Earlier this week photographer Jonathan Nimerfroh was walking along the coast of Nantucket when he noticed something odd about the waves crashing on shore. The high temperature was 19°F (-7.2°C) and while the waves weren’t completely frozen, they were thick with pieces of ice, much like the consistency of a Slurpee, or an slushy, or an ICEE, or whatever. It’s amazing to see how the ice changes the form and color of the waves, making them seem almost solid. You can see a few more shots over on Stay Wild Magazine. You can follow more of Nimerfroh’s photography on Instagram. (thnx, Amber!)
Most of us were thrown for a loop when responsive design came into being. We tried to jam it into our existing, pixel-perfect, old-as-the-web-itself processes. It’s been a steep learning curve (and still is).
Edge Reflow is one in an avalanche of tools that have come out that make it possible to visually design a responsive website. What you do with that design is up to you (and the capabilities of the tool). Edge Reflow was created to address how responsive design has changed our web workflows.
Reflow takes your static Photoshop (PSD) files and breathes responsiveness into them. Instead of having to create 3, 7, 14 or however many Photoshop comps for each necessary device or size, you can let Reflow convert the Photoshop content into HTML and CSS and then visually adjust the design using breakpoints in Reflow.
Where Does Reflow Fit In Our Web Workflow?
This is the question I get most often. As Adobe states, Reflow is meant to “start responsive designs faster and create high-fidelity prototypes through media query breakpoints, precise CSS layouts, grouping and more.” A big plus is that it connects directly with Photoshop, so the thought is that you can go from a static design to a responsive prototype (or at least a starting point) in a few moves.
What can you use Reflow for right now? I’ve seen Reflow used as a simple way to mock up a one-page concept for a client, which can work well. Reflow can also be used to visually resolve a website design problem. It’s a great tool for wireframing. If you want to build a complete responsive website without getting your fingers dirty with code, however, you’ll work too hard to accomplish a goal that other tools do better in less time.
Reflow may be part of a web developer’s toolbox, but it’s not meant to be a one-stop website creation tool. You’ll need to decide if it could (or should) play a part in your workflow based on what it can and can’t do. If you work with designers upstream, or you are a designer, then it might fit. As a developer myself, I’ll cut to the chase and add also that the code it generates is not how I would do it. For starters, it uses IDs for style names and is only optimized for WebKit browsers. Does that mean you throw the code in the trash? Not necessarily, as you’ll see.
You Can Start With Photoshop
Currently, Reflow is being positioned as a visual design tool, which means you can drag and drop content and make formatting edits using panels, but it does require some knowledge of HTML and CSS (at least the basics). If you step into Reflow not knowing what a float is or how margins affect a layout, then the learning curve will be steeper.
There are a few ways to start a responsive design project in Edge Reflow. You could crack open Reflow and choose File → New Project and start jamming on a blank canvas, pulling content from Photoshop or pushing content from Photoshop to Reflow (or a combination of those methods). Adobe focuses on the Photoshop connection because that’s how most designers used to start their designs (and maybe still do, depending on their workflow and distaste for code), so we’ll do the same.
A lot of people I talk to start designing in Photoshop and then push (or export) to Reflow. This way, they use the same design features and knowledge of Photoshop that they’ve always had. That said, here are a few best practices for working with Photoshop if you plan to go to Reflow from it.
Use smart objects
Smart objects are useful because they link shared content, such as navigation and footer content, to your Photoshop file. Smart objects for images also allow you to keep full-resolution versions for later editing (think non-destructive editing).
Be careful about linked smart objects
Right after I said to use them, right? Highly suspect, Brian. Currently, any linked smart objects (PSB) files in Photoshop will be simply flattened when exported to Reflow. Suppose you have shared navigation with text — that will become rasterized.
Set the right size
This doesn’t really need to be said, but start in Photoshop with the size that you are aiming for, whether it’s mobile first or something else.
Set up Extract Assets
This is a must if you plan to export from Photoshop to Reflow. File → Extract Assets in Photoshop will generate the optimized assets (you’ll learn about this shortly).
Round your numbers
As with all things web, we try not to keep our formatting values at things like 12.347655893pt.
Use shapes, not filled layers
Shapes become <div>s in Reflow, and filled layers become nothing (they are dropped when you export).
Organize your layers
The HTML that is generated follows the stacking order in the Layers panel. Content at the top of the Layers panel will appear at the top of the HTML document. In other words, make sure that your footer content isn’t a top layer in the Layers panel, otherwise it will be close to the opening <body> tag, and you’ll have to use some unsavory methods to position it at the bottom of the page in the HTML.
