THE SKINS FACTORY
The Skins Factory

FAQ


 

The Design Process

+ Frequently Asked Questions


 
VPower_Production.jpg

Viridity Energy’s VPower | An example of an early comp our team designed.

 

 

The Design Stages

Stage 1: Discovery

We spend time analyzing and deconstructing the present application screens or review the scope of work, conduct internal discussions regarding design direction & user experience, and external meetings with stakeholders.

Stage 2: Prototype Design

Here we road map the initial design prototype in terms of navigation, layout and visual design, along with quantifying the ease-of-use of the interaction & experience design. Once The Skins Factory has a viable prototype candidate(s), your team will have a chance to decide which direction to take the main screen and whatever modifications are needed. During this stage, we explore the fundamental underlying DNA for the visual design language. Once the main candidate is approved, the rest of the screens will be designed.


Stage 3: Propagation

Once the final candidate graphics are approved, the design language will be adapted & deployed to the remaining screens, as we establish the ongoing feature sets’ functionalities and design language.

Stage 4: Source File Assembly

Once Stage 3 has been completed & approved, the deliverables are organized into a core set of Adobe Photoshop CC .PSD file(s) containing optimized (merged into as few compositing layers as possible) graphics for each distinct graphical element and any associated states ready for export by your code developers. These constitute the source files & final deliverables. No coding is involved.



Frequently Asked Questions

Project Expansion + Costs

How do you cost out projects?

Depending on the project, we offer fixed rates (preferable) or blocks of time. We use a simple method to cost out projects - we review the entire scope of work or request for proposal, estimate how many hours the project will take from start to finish and multiply the hour estimate by our hourly rate to come up with a fixed rate. We’ve been doing this for over 18 years, and are really good at figuring project costs. If the project takes longer, there are no additional charges provided the reason is not scope expansion. If it takes a slightly shorter duration, there are no refunds.

We require a non-refundable retainer before we start of 50% of the total project cost. The remaining 50% is due upon completion of the project and before we turn over the final source files.


What if we need to expand the Project Scope after we’ve started?

After we sign and execute a Design Agreement, the initial Scope of Work is “locked in” since costs are based solely on the project scope you initially provided. You can always add more work / scope to the project. It’s a simple process where you submit an additional Scope of Work, we cost it out, and if the costs are accepted, we deliver to you an Addendum Agreement. Once signed, the new Scope of Work becomes part of the project.

Please note, the costs for the addendum are due up front as the new Scope of Work will push the completion date further into the future.


What are your deliverables?

The deliverables are organized Adobe Photoshop CC .PSD file(s) containing organized + optimized (merged into as few compositing layers as possible) graphics for each distinct graphical element and any associated states ready for export by your code developers. We often deploy a Photoshop feature called “Layer Comps”. Using layer comps, we can create, manage, and view multiple application screens in a single Photoshop file. By activating a layer comp, only the layers for that particular comps are turned on. This expedites a developer’s workflow by not having to search a .PSD that has a multitude of layers and folders.

No coding is ever involved.


 

Initial Project Start

How long until we see the first design candidates (marker comps)?

This typically takes 5-10 business days (every project is different), during which time we will explore various approaches and narrow down the best initial candidates for presentation. The complexity of the product is also a determining factor.

What kind of design reviews would You hold - how many?

Because the design process is fluid in nature, we will submit artwork for your review as it is designed, often with notes explaining direction and thinking behind what you’re seeing. We use utilize the world’s leading design collaboration platform, InVision, where our team and yours, can collaborate. This comes in handy when the project has been completed and you want to refer back to notes and comments made during production. We also communicate via email or teleconference - whichever is most convenient for you and your team. We find regularly scheduled (specific weekday) drops and review meetings slow down the process, as there will be likely weeks upon which you receive multiple drops for review and others where they may be no drops.


 

Design Methodology

How do you start creating a design? How do you take user experience (UX) into consideration?

We work systematically through the sections of an application. We believe in structural consistency, so that there is a minimal learning curve as the user navigates the application. In terms of user experience, we truly believe that “less is more.” Workflows should be readily apparent with no guesswork involved on the part of the user. In developing an experience, we become the user as we imagine what we would want from the product / service. Much of what we do is driven by logic and the intuition that comes with extensive experience. We believe in exploring the possibilities to find the correct approach that enables the user to feel connected to the experience.

What is your definition of a good designing approach vs a bad designing approach?

When a software application is new or drastically redesigned, all users should be considered “new” users. Good design involves helping your software users navigate through unfamiliar territory. We accomplish this by providing easy-to-use navigation, intuitive content & productivity layouts, and when necessary, subtle on-boarding. We deploy ample white space throughout the UI, to promote a sense of calm and purpose. We put great importance on the look & feel of the design, as we believe that form & function should be symmetrical for the software application to be successful.

How do you approach mobile adaptive vs desktop designs?

While some products lend themselves to adaptive design directly from the desktop browser, some definitely require hands-on adaption to scale in order to deliver the same functionality from one presentation model to the other. In projects where both are required, we generally tackle the desktop version first. Depending on the nature of the application, mobile can be embarked upon while desktop is still in development and they can be executed in tandem. We don’t adhere to the “one-size-fits-all” scenario when it comes to designing both, desktop and mobile UIs. Each environment is inherently different in terms of functional space and interaction, and should be designed separately so that we can deliver an experience that best serves each platform.

What do you think differentiates you from others in your industry?

Few studios can match The Skins Factory’s experience or the consistent quality of our work. This is why we display large, bold examples of our design work in our portfolio. We think our work stands out from the crowd. We’re trend-setters.

We see past current design trends and endeavor to take the design further, so that our clients can use our designs for a longer period of time - thus giving our clients a better ROI. We know that good interaction and user experience design means you shouldn’t have to read a manual to understand what’s going on. Your end-users lead busy lives, and a great user interface needs to get out of the way, so they can get their work done as quickly as possible. That’s what we deliver.