What is UI Design Draft? Are UI and UI Design Draft same terms? - flutter

I am new to programming so some people use Design Draft term in their libraries so I am not able to understand what does it mean actually, Are UI and UI design draft same terms or they mean different ? Could anyone elaborate please, your effort will be appreciated

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How to design layout in filemaker

I want to design the following layout in filemaker. I am a newbie to filemaker and am confused how to design it.Can anyone help me?
Is this a portal or list i am confused?
You will need portals and therefore relationships on which this portals to be based on.
This question is too broad and not realy programming question. You are much better off going to a dedicated FileMaker forum which is better suited to help beginners.
Another alternative would be doing some basic training in FileMaker development.

Use drools as the underlying rule engine for a saas solution offering complex, editable rules

I'm in the process of designing a new saas solution that lets users configure relatively complex business rules in a web based environment. I'm leaning towards drools, but the web authoring application that ships with drools is way to complex and 'geeky' to show to the average user.
My idea is to create a simplified web authoring application that connects to drools, but having no experience with drools I have a hard time figuring out if this can be done. So that's my question:
Can this be done?
Secondly, do you think this is a good approach? (I know the 2nd question is a bit too generic for stackoverflow, but I'd appreciate it if you guys could share some quick pointers)
So you expect "relatively complex rules" but the existing authoring tool is too complex? The authoring of "complex rules" is a complex process, and no simple tool will be sufficient. (At least, I haven't seen or heard of one, so far.)
You don't need to "connect to Drools" for an authoring tool. All it has to do is to produce DRL (Drools' native rule language) text which is then compiled.
It would be a good approach, but only if you have an answer to the issue of how to create complexity with simple means.

iPhone graphic design advice for developers [closed]

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I'm a developer who is making an app without a graphic designer for the first time. I am competent at making user interfaces that fits conventions and the Apple Human Interface Guidelines, but when it comes adding that extra layer of decoration to make the app sexy, I'm totally inexperienced.
Does anyone have any pointers or resources for helping developers such as myself act like graphic designers, in particular for iPhone apps?
I have a technical knowledge of photoshop, without having an artistic ability with it. I like to believe that I have a good eye for judging aesthetics, but I've never been good at creating something aesthetically pleasing from scratch.
"Acting as" requires being one, so learn the basics of graphic design. One popular book for beginners is The Non-Designer's Design Book. It's not about Photoshop, it's about recognizing why a design works to improve your judgement. There is more logic behind it than you may think. Usually being pleasing is the same as conveying useful information, "design is how it works as much as how it looks".
Review screenshots of existing iOS apps: Pttrns, Well Placed Pixels, Beautiful Pixels, or keep your own collection using LittleSnapper and CandyBar.
Unfortunately most tutorials are step by step instructions to reach a goal, but they don't bother much in why or how combining certain effects works. Then there are a lot of subtleties which you will have to dig in blog posts. Erik Tjernlund posted a good link (flyosity.com), here is another (bjango.com). These details create immediate trust from the user. There are plenty of tutorial sites on Google, but learning PS is a long-term goal.
An (offtopic) option now is to buy professional services. Example, Articles from Sophia Teutschler got help from the IconFactory. It's cost effective to invest your time in what you do best to pay for what they do best.
I really like Mike Rundle's (#flyosity) blog post – "Crafting Subtle & Realistic User Interfaces" – as a good, hands-on introduction on how to think about creating beautiful user interfaces. Follow some of his advice and your apps will automatically look much better.
To get inspiration, I highly recommend the Pttrns site. Look at how different apps solve common tasks.
My last advice is to practice a lot. My experience is that using the most commonly used tools (Photoshop and Illustrator) doesn't come naturally for us developers. Seeing a professional using these tools can sometimes be a real eye-opener. Especially workflow and how they use the tools to guide them in the creative process.
I am frequently visiting this website: http://app.itize.us/wp/
Not for directly copying others design or functionality but I always get ideas on how to design GUI elements here, often by mixing many of the different styles. I will also recommend you to just play with all of the different layer options you get when you double-click a layer in Photoshop, learned a lot by doing that!
The Web Designers Guide to iOS Apps is excellent but it does focus on NimbleKit. If you're not using NK the design discussions are still valuable.
You can follow tutorials here. I am not vary much familiar about photoshop/illustrator but may be these tutorials be helpful.
Having a "good eye" and knowing what looks nice is good, but if you don't have that initial "vision" then you will be spending a lot of time playing around until you stumble on the design that looks good and even then you may never reach that point.
As developers, we are very good at following the guidelines put down by Apple and making sure that we follow those - after all it's a nice logical set of rules to follow and that's exactly what we do when we write code - follow logical rules.
Unfortunately the design side of things doesn't have rules that we can follow. Yes, we may be technical at using Photoshop or some other drawing application, but when it comes to actually having that spark of inspiration, that's not something we can just click a button for.
Looking at other applications is one way to go. But then you may end up having an app that looks like another app or a collection of a number of apps and then you may have problems with a fluid user interaction.
My own approach to this problem was to go out and find someone who is really good at doing that art stuff and working with them. I struggled for a long time designing my own stuff, but looking back, it was obvious it was a developer (me) doing the design. I'm not sure what it is, but there's an extra something that these graphic artists seem to be able to do that I just can't get and that makes all the difference.
But the flip side to this is that he can't code. Sometimes it's best to just stick to what you're best at.