Mind layered images
Images with content layered on top of them are treated as background images in a <div> in Reflow.
Think about naming layers
If you name a layer something like image.png, 200% image@2x.png, then two images will be generated. The first image in the list will be placed in the design in Reflow, and the other will be generated and will hang out in the assets folder.
Mind text objects
Text objects that are drawn in Photoshop as a type area will have a dimension in Reflow. If you simply click with the Type tool in Photoshop, then the paragraph in Reflow will not have a width.
Photoshop Extract Assets
Adobe Photoshop CC has a feature called Extract Assets (File → Extract Assets) which utilizes Adobe Generator. You can generate JPEG, PNG, GIF, or SVG image assets from the contents of a layer or layer group in a PSD file when you export to Reflow. Choosing File → Extract Assets allows you to optimize assets, setting sizes, formats, and more. After setting up the optimization settings, your layer names are altered, adding a supported extension for an image format (PNG, GIF, JPG, or SVG) to a layer name or a layer group name. Generator will create the images used in Reflow and free us from having to slice in most cases (yay!). Even if you wind up not using Reflow, Extract Assets is worth a look. You can then export to Reflow and the optimized assets will be automatically generated.
With the content named in the Layers panel, you can finally breathe responsiveness into your Photoshop file by exporting to a Reflow project file (File → Generate → Edge Reflow Project). When it’s complete, a folder will be generated in the same folder as the PSD. This folder contains a Reflow project (.rflw), as well as the generated assets in an assets folder.
Toss It Over To Reflow
After you export from Photoshop, you can open the Reflow project file (.rflw) in Edge Reflow to see what was created. If any fonts are missing, Reflow will show a prompt allowing you to fix them with Typekit fonts, Edge Web Fonts, web-safe fonts or local fonts.
The Photoshop content was converted to HTML and CSS according to the original content (text, vector, raster) and the layer structure in Photoshop. If you click the Elements panel icon on the right, you will see the code (DOM) for the HTML that has been generated. If you look at the structure and naming, you will see that it is loosely based on the Layers panel in Photoshop. You will find that hidden content is ignored and that groups (the folders) are also ignored, but that the content within is not. Also, text is still editable (in most cases), and named vector content and raster content are now raster images.
The code that is generated uses HTML5 Boilerplate for a CSS “normalize” sheet, but the layout really isn’t based on an existing framework, such as Twitter’s Bootstrap. Below is an example of code generated for the <head> of a page when exported.
The image content that is generated from your named layers in Photoshop is in the assets folder (as we saw earlier) and can be found in the Asset Library panel on the right in Reflow. The Asset Library panel shows all images in the assets folder, even those not currently in the design, and it functions similarly to the Links panel in InDesign and Illustrator. You can tell which images are not being used in your design because they have a number 0 to the right of their name in the panel. In this panel, you can search for assets, replace assets, update assets and more.
The Photoshop CC Connection
Once you export from Photoshop CC, the connection to your Photoshop design is still somewhat alive in Reflow. I say “somewhat” because any changes to generated image content made in Photoshop (and that you named in the Layers panel) can be updated in Reflow. Text, page elements and other unnamed content will not.
In Reflow, the Photoshop CC Connect panel (on the right) is where you will see the connection to Photoshop. If Photoshop CC is open, then the panel will show you that Reflow is connected to whatever file is open in Photoshop. This threw me at first. You could have a PSD open in Photoshop that has nothing to do with the Reflow design, and it will still show you that it’s connected.
“Connected” can mean a few things. You can open the PSD file that the Reflow project was created from and make updates, which in turn will update the applicable content in Reflow. You can open a different PSD (or even show a different layer comp) — say, for a new page on the website — and create a new page from that PSD content by clicking the “Create New Page” button in Reflow. You can even open a PSD file and simply generate the named layer content and save it into the project’s assets folder (maybe from a PSD that contains icons or other elements) by clicking the “Import Assets” button in Reflow.
To make changes to the design in Photoshop and update the Reflow project, you will first need to turn on “Photoshop Asset Sync” (an arrow is pointing to it in the following screenshot). You can then open the PSD in Photoshop and make changes to the design, and any named layer content that is generated by Photoshop Generator will need to be updated in the Asset Library panel in Reflow (circled below).
