a
designer
I
was
a
designer,
so
there
was
there
was
a
couple
months
or
years
where
I
didn't
really
touch
css
and
javascript
at
all,
and
I
found
a
little
bit
more
conflict
there.
But
then,
as
soon
as
I
started
to
code
in
and
get
code
more
and-
and
I
feel
I
felt
like-
I
could
negotiate
a
lot
more
and
and
vice
versa.
C
I
also
had
the
mindset,
just
as
they're
allow,
as
developers
are
allowing
me
to
code.
I
think
I
need
to
be
able
to
listen
to
what
engineers
are
seeing
the
design
so
because
everyone
owns
the
product,
not
just
designers.
I
think
I
mean
designers
have
a
specialty,
but
they
have
to
be
able
to
listen
to
the
deeper
need
of
the
product.
C
A
You
can't
do
interaction
talk
without
visual
stuff.
C
This
is
true.
Can
you
see
my
screen
yeah?
Okay,
I'm
new
to
this.
I
just
wanted
to
show
you
there's
not
really
much,
but
so
there's
a
when
I
used
to
do
a
lot
of
wireframing.
C
Well:
okay,
I'm
not
going
to
stay
on
this
slide
very
on
this
page,
very
long,
but
the
point
is
there's
so
many
because
there's
different
designers
and
different
backgrounds
of
these
designers
there's
different
ways
to
approach
wireframes.
So
let
me
define
my
understanding
of
a
wireframe.
The
goal
of
a
wireframe
is
really
to
capture
what
the
what
how
information
or
content
needs
to
be
placed.
Basically
the
skeleton
of
it.
It's
it's
all
about
trying
to
understand
the
user,
like
the
user
flows
or
interactions
with
with
the
page.
C
So
things
like
honestly,
things
like
adding
in
colors
or
pre-typography
or
or
even
high-resolution
photos,
that's
not
necessary
in
the
wireframe.
The
wireframe
is
ultimately
meant
to
be
a
skeleton.
It's
meant
to
educate
the
design
team
or
engineers
like
how
things
need
to
be
placed.
It's
a
thinking.
Device
have.
A
You
noticed
that
the
more
it
looks
realistic,
the
more
like
pms
will
get
confused
and
think.
That's
the
real
design,
or
you
know
things
like
that.
C
B
C
Fidelity
the
lowest
fidelity
would
be
like
if
you
literally
sketched
your
your
product
on
a
napkin.
You
know
with
a
sharpie
or
or
if
you're,
using
a
notebook
or
or
you
start
to
do,
just
basic
great
basic
boxes
like
with
whatever
whatever
tool
like
you
know,
omnigraffle,
and
it
looks
something
like
this,
where
you
can't
make
out
exactly
what
it's
saying,
but
you
can
get
the
gist
of
it.
This
is
pretty
low
fidelity,
but
as
you're
adding
in
more
like,
if
you
you've,
probably
seen
lower
mips
some
text
in.
C
Yeah,
that's
increasing
the
fidelity
and
usually
when
you
increase
the
fidelity,
it
means
you
have
much
more
confidence
in
your
design
and
so
the
benefit
to
showing
mocks,
which
is
the
highest
resolution.
Actually,
the
highest
resolution
would
be
code,
but
the
highest
resolution
design
world,
sometimes
people.
They
can't
think
in
terms
of
wireframes.
They
want
to
get
inspiration
for
what
the
final
product
would
look
like,
but
things
like
going
down
to
the
wireframe
level.
C
Its
purpose
is
to
work
out,
maybe
the
usability
kinks,
or
that
how
how
information
is
placed
with
the
kinks,
whereas
showing
mocks
it's
more
like
okay.
This
is
the
ultimate
feel
of
the
product,
so
yeah,
so
that's
another,
so
those
are
fidelities.
I
just
I
wanted
to
show
you.
I
thought
this
was
pretty
cool
that
an
example
of
a
wireframing
sort
of
toolkit.
