Difference between revisions of "Get Involved/design"

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(Migrating information from old KDE Visual Design Group page in preparation for unification here)
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== About the VDG ==
 
== About the VDG ==
 
[[File:Konqui_artistic_cropped.png|frameless|right|200px|]]
 
[[File:Konqui_artistic_cropped.png|frameless|right|200px|]]
The VDG started out as the Visual Design Group, but has grown into a team dedicated to the whole user experience, including what is often called human interface design. The aim is to help KDE create software that is both beautiful and a pleasure to use.
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The VDG started out as the Visual Design Group, but has grown into a team dedicated to the whole user experience, including what is often called human interface design. The aim is to help KDE create software that is both beautiful and a pleasure to use. VDG maintains and updates the [https://hig.kde.org/ KDE Human Interface Guidelines].
  
VDG is always looking for people with skills in art, visual design, and human-computer interaction--or even just an interest in elegant design! If you have good ideas about how software should look and behave, you are a designer too, and we'd love you to join in.
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VDG is always looking for people with skills in art, visual design, and human-computer interaction--or even just an interest in elegant design! If you have good ideas about how software should look and behave, you are a designer too, and we'd love you to join in. Our group regularly interfaces with users, developers, and the Promo team, so flexibility and the ability to communicate with many different kinds of people are a boon.
  
  
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== Communication and workflow ==
 
== Communication and workflow ==
First, subscribe to the [https://mail.kde.org/mailman/listinfo/visual-design visual-design] mailing list to hear about general news and updates.
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First, subscribe to the [https://mail.kde.org/mailman/listinfo/visual-design visual-design] mailing list to hear about general news and updates. You'll also want to become a watcher for the [https://phabricator.kde.org/project/profile/89/ VDG project] in Phabricator. Finally, join the [http://webchat.freenode.net/?channels=kde-vdg #kde-vdg] freenode [[Internet Relay Chat | IRC channel]] (which is bridged to the [https://telegram.me/vdgmainroom VDG] Telegram room, if you prefer [[Telegram]]).
  
Most VDG discussions start out informally, in the [http://webchat.freenode.net/?channels=kde-vdg #kde-vdg] freenode [[Internet Relay Chat | IRC channel]] (which is bridged to the [https://telegram.me/vdgmainroom VDG] Telegram room, if you prefer [[Telegram]]).
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Most VDG discussions start out informally, in IRC. Once there's general agreement in the real-time chat, the discussion moves to a Phabricator task. The goal here is to open the discussion to up include developers, and make the proposal more concrete using images and mockups. Mockups can be created using KDE's [[KDE Visual Design Group/HIG/MockupToolkit | Mockup Toolkit]] and should be hosted on [https://phabricator.kde.org/pholio/ Pholio].
  
Once there's general agreement in the real-time chat, the discussion moves to a Phabricator task. To be apprised of these, become a watcher for the [https://phabricator.kde.org/project/profile/89/ VDG project] in Phabricator. It's important that VDG Phabricator tasks task include as subscribers all the developers who may be affected by the proposed work. If there's a pre-existing task for the work, use that. If the discussion is proposing new work and there is no pre-existing Phabricator task, create one. Try to honestly and fairly summarize the discussion and initial VDG conclusion when writing the task's initial description. It's important not to lose context or history!
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It's important that VDG Phabricator tasks subscribe all the developers who may be affected by the proposed work. Try to honestly and fairly summarize the discussion and initial VDG conclusion when writing the task's initial description. It's important not to lose context or history!
  
 
In the Phabricator task, it's common for the details or scope to change based on developer feedback. This is normal! Developers have a better idea of what's technically possible or reasonable to change. Listen to developer feedback and change the design accordingly. At the same time, encourage them to listen to your expertise, and gently stand your ground if a developer tries to dictate design decisions to you.
 
In the Phabricator task, it's common for the details or scope to change based on developer feedback. This is normal! Developers have a better idea of what's technically possible or reasonable to change. Listen to developer feedback and change the design accordingly. At the same time, encourage them to listen to your expertise, and gently stand your ground if a developer tries to dictate design decisions to you.
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== Know thyself ==
 
== Know thyself ==
 
In a highly technical field like programming, it's easy to know the limits of your expertise. This is more difficult in more subjective fields like art and design, and it's very important to have a firm grasp of your own limitations. If you know you're not very artistically skilled, don't involve yourself heavily in icon design work, for example. If you don't have any skill or background in human/computer interaction, leave those discussions to the pros!
 
In a highly technical field like programming, it's easy to know the limits of your expertise. This is more difficult in more subjective fields like art and design, and it's very important to have a firm grasp of your own limitations. If you know you're not very artistically skilled, don't involve yourself heavily in icon design work, for example. If you don't have any skill or background in human/computer interaction, leave those discussions to the pros!
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==Old Things==
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* [[KDE_Visual_Design_Group/Archive | Archive of outdated documents that may still be useful for reference]]
  
  
 
{{TODO|ask the VDG about mentoring - add a section to [[Mentoring]] and link from here}}
 
{{TODO|ask the VDG about mentoring - add a section to [[Mentoring]] and link from here}}
 
__NOTOC__
 
__NOTOC__

Revision as of 16:37, 12 June 2018

About the VDG

Konqui artistic cropped.png

The VDG started out as the Visual Design Group, but has grown into a team dedicated to the whole user experience, including what is often called human interface design. The aim is to help KDE create software that is both beautiful and a pleasure to use. VDG maintains and updates the KDE Human Interface Guidelines.

VDG is always looking for people with skills in art, visual design, and human-computer interaction--or even just an interest in elegant design! If you have good ideas about how software should look and behave, you are a designer too, and we'd love you to join in. Our group regularly interfaces with users, developers, and the Promo team, so flexibility and the ability to communicate with many different kinds of people are a boon.


Current projects

VDG's current projects are listed on the Phabricator workboard.


Communication and workflow

First, subscribe to the visual-design mailing list to hear about general news and updates. You'll also want to become a watcher for the VDG project in Phabricator. Finally, join the #kde-vdg freenode IRC channel (which is bridged to the VDG Telegram room, if you prefer Telegram).

Most VDG discussions start out informally, in IRC. Once there's general agreement in the real-time chat, the discussion moves to a Phabricator task. The goal here is to open the discussion to up include developers, and make the proposal more concrete using images and mockups. Mockups can be created using KDE's Mockup Toolkit and should be hosted on Pholio.

It's important that VDG Phabricator tasks subscribe all the developers who may be affected by the proposed work. Try to honestly and fairly summarize the discussion and initial VDG conclusion when writing the task's initial description. It's important not to lose context or history!

In the Phabricator task, it's common for the details or scope to change based on developer feedback. This is normal! Developers have a better idea of what's technically possible or reasonable to change. Listen to developer feedback and change the design accordingly. At the same time, encourage them to listen to your expertise, and gently stand your ground if a developer tries to dictate design decisions to you.

Once there's general agreement in the Phabricator task, work should begin and folks can start submitting patches!


Know thyself

In a highly technical field like programming, it's easy to know the limits of your expertise. This is more difficult in more subjective fields like art and design, and it's very important to have a firm grasp of your own limitations. If you know you're not very artistically skilled, don't involve yourself heavily in icon design work, for example. If you don't have any skill or background in human/computer interaction, leave those discussions to the pros!


Old Things


noframe
 
TODO
ask the VDG about mentoring - add a section to Mentoring and link from here

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