Adding And Editing Breakpoints
By default, your project in Reflow contains no breakpoints (i.e. media queries) and is a purely fluid design (set to percentage widths, with no maximums or minimums). It’s your job to add breakpoints where you see fit (usually where the design falls apart). Clicking the “+” (plus) button in the upper-right corner will add an initial breakpoint (which is a good idea). If you click and hold down “+” in the upper-right corner, a menu will appear that lists all of the breakpoints. Here is where you can edit an existing breakpoint (the value or the label) or delete a breakpoint. You can also set the breakpoints (media queries) to be either minimums or maximums (one or the other).
I really wish Reflow would take media queries further, allowing for a mixture of max/min or other types of media queries (think Retina), but at its core, it’s a visual responsive design tool meant to prototype.
If you drag the gripper bar on the right edge of the page’s content to the right or left, you will see how the design responds. When you need to make a design change, click “+” to set a new breakpoint. Click on the colored bars above the ruler (indicating a breakpoint) to resize the design to that breakpoint.
Adding and deleting breakpoints are easy, but there is a catch in Reflow (and other programs like this). If you go to make a design change, make sure to select the correct breakpoint! If not, it’ll bite you at some point because undoing in Reflow (Edit → Undo) still needs some work.
How Reflow Interprets Your Design (Floats, <div>s, Etc.)
With the Selection tool selected in the Tools panel (by default), you can select content on the page. All of your page’s content lies within a primary container (<div>) that is set to center horizontally and that has a 100% width. Shapes in Photoshop typically become <div>s in Reflow; text becomes <p> elements with styles applied; images become either regular images or background images, and so on. Almost all of the content in your Reflow project will be positioned using the CSS properties float: left and margin. Knowing this is important when you attempt to edit the design in Reflow by simply dragging content. I’ve seen a lot of people get tripped up if they haven’t learned the basics of layout, including margins, padding and floating.
The layout editing and formatting controls are found in the Layout and Styling panels on the left. The Layout panel is where you will find typical CSS properties like sizing (including maximum and minimum widths and heights), margins and padding, positioning, floats, clears and more. The more advanced formatting options are hidden initially in the Advanced section of the Layout panel. In Reflow, most people either use a combination of dragging and sizing the content manually or adjusting the layout options “by the numbers” in the Layout panel.
Styling options for text formatting, backgrounds, shadows, rounded corners and more are found in the Styling panel on the left. Text formatting is relatively straightforward, and Reflow allows you to use Edge Web Fonts, web-safe fonts, fonts on your hard drive, and fonts via a Typekit kit that you create. The Styling panel is where you also go to add rounded corners, borders and drop-shadows and to edit the opacity of other objects as well.
If you’ve designed to a grid in Photoshop or you know that the goal for the project is to work with a particular grid or framework, then you can edit the visible grid in Reflow to match. With nothing selected (by clicking in a blank area of the design area), you will see the grid settings below the Tools panel in the upper-left corner. Of course, the grid in Reflow is merely a guide. It doesn’t generate a series of CSS styles, such as for fluid grids.
Editing The DOM
As mentioned, you can see the HTML structure in the Elements panel on the right side of the workspace. In that panel, you can hover over an element to see the corresponding content in the design (it will be highlighted) and click to select it. The eye icon in the Elements panel is a toggle for the display CSS property. Renaming content in the panel will change the name of the ID applied to the HTML object (as you can see in the screenshot below). Yes, I said ID. Reflow doesn’t generate classes in the CSS, and currently there is no way to add a style name or change the type of style (to a class, for instance). This is limiting, because you can’t inject any code (any code — even JavaScript) or make actual style changes outside of what the program can do. You need to export the code and take it somewhere else with no chance of bringing that code back in.
You can also organize content in the Elements panel by dragging content, which will directly affect the HTML’s ordering and layout. You cannot nest content within, say, a new <div> using the Elements panel, but content that is nested may be moved out or moved between those groups. To nest selected content in a parent element (a <div>) to make a column, for instance, you could use the menu item Edit → Add Parent or even group the selected content (Edit → Group).
Note: Clicking the “Page” element in the Elements panel allows you to edit the layout and styling properties of the <body> tag. Clicking the “Container” element allows you to edit the properties of the main containing <div> that all content is within by default.
Creating Pages
You can create pages in your Reflow project using the Page menu, Photoshop’s Assets panel (by clicking the “Create New Page” button) or the super-simple Pages panel on the right side of the workspace. In the Pages panel in Reflow, you can either duplicate a page or add a new blank page. If you duplicate a page, it will have no connection to the original page except for the images (which are linked to the same source images). In later builds of Reflow, thankfully, breakpoints are copied in duplicate layouts. If you create a series of pages that share navigation or footer content, the only real way (currently) to update that content on all pages is to go to each and make the changes, or to copy and paste the content from one page to the next. There are no such things as library items, symbols, or whatever you would call them to edit shared content in one place.