They
showed
they're
using
this
sort
of
like
a
blueprint
sort
of
fuel.
C
C
That
will
allow
your
wireframes
or
mocks
to
look
like
this,
and
then
you
can
describe
flows
like
you
know
in
terms
of
task
analyses
or
or
use
or
just
maps
like
you
can
map
it
out,
like
this
pretty
sketchy
and
if
you
want
to
get
really
fancy,
especially
if
you're
designing
like
mobile
apps
like
there's
again
more
templates
out
there
that
allow
you
to
kind
of
like
mock
mimic,
what
your
final
product
experience
could
look
like,
but
so
it's
my
point
here
is
there's
just
so
many
different
tools
or
templates
out
there
that
allow
you
to
express
your
ideas,
but
don't
forget
the
power
of
even
the
lowest
fidelity.
C
I
think
that
tends
to
be
taken
for
granted.
I
think,
especially
when
the
emphasis
is
okay,
we
need
we
need
to
shift
this
product
right
away.
So
I
think
some
some
teams
prefer
mocks
over
wireframes,
but
I
think
there's
still
some
beauty
to
working
out
all
the
kinks.
You
know
even
a
sketchy,
wireframe
level.
C
C
What
what
what
general
content
types
belong
here
and
if
I'm
thinking
about
navigation,
I
I
need,
if
I
I
can,
I
can
like
I
could
probably
lightly
map
it
out
here
or
even
think
about
it
from
this
level,
like
I
draw
out
like
the
general
screens
and
how
things
need
to
flow
or
you
can
use,
you
know,
like
decision
trees
to
show
up,
you
know
just
just
break
down
a
task
into
atomic
parts
as
well,
so
so
yeah
so
again,
the
point
of
a
wireframe
is
to
be
a
skeleton.
C
C
A
Have
you
noticed
that,
when
you're
having
to
like
you're
in
the
code
that
doing
a
lot
of
rapid
like
doing
a
lot
of
iterations
on
a
specific
one,
that's
harder
or
easier,
when
you're.
A
Well,
let's
say
that
you
know
they
want
like
five
different
treatments
of
something-
and
you
know
do
you.
You
probably
wouldn't
go
into
code
for
the
treatments
aspect.
You'd,
probably
do
it
more
when
you're
at
the
the
phase
of
interacting
with
the
engineering
team
right.
C
I
think
I
I
guess
I
could,
but
it
depends
on
how
complex
they
are,
but
I
think
okay,
if
it
if,
if
it's
like
yeah,
try
these
different
typography
or
you
know,
if
it's
little
things
like,
I
think
I
could
use
code,
it
would
be
a
css
change.
But
if
it's
three
completely
different
treatments,
then
I
just
I
would
stick
to
mocs
at
that
point.
So
yeah.
E
C
Okay,
so
I
come
from
a
school
of
thought
that
I
would
like
my
code
to
be
evolutionary
if
possible.
So
things
like
you
know,
css,
I
think
could
well
assuming
that
my
html
is
pretty
comparable
to
to
what
the
funnel
build
needs
to
be
I'd
like
to
at
least
risk
the
cycle
style
sheets.
But
I
think
in
cases
where
you
just
need
to
just
show
a
customer
right
away.
Unfortunately,
things
just
are
thrown
away
so.
A
Have
you
ever
sat
down,
I
mean
this
is
one
one
experience
I
had.
That
was
one
of
the
most
best
experiences
I
had
with
another
designer
was
we
sat
down
and
we
got.
We
brought
up
dom
inspector
and
we
looked
at
the
the
prototype.
We
started
measuring
on
dominant
spectre
and
you
know
like
oh,
let's
try
a
little
bit
bigger,
but
there's
almost
like
a
pair
programming
experience.
Yeah.
Have
you
ever
had
that
sort
of
interaction
with
the
engineering
side.
C
Yeah
pretty
often,
but
now,
okay.
So
when
I,
when
I
was
more
of
an
intern
when
I
was
an
interaction
center
yeah,
I
definitely
pair
programmed
now
that
I'm
more
of
a
developer
for
designers.