Designing a iPhone application

I am into designing a new iPhone application. My application is will contain almost all iPhone SDK concepts including core data, server integration, location services. Is there any design decisions I should keep in mind?
My plan was to go by designing a controller class for each iPhone app screen and also any utility classes to be used. Any guidance will be really appreciated.
I forget who said this first, but it goes like this: The first project you do in any new technology will probably be very bad!
This is similar to these sage words from Fred Brooks - "Plan to throw one away; you will anyway"
So the best way is to wade right in, get dirty, light up the dark corners and learn what works for you. Then you'll most likely have some very specific questions based on your experiences!
This is a tough subject to talk about generally. Design approaches that work for some will fail for others.
It would probably help to know more about what you are trying to do. For a counter-example, I'm working on a game. I create an OpenGL context and from that moment on I'm managing assets like shaders, textures, mesh data, sounds,... . The way I've designed my project will pretty much be useless to you.
However the best advice that I can come up is to really figure out what you are trying to do. Create mockups of your GUI and document workflows. Do sketches of GUIs. Become an expert in the domain in which you want your application to work. Develop a deep understanding of what you are trying to do.
Once you have the GUI figured out, start working on the other end of the Model-View-Controller approach - figure out what data you need in order to provide the GUI that you've designed. Not all data structures are equal. What's the best data design for the domain you're working on?
Once you have the view and model figured out you need to glue everything together with controllers. There's lots of trick and traps here. Do you use threading to prevent the GUI from blocking? Do you make direct calls to objects or do you decouple and use notifications?
But this is the public appearance of your application. You might want to track usage data - consider what you wish to track and append that to your design. Errors happen, so think how to approach them.
However, it's hard to be more detailed without more details than what you've provided. Every application has it's own quirks and gotchas. It's nearly impossible to talk about this in a general sense.

Is programming knowledge necessary for an user experience designer?