Each page in Reflow becomes a separate HTML page that gets its file name from the page’s name in the Pages panel. Each page has its own CSS file, and formatting that is the same across pages is not pulled into a shared CSS; it’s simply duplicated across multiple CSS files. The screenshot below shows what was generated when I chose File → Export For Code Editor.
Working With Images
Within Reflow, you can insert PNG, GIF, JPEG and SVG images by dragging images into the design from the Assets panel or from a folder on your hard drive or by using the Add An Image tool to click and add an image. If you use the Add An Image tool, then you would choose an image and, with the place gun, click and place the image where you’d like.
Note: The best practice is to put images in the assets folder that was generated by Reflow when you exported from Photoshop. If you insert an image in the design using the Add An Image tool that is outside of the assets folder, then it will be copied there.
Reflow also allows for multiple layered background images (and solid-color and gradient backgrounds), and it supports the most widely used CSS3 properties for adjusting the background images.
One of my favorite commands in Reflow is to select an image on the page (not a background image), right-click on it and choose “Move to New Box Background.” This will remove the <img> tag from the HTML, insert a <div> instead and creates a style with the same image but as a background image. You can even right-click on an image in the Asset Library panel and choose “Set as Background” for a selected object.
Note: Currently, there is no mechanism for working with Retina images in Reflow.
Creating Forms
I wanted to add a section on working with forms, not to show how to insert them, but to discuss what they are and aren’t. The Form tools are found in the Tools panel. If you click and hold down the “Add a Button” button, you will see them all. By clicking or clicking and dragging, you can position and format each field pretty simply using the same properties as in the Layout and Styling panels.
The form you create in Reflow will not submit data. That’s because the tools will create form tags like <input> and <select> but will not add an actual <form> element to the code, which means you can’t set typical options for the <form> tag in Reflow by default (such as method and action). A form in Reflow can be used only as a visualization or starting point, to be edited in another program later.
Below is an example of code generated for a simple form created in Reflow.
Built in to Reflow is the ability to test on devices using Adobe Edge Inspect CC. Edge Inspect allows you to preview Edge Reflow content across multiple devices. Simply test the page, take screenshots from any connected device, and then see real-time results of changes to the design.
Note: To preview Reflow content on a device, you’ll need to download Edge Inspect to your computer and then install the Edge Inspect CC app on an approved device (iOS, Android or Kindle Fire).
What Reflow Doesn’t Do
If you are using the program to create quick comps as a visual aid, then Reflow might work. But if you dig into the program and want to use the code that is generated, then be aware of what it can and can’t do. The things listed below are the major things it can’t do (as with any program, there are little things we each wish it could do, I know).
What About the Code It Generates?
The styling it generates is not very succinct, and IDs are used for just about everything. You can’t insert your favorite jQuery slideshow or other code in Reflow because code currently can’t be injected. Reflow does not really support much in the way of SEO content (who needs that anyway?), tables or lists. You can’t edit its CSS (the actual code) unless you make changes in the Styling panel. You also can’t add a blog or e-commerce functionality in Reflow (because code can’t be inserted).
As you edit a design, you can preview in two WebKit-based browsers (Safari and Chrome) by choosing View → Preview In… The code is not optimized for non-WebKit browsers. When you preview a page, the HTML and CSS are generated (this is how we used to get at the code if we wanted to use what Reflow generates). In later builds of Reflow, you can export the code by selecting File → Export for Code Editor. Exporting the code removes a line from the code stating that it’s only meant to be used for previewing, and then a copy of the content is created in a new folder of your choosing, and an HTML file is dumped in, which you will use as a frame for the pages when previewing.
If the code is not suitable for your production environment, then you can copy and paste CSS snippets from within Edge Reflow (this is how I use it, if at all). When you select content, you can click the “< >” icon in the tag selector at the bottom of the document’s window (an arrow is pointing to it in the screenshot below). This will display the CSS associated with the selected object, even giving you the CSS for each media query that affects the selected object. Click the clipboard icon at the bottom of the menu to copy all of the CSS, or click the clipboard icon for the CSS that you hover over to select just that code.