I
just
I
kind
of
just
do
it
on
my
own,
but
I
do
think
that
practice
is
helpful.
I
think
it's
important
for
for
designers,
if
it
to
just
again
co-educate
each
other
for
them
to
know
the
basis
of
the
dom
or
the
box
model,
because
it'll
help
them
to
design
better
specs,
I
think,
and
to
not
be.
C
I
think
I
think
one
of
the
problems
I've
observed
observing
designers,
who
don't
don't
have
a
technical
background,
is
they
they
feel
intimidated
by
code.
F
A
A
One
of
the
questions
we
had
was:
do
you
have
any
pointers
for
new
designers
as
they
enter.
The
projects
like
working
with
engineers
is
part
of
the
team.
Sure
well.
C
So
yeah,
I
definitely
would
suggest
if,
if
you're,
coming
from
a
pure
design
background
to
at
least
get
into
html
and
css,
I
think
javascript
is
a
huge
bonus
and
writing
proper
javascript,
not
just
slapping
in
jquery,
but
no
seriously
start
off
with
at
least
html
and
css.
Because
again,
I
think
there
needs
to
be
a
uniform
spirit
between
design
and
engineering
in
any
sort
of
team
setting
does.
C
Absolutely-
and
I
also
I
also
think
for
me-
okay,
maybe
I'm
just
weird
so
when.
B
C
C
A
So
the
flip
side
that,
if
you're
a
new
engineer,
let's
say
front,
end
engineer,
are
there
things
that
you
could
do
to
help
learn
the
user
interface.
C
Absolutely
so,
I
think
in
front
of
engineering.
You
have
to
know
at
least
for
engineering
at
scale.
You
should
at
least
consider
accessibility
right,
so
definitely
picking
up
a
book
on
hci
and
empathizing
with
how
people
read
a
page
flow
through
a
page
how
they
can
be
confused,
what
their
mental
models
are
with
respect
to
your
product,
I
think
that
could
educate
you
even
on
how
to
design
your
schemas,
how
how
is
data
truly
being
accessed?
How
can
we
improve
performance
based
on
how
we
know
users
are
behaving
so.
A
B
F
A
C
C
I
think
again
it
comes
down
to
going
back
to
what
they've
what
you've
accomplished
together
as
a
design
and
engineering
pair
you
know,
and
and
seeing
how
this
new
design
deviates
from
that
and
how
it,
how
it's
not
working.
C
Does
that
make
any
sense
like
so,
for
example,
let's
say
like
you've
already
coded
modules
together
in
your
history
together
and
then
and
and
then
maybe
explain
to
your
design
counterpart,
okay,
oh
this
is
this
is
how
it
was
coded,
html
and
css.
Twice
like
you,
can
see
how
it's
structured
here.
We
needed
this
for
a
piece
of
logic
to
make
this
happen,
but
then,
when
you
come
to
this
module,
this
is
where
it
can
like.
This
is
where
it's
impossible,
so
I
think
just
establishing
some
uniform
ground
when
you're
explaining,
what's
not
feasible.
A
C
I've
been
very
blessed
to
not
really
talk
about
ie
as
much.
I
don't
want
to
sorry
moments,
but
like
okay,
I
guess
great
so
great
a
browser.
I
primarily
focus
on
grade
8
browsers
in
my
experience,
so.
E
How
well
should
like
designers
know,
like
I
don't
know,
like
common
interactions
like,
for
example,
like
swipe
left,
to
delete
and
stuff
like
that.
How
often
do
you
like
incorporate
like
more
like
common
gestures
into
your
designs?
This
is
implying
the
mobile
space
right,
yeah,
okay,
so.
A
E
C
Okay,
that's
a
good
question,
I'll
answer
it
based
on
kind
of
a
similar
response
I
gave
earlier.
We
were
talking
about
paper
a
bit,
so
I
think
you
can't
sometimes
with
the
design.