We have a user experience designer in our team who has no programming background. He is expected to design screens within Eclipse as a development environment. His (valid) complaint is that every time he designs a specific screen and gives it to development - they tell him what is not possible technically using either SWT or GEF. So, he wants me to teach him basics of SWT/GEF so that he can make informed decisions and maybe even try out certain things in eclipse (as opposed to using Photoshop) before proposing designs to save time.
My personal belief is that design should not be constrained by technical possibilities and in theory, everything that the designer dreams of (at least the practical things) should be possible technically - albeit with workarounds or a little hacking.
So, my question is this - how important do you think is programming knowledge for user interface design? And if it is, how do you go about teaching someone with absolutely no programming experience the graphical frameworks on various platforms?
In principle, I agree with you. Programming knowledge shouldn't be necessary to be a skilled designer of UIs and work flows. However, knowing the abilities and limitations of the technology in use can help a UI designer work more effectively with the programming staff.
Where programming knowledge can help is if the development staff is blowing smoke that something cannot be done when it can be, some knowledge of the tools being used can help refute that. If the development staff is correct that something cannot be done, then knowledge of the tools can help the UI designer find an appropriate solution that meets the design goals and is achievable.
With a properly cooperative development staff, the UI designer would need very little (if any) knowledge about the specific GUI tools being used.
I've been on the developer side of this where I was being asked to do something impossible or impractical. I always worked with the designers to find a happy middle that met the design goals. Sometimes what I thought was impossible was in fact possible. Sometimes we had to do things a different way. A few things had to be put off as "possible, but too much effort." (Such as an SWT based application that became a Windows task bar. Definitely possible, but impractical for the project in question as it would require native code.)
What is most important is that both sides realize that they are on the same team.
Its very important..
Not knowing about:
technology in general
the technology you have chosen to dedicate your time investing into to produce the end product
Will result in a complete waste of time for everyone..
Even the end user needs to learn a bit about the technology employed in able to use whatever product we make..
Someone who drives a car will always need to know how to fill in the gas and know the basics of what a car is and what it can do, software works in a similar fashion.
Its like asking someone who doesn't know that cars (the ones of today) need wheels to make a drawing of your next release model.
The way to make them more aware of the technology is:
Show him/her similar products to the ones you should be making
Show him/her stand alone implementations of the building blocks you might consider using
But by all means...this doesn't mean you should stifle their creativity..have them draw away what they dream, just make them that little bit aware of reality as needs be in order to have something done in this lifetime
So, my question is this - how important do you think is
programming knowledge for user
interface design?
I think a basic knowledge of the standard user interface for the platform is required (text fields, combo boxes, radio buttons, etc). A good designer should be familiar with the capabilities and limitations of these GUI components, from a developer's point of view. So I guess some basic programming knowledge would be useful.
My personal belief is that design
should not be constrained by technical
possibilities and in theory,
everything that the designer dreams of
(at least the practical things) should
be possible technically - albeit with
workarounds or a little hacking.
I think there are important qualifications here --- each OS has guidelines on what constitutes good GUI design, and it's beneficial for your product that you follow them because the user has a certain mental model of how he or she should interact with applications on that platform. (Having said that, there may be good reasons for breaking some design conventions, e.g. in games, specialized graphics/music applications.)
how do you go about teaching someone
with absolutely no programming
experience the graphical frameworks on
various platforms?
Each toolkit makes available a whole bunch of small sample programs to demonstrate the use of different components --- this is probably a good first step to acquaint oneself with them.
Is not as important as common sense in my opinion.
It helps of course. But if the designer is asking for something that could be done ( because some other application uses it ) the development lead should at least present a workaround.
Programming knowledge probably not, but limitations on the chosen platform certainly.
I think it's better to learn up front, but if your UI designer is forced to learn on the fly, make sure that each time he is turned away, it's explained why something can't be done rather than just a flat refusal. This will keep him from getting as frustrated as he might otherwise be because he'll be able to form at least some logical framework for what he can and can't do.
I think the designer should be aware of the features and limitations that the tools he's using offer, and he should be aware of the limitations and the deadline of the current project that those guys are making.
He should also be aware of the background processing that's going on to show the screen UI, and all these things will come only if he has some rudimentary knowledge of programming.
He doesn't have to dabble in the depth of OOP, learn SQL, know the intricacies of reflection or anything fancy like that. He just has to know his platform well, and that I think is a requirement even for the designers.
The very core of "design" is to find a way to achieve a desired result within the constraints. If you don't anything about a part of the constraints that affects your goal, then you can't design.
It all depends on your tools.
Edit: What I mean is there are tools that are designed for designers, and tools for programmers. Eclipse, for one is not a designer tool. Photoshop is. Flash maybe, Flex not. I wouldn't require a Flash designer to program, but a Flex designer does need to program.
As for telling them about the limits of your tools it depends, really good creative designers will embrace those limits and make incredible work, mediocre designers will perceive the limits as roadblocks and stop being creative and just following the rules with fear.
I have given it some thought and based on the answers given previously, i have reached certain conclusions:
A preliminary knowledge about what is possible and what are the constraints while designing on a given platform is mandatory. This means that the graphics designer should be aware of the following:
The basic design guidelines on that platform
The standard UI toolkit / widgets provided on that platform (for ex: textboxes, drop-down lists, etc)
What is not possible (or is too cumbersome) on a given platform (for ex: creating translucent modal dialogs while fading out the background in Eclipse)
This amount of knowledge might not require the designer to dabble in programming.
The second level is where the designer is making an attempt to either create new widgets or to (knowingly) go against the set standards for a given platform. For instance, if the design includes graphs or the need to depict special relationships or a unique combination of text, graphics and images that is not implicitly supported by any standard toolsets. In this case, the designer should be aware of the technical possibilities and the limits of a given platform. In this case, i would argue that the designer should be able to write a little code and try out a few things to ascertain what might be within the realms of possibility.