Final Notes
There you have it: a quick-ish tour of the features in Edge Reflow CC. I know that this program can be polarizing, especially for those of us who can code. But I do have a use for this program in some of my projects. Would I use the code? Most likely not. But that’s also because my themes and frameworks are dialed in to how I like to create websites. I find it useful for my designers to use for quick prototypes or wireframing, mostly when they start the design in Photoshop. I also like to use it to see those niggly little text formatting properties that designers pore over, like line-height.
The program has a long way to go before its code can be used as is in a production workflow. I can’t tell you the ultimate direction it’s headed in — will it eventually integrate with an existing framework as a building point, or will it let you inject code? Will it survive the crush of tools coming out today or be an experiment that gets scrapped? — it’s a risk we all take with tools these days. In my opinion, for it to be a one-stop shop tool to build sites in, it would have to come a long way from where it is now.
Where to go from here? Here are several resources to learn more about working with Edge Reflow CC:
How does one design and develop for the responsive web? A lot of methodologies out there try to tackle this problem, but all of them rely on the same classic website development process. It boils down to the following: design and then develop. Let’s go nuts and flip this outdated methodology on its head.
Before we start flipping things around, let’s take a quick stroll down memory lane, just so we know where we’ve come from and where we are now.
History
It’s 1989, and Tim Berners-Lee, the man with the plan, conjures up HTML while working at CERN. It’s a language to link content across documents.
After four years, the web went public, in 1993. It took a couple of years for someone to create the first columned layout using a table — at which point, something changed. I imagine this as being a turning point in web development. It was the moment when design could be moved to the front of the development process. You could now design a web page, slice it up and present it on the web.
Luckily, we regained our sanity and ditched tables for layout. We proudly moved to semantic HTML, but we held on to our design-first approach. Let’s take a closer look at semantic HTML.
Semantic HTML
Semantic HTML is about picking the right HTML element to describe a given piece of information, rather than using HTML to define the way the information should look. If you’re a front-end developer, you’ve probably been doing this for the past couple of years. Great, keep it up!
In my opinion, writing semantic HTML is one of the key aspects of being a good front-end developer. It’s something I value greatly.
Because of that, it’s been a topic I’ve discussed a lot with colleagues who have valued it less or simply did not understand. To resolve these debates once and for all, I tried to give them a glimpse of the thought process behind my HTML writing.
I searched for a straightforward website online and derived its HTML structure (without looking at the existing HTML, which would have been cheating). Then, I turned my HTML thought process into a step-by-step visualization. For many of my colleagues, this visualization turned out to be a real eye-opener. These couple of visuals created mutual understanding of what a front-end developer does and why semantic HTML is important. Also, interestingly, it revealed that not all front-end developers view semantic HTML in the same light.
Below is the website I used in the thought process experiment.
I’ve laid out the thought process below. On the left side is my view of the website. On the right is the written HTML as rendered in the browser. OK, let’s do this!
In my opinion, this landing page serves as an umbrella for all subpages. So, I’ll wrap the logo in an h1. I’ll add an img tag as well, so that the logo displays when printed.
All right, next up is the menu. I’m putting it at the top because this is a landing page. Also, let’s handle caps with CSS text-transform. I’ll wrap the menu in a nav and add a mandatory header called “Navigation” inside. Also, we’ll add an ordinary unordered list, with anchors as links to the other pages.
Is this image showing a train actually content? And should we, therefore, use an img tag? Or is it aesthetic, meaning we should handle it in CSS using background-image? I’m going with aesthetic, which means it won’t end up in the HTML outline.
What type of content is that white text below the image? What should I name it? How about “Introduction” — I’m not 100% sure, though. I’ll add an “Introduction” heading and hide it with CSS later on. This heading might be useful for screenreaders as well.
Wait a minute! That blue “Join us today” button is related to the introductory paragraph (“… if you joined us”). Also, it’s not a button but a link. I’m setting myself up for a CSS positioning nightmare.
At this point, I don’t know what to do with the “Book an event” button. It’s not related to “Join us today,” that’s for sure. It’s a button without context. I’ll just skip it for now.
Finally, some straightforward content: headings, paragraphs and links. To position them, we might need to wrap some of these in a div later on.
On to the events! Let’s go for an ordered list because shuffling the dates would be confusing. We’ll use the time element for dates and times. Let’s wrap a link around the subheading.
Now we know where the “Book an event” button should go. People need to know about upcoming events before they can book one — makes sense. So, we’ll put the button with the events making our CSS positioning nightmare even worse.
Below is the resulting HTML.