You
can't
introduce
too
many
new
things,
because
at
the
end
of
the
day,
you
have
to
consider
a
learning
curve
with
your
product
right
and
people
are
usually
adverse
to
change.
C
C
C
You
don't
really
want
to
deviate
too
much
from
that,
but
I
think
when
you're
introducing
new
interactions
think
about
like
a
metaphor
that
you're
being
inspired
from
so
let's
see
like
maybe
when
you're,
when
you're,
making
like
circular
sort
of
interactions
with
your
screen,
maybe
think
about
like
maybe
is
that,
could
that
be
similar
to
how
someone's
winding
up
a
clock
in
real
in
the
real
form.
So
I
think,
when
you're
designing
interactions,
especially
introducing
quote-unquote
new
interactions,
think
about
how
your
demographic
has
been
using
something
pretty
similar
in
the
physical
realm.
C
A
So
you
feel,
like
both
designers
engineers
should
be
able
to
feel
free
to
say
no.
Is
that
correct
because
no
seems
to
be
very
powerful.
C
I
think
it
depends
on
the
culture
of
a
team.
I
I
love
the
mind
that
you
know
everyone
know
like
everyone
on
a
team.
They
have
privy
to
say
what
they
feel
about
our
product.
So
don't
avoid
conflict.
If
you,
if
you
think
that
you
have
a
strong
case
for
design
decision,
you
see
you've
seen
it
work.
You
have
just
the
reasoning
to
back
it
up.
You
should
say
it
honestly.
A
C
C
B
E
C
Make
sure
that
you
definitely
user
stories,
I
think,
is
the
most
common
unit
between
any
party
so
make
sure
your
user
stories
are
are
signed
off
from
all
parties,
but
then
yeah.
I
think
if
you're
building
out
test
cases
like
bring
the
language
back
down
to
earth
for
the
designer,
so
they
can
be
on
the
same
page.
A
C
I'm
gonna
make
kind
of
jokes
but
they're
kind
of
they're
kind
of
serious,
but
I
think,
okay,
I
think
designers,
think
engineers
like.
Oh,
they
can't
design
all
they
know
is
code.
C
They
don't
know
like
one
color
from
the
next
and
I
think
engineers
think
designers
may
take
too
long
when
they
design
just
because
it's
they're
complete,
they
can
be
seen
as
completely
different
disciplines,
so
they
make
assumptions
about
each
other
and
so,
and
especially
if,
if
design
I
mean,
I
like,
I
think,
there's
there's
just
great
practices
being
introduced
around
lean
ux
and
that
fitting
into
the
natural
flow,
but
I
think
design
typically
honestly
is
it
tends
to
be
student
in
a
waterfall
model,
because
some
designers
prefer,
like
you,
know,
blue
sky.
C
I
think
I
I
think
I
think
that's
that's
something
that
the
industry
needs
to
overcome
honestly
like.
I
think
there
needs
to
be
a
common
team
culture
that
will
allow
designers
to
be
creative,
but
time
boxed
in
such
a
way
that
things
are
lean
so
yeah.
Those
are
the
chronic
issues.
I
think
there's
misconceptions
and
I
think
the
timing
in
which
the
liver
bowls
are
are
pushed
out
that
there
needs
to
be
some
irony
out
there.
B
Did
you
ask
me,
no,
I
didn't
my
thing,
that's
all
I
have
for
now
yeah
anyways.
No,
I
think
that
pretty
much
covers,
I
think,
did
you.
D
Get
jordan
actually?
What
would
you
recommend
for
engineers
to
learn
more
about
design.
C
Absolutely
yeah,
that's
what
I
how
I
had
to
start.
I
I
would
I
do
like
there's
so
many
different
blogs
out
there
like
ux
booth
or
things
like
that.
I
would
I
do.
This
is
my
method
to
my
madness.