<h1><img src=""/>Greater Dunnellon Historical Society</h1>
<nav>
<h2>Navigation</h2>
<ul>
<li><a href="/">Home</a></li>
…
</ul>
</nav>
<main>
<h2>Introduction</h2>
<p>We’ve come together … if you joined us.</p>
<a href="/">Join us today</a>
<h2>A commitment to our history</h2>
<p>The Greater Dunnellon … in its heyday.</p>
<h3>Learn about Dunnelon's history</h3>
<p>Dunnellon was platted … South Williams Street.</p>
<a href="/">More history</a>
<h3>Your next event at the depot</h3>
<p>The depot provides … are also available.</p>
<a href="/">Make a reservation</a>
<article>
<h2>Upcoming events</h2>
<ol>
<li>
<h3><a href="/">Museum open Tuesdays</a></h3>
<time>01/21/2015 from 11:00 am</time> to <time>4:00 pm</time>
<p>Learn, teach and share history with Boomtown Sam!</p>
</li>
…
</ol>
<a href="/">Book an event</a>
</article>
</main>
A lot of attributes have been left out to keep the HTML compact.
You probably noticed that I’ve made a lot of assumptions in order to come up with the HTML structure above. The introductory paragraph heading, the banner image and the call-to-action buttons — these were all places where I assumed something and added to or altered information on the page.
I’ve also made assumptions about where to position things on the page. In deriving semantic meaning from textual data, I’ve assumed that the visual designer intended to give information on the right side a lower priority than information on the left. Based of these assumptions, “Upcoming events” ended up below “A commitment to our history.” I put the navigation above “Introduction,” although it might have been better the other way around.
Assumptions are dangerous, not only because one could assume incorrectly, but also because somebody else will most likely assume differently. In this case, if you and I had independently written an HTML tree based on the design above, it would have been a miracle if they turned out the same.
HTML is about giving meaning to information. We should not end up with different descriptions of the same information. It seems that design clouds the meaning of the content and creates room for interpretation and assumption.
Content First
A content-first1 approach teaches us that visual design should always be based on actual content. Only with real content can we decide how best to present it to users. We’ll get to what “real” means in a minute.
With a content-first approach, we move from designing without content to designing based on content — a very important distinction. Remember the definition of semantic HTML: giving meaning to content.
Semantic HTML has no relation to appearance — that’s what CSS is for. Why put off the HTML until after the design phase if it doesn’t depend on the appearance? Let’s move it to the front and describe our content before designing it.
It’s a small change, but it makes a big difference. With this change, all assumption is taken out of the equation. We now know how our content will be structured. And before even drawing a pixel, we’ve got ourselves a website.
Do you hear that? That’s the sound of screenreader users celebrating.
Flipping It
Let’s go back to the slides. This time, we’ll do it the other way around. We’ll use the HTML that we’ve just written and imagine a designer using it for their visual design.
It’s difficult to imagine the call-to-action buttons ending up where they were in the original design. In terms of visuals but also content, this new setup makes a lot more sense.
When we were basing the HTML on the initial visual design, we could use the visuals for one viewport only. By turning things around and basing the design on the HTML, we can use the HTML for all possible viewports and contexts.
Reality Calling
If I’ve piqued your interest, you might be wondering how to implement this approach in an actual project. Depending on the project, your team and your client, it might look something like the following.
Because we’re doing things content-first, we need to get our hands on the client’s content. Mark Boulton4 rightly points out that content-first is not about waiting for the final content before doing anything. When we talk about content-first, we mean that we want to know the structure of the content that we’re designing for. Having the final content already in hand would be fantastic, but most of the time it simply is not. In “Structure First. Content Always5,” Boulton says:
You can create good experiences without knowing the content. What you can’t do is create good experiences without knowing your content structure.
In my experience, this is true, and making sure everyone knows what “content first” means is important. So, make sure everyone understands that you’re talking about structure and that you don’t mean to pause the project and wait for the client to deliver the final content.
Before we start writing HTML, we need to determine what content to present on the page and how to prioritize it. This is where a priority guide comes in handy. Together with your client, write down all of the content types of your web pages on sticky notes, and then order them chronologically along the y-axis. For example, you could have a “product detail” sticky and a “post a review” sticky, and because someone would need to know about a product before reviewing it, “product detail” should come first. Your client might deem the “post a review” box to be more important, but that importance could be visualized later using color and composition, not by changing the order of content.