C
So
what
I
do
I
I
try
to
find
these
vlogs
and
I
find
their
twitter
and
then
I
basically
make
a
twitter
list
in
my
tweet
deck,
and
I
just
stalk
people
reading
pretty
much
or
go
to
meetups
and
just
observe
just
observe
designers
talk
pick
up
an
interaction,
design
or
hci
book
be
in
user
study,
I
think
being
in
user
studies
is
really
again:
educational,
you're,
ultimately
very
humbled
by
how
users
use
your
product,
because
I
mean
it's
great
to
learn
the
theory
from
a
book
or
from
a
professor
or
whatnot,
but
when
you're
seeing
a
user
actually
using
your
product,
that's
just
something
you
can't
really
capture
in
a
textbook
yeah.
C
A
Have
to
describe
there's
this
feeling
here
when
you
first
go
to
a
user
study
and
you
watch
someone
doing
it.
You're
like
just
go
over
there,
you're
like
you're,
trying
to
coach
them
mentally
like,
but
it's
just
right
there
in
front
of
you
or
right
click
or
you
know,
did
you
know
you're
auto
completing
just
hit
enter
yeah,
and
then
you
know
when
people
don't
do
things
like
that.
A
You're
surprised,
and
you
realize
that
you
know
the
person
that
you
envision
as
this
user
is
like
this
all-knowing
person
said
it's
just
like
you
know
some
mom
or
somebody.
You
know
who's,
not
really.
You
know
it's
not
what
they
do
all
the
time
you
know.
So
this
may
be
the
first
time
they've
encountered
anything
like
that.
C
Design
is
really
about
communication
and
I
think,
when
you're
using
something
like
visuals
to
communicate,
that
could
be
it's
more
abstract
right.
So
it's
inherently
difficult,
I
think,
to
design
something
really
well
and
really
polished
and
going
back
to
how
can
engineers
learn
design
and
just
like
even
designers,
how
they,
I
believe
they
learn
design.
You
just
keep
designing
you
design
as
many
things
as
you
can
just
build
out
a
portfolio
work
on
different
types
of
projects,
whether
it's
tools
to
consumer
applications,
different
screens,
just
just
make
mistakes
and
just
learn
from
it.
Yeah.
A
I
heard
some
advice.
I
have
similar
that
where
a
designer
was
saying
that
one
of
the
things.
C
Yes,
and
I
think
also
with
when
you're
learning
design
understand,
ultimately
who
your
users
are
and
what
their
goals
are.
I
think
it's
it's
a
when
I
was
learning
design.
C
A
A
C
Use
whatever
technology
for
the
job,
but
I
prefer
things
kind
of
bundled
up
like
bootstrap,
for
instance,
so
to
answer
your
question,
I
think
when
it
comes
to
just
in
prototyping
world
using
bootstrap
fine,
I
think
that's
fine,
but
when
it
comes
to
design
and
understanding
the
intention
of
why
would
you
use
this
accordion
or
carousel?
C
Closing
statements,
I
think
I
think
I
would
like
to
see.
I
would
love
to
see
the
relationship
become
more
more
like
a
more
fruitful
between
engineers.
I
think
again,
I
think
it
boils
down
to
a
communication
problem
and
I
think
just
having
that
co-educational
exercises
gone
in
the
team
could
just
just
be
fun
and
exciting
and
just
just
enable
people
just
to
make
really
great
products.
So
I
really
encourage
that
in
your
team.
C
E
Yeah,
it's
definitely
great
to
have
like
someone
on
you,
like
I'm
bored,
for
a
roundtable,
especially
when
we've
had
been
like
we've
been
like
heads
out
with
like
pure,
like
technical
tools
and
all
that
for
like
the
past
few
weeks.
So
let's
talk
about
you
know
this.
This
method,
for
you
know,
npc
or
something.
A
E
A
Thank
you.
So
I
have
one
last
thing
before
we
go
next
week,
we'll
have
stephen
olmstead
talk
about
some
of
the
projects
he's
working
on
so
just
to
follow
up
for
next
week,
so
that
let
me
see
if
there's
any
last-minute
questions,
yeah
there's
not
so
thanks,
again,
lauren
all
right!
Thank
you.