I find that clients are pretty good at this exercise, maybe because they are used to writing documents such as quotes and writing papers that must adhere to a certain hierarchy and chronological order to make sense. As I said, this exercise makes them really think about what’s important. Also, if there are multiple stakeholders, it shows how each is motivated and which stakeholders have the most influence.
We’ve set up our content types; let’s talk about content structure. Structuring content is exactly what HTML is good for. Let’s go for it. We’ve got our content types, and we understand semantic HTML, so let’s start adding structure to the various content types. This could be easy or challenging, depending on how high-level your content types are.
A basic “post a review” form could be pretty straightforward:
A lot of attributes have been left out to keep the HTML compact.
The “product detail” sticky might be a bit more challenging. In its most minimal form, it could be just a “title,” “image” and “short paragraph.” But your client might also want things in there like “product specifications,” “ordering options,” “related products,” etc. These other content types require further discussion and prioritization. In the end, you might conclude that “post a review” is actually a part of “product detail” because people will be posting a review of the product described in “product detail.”
<article>
<h1>MacBook Pro</h1>
<img src="macbook-pro.jpg"/>
<p>A groundbreaking Retina display. All-flash architecture. Fourth-generation Intel processors. Remarkably thin and light 13‑inch and 15‑inch designs. Together, these features take the notebook to a place it’s never been. And they’ll do the same for everything you create with it.</p>
<section>
<h1>Post a Review</h1>
<!-- 'post review' module here -->
</section>
</article>
A lot of attributes have been left out to keep the HTML compact.
These content types don’t stand on their own. They should be contained in an overall content hierarchy, as we saw in the series of images related to semantic HTML earlier. Together with this hierarchy, your content types should create a nice and correct HTML5 sectioning outline6. To test this, you can copy your HTML to the HTML5 Outliner7.
Below is an example of an initial web page setup.
Now, we could have also done a bit of content choreography8 to make sure each bit of content receives the right amount of attention from the user. In his excellent book Responsive Design Workflow9, Stephan Hay10 advises us to set up content reference wireframes at this point. In my opinion this would be a bit too early — it’s best to wait a bit longer on the composition, because color, typography and functionality will affect the way attention is distributed across the page.
Let’s continue with our basic HTML web page. Don’t show it to your client yet; mix in their brand identity first. Add their logo, and convert their typography rules and color schemes to CSS. This will make it easier for your client to identify with the content — the content will look less anonymous and more like their own.
While your client would be able to relate to the version shown above, they would probably have a hard time getting enthusiastic about it. In my experience, the client will be impressed with the amount of work done but will feel uncomfortable not knowing what the result will look like. I recently renovated my house, and I have to admit, after totally stripping it, taking down walls and removing old plumbing and electricity, I seriously doubted whether it would come together in the end. That’s when I understood how my clients feel.
You need to manage that feeling or else they’ll panic and fall back to the classic web development pattern, demanding design up front.
The version above is the “minimum viable web page.” It contains, if all has gone according to plan, the core content that your client’s users will be coming to the web page for.
If you’ve been using actual content, then even if all hell breaks loose, you could put this online as is. It wouldn’t be perfect, but the brand would be recognizable, and users would be able to access the information.
For now, hell is not breaking loose. So let’s move to the content choreography. Start resizing the browser window and view the page on some different devices. You’ll notice that on a wider viewport the line lengths will become uncomfortable to read. An ideal line contains between 45 and 75 characters11. So, you can regard points where it’s longer or shorter than that as indicators to tweak the layout or font size.
You have two options here: either make the adjustments live in the browser or boot up your favorite design tool. In my experience, designing in the browser is useful for tweaking things such as font size and color, while composition experiments are easier to do in Sketch or Photoshop or using pen and paper.
Tweaking CSS values in the browser might be tempting, but taking a screenshot and making some quick adjustments outside of the browser is usually faster. I find this results in more interesting design choices. When sketching, try to imagine how your solution would scale or break in smaller and bigger viewports and how your design choices relate to the content’s order and importance.
When you’re happy with the sketches, transform the result to CSS.
Now that we have set up the base version of the web page, we can start testing and iterating. Do some quick usability tests, which you can easily do by following the Don’t Make Me Think12 methodology. Sometimes creating a small prototype for this is easier than using the production version.
While tweaking the web page for each context, we can look into adding functionality and presentation styles based on contextual measurements13. For instance, in small viewports, we could move the menu out of view. Or when the user is viewing the web page late at night in a dimly lit environment14, we could load a style sheet with inverted colors. If enough real estate is available, we could turn an address into a Google Map.
If you look closely, you’ll notice that all of these enhancements are layered on top of the content. They only change the way the content is presented and interacted with; they never change the content (or priority of content) itself. This fits perfectly with a strategy of progressive enhancement: Start with the content, and work from there.
We’ll finish up this section with a short note about web applications. The methodology explained above is for content-driven web pages — pages that are and should be accessible to everyone in all contexts. Not all web applications fit this description. Many use HTML to describe the interface instead of the content. In these cases, this methodology might not be the best fit.
Advantages Over Design-First Approach
I’ve compiled a list of the challenges overcome and the advantages gained by this approach. Not to say that this approach does not introduce new challenges, but those new challenges mostly have to do with managing client expectations and team communication.
To the list!
Content — and, therefore, HTML — is the only constant across all devices. How you present your content and how users interact with it will differ between devices, but the content will remain the same. Starting with content means starting with everyone.
Describing content with HTML is not only about lists, paragraphs and headings. It’s also about choosing between buttons and links, dropdown and radio buttons, tables and definition lists. It’s about outlining all functionality with HTML first.
With the content nailed down, there’s less confusion about what things actually are. Something could look like a button in a visual design but in reality be a hyperlink. This creates miscommunication in a team, which is easily prevented by writing HTML first.
Because we’ve layered design on top of HTML, we have created an opportunity for the team to work together. Developers can work on implementing the HTML, while designers can think of compositions for various viewports and contexts. No more deliverable dependencies means no more tiny secret waterfalls.
This methodology enables designers to work concurrently with their developer buddies, allowing them to quickly test things in the browser. Some design problems might be easier to tackle in CSS. As Paul Boag explains15: “Developers might suggest ideas that you might have dismissed as impossible.”
It’s now clear what content should be generated or be manageable via the CMS. Hidden skip links, headers and labels are no longer hidden — all content is right there in plain sight. Design choices can now make content implicit, but that does not mean the content won’t end up in the HTML, because we’ve already written it. In my experience, none of these implicit content items end up in the CMS because they aren’t visible to everyone. By starting with HTML, this is easily resolved.
If you and the client have pinned down what content you want to communicate to users, that will very likely not change during the development process. A change would only happen if user research uncovers some previously unknown facts that warrant a change in course.
Content creates focus. By focusing on content and functionality early on in the process, you’re less likely to end up in a “red or blue?” discussion with the client. Too often clients are tempted to focus on details when they should be thinking of the big picture. With this layered setup, the focus starts with the big picture and then moves to the details during the project.
Having the HTML early on enables you to build the minimum viable product first. In later stages of the project, you can progressively enhance it to further improve the user experience. If you introduce usability testing in the project (which you should), you can use the results to decide what to enhance first. An asynchronous search filtering system might be cool, but your users might value other functionality more. Harry Roberts reminds us16 that “good enough” today is better than “perfect” tomorrow.
As we saw with the call-to-action buttons in the semantic HTML exercise, spotting user experience problems is easier when you’re working with content as the foundation.
Once you’ve finished the HTML, you can immediately start testing the content with visually impaired users. Most of the additional layering will be for the sighted.
Starting with content enables you to more easily define your HTML5 sectioning outline, to pick micro-formats17 or micro-data18 and to apply WAI-ARIA rules19. This results in better accessibility and makes the pages easier to index by search bots.
This approach entails going from a robust stable base to a very detailed flexible end product. By staying away from highly detailed solutions early on, you decrease the risk of putting a lot of hours into unneeded functionality. For example, you could build synchronous search first, and then later on in the project, if your user base turns out to heavily favor search, you could layer asynchronous search and filtering on top of it.
A correctly written HTML tree provides natural hooks for JavaScript later on. Content under headings could be made visible in large viewports and then presented in an accordion in smaller ones.
No longer are you creating pretty pictures of web pages. The focus has moved to quick sketches and tiny prototypes to solve design challenges, and the results are quickly transformed in CSS and moved to the browser. We’re throwing away fewer deliverables, which means we’re working more efficiently.
Talk To Your Client
As with everything, it’s all about communication.
If your client thinks the Web is a 1024 × 768-pixel box — and continues thinking this while you and your team are working on their shiny new website — then you’re going to run into a lot of trouble.
Many clients expect a visual design up front, because that’s what they’re used to getting. They don’t know any better.
Your job — not an easy one — is to explain to them why this is impossible. Enlighten them about the millions of different viewports, interaction methods and feature sets out there, and help them understand that you cannot capture all of that in a static design.
If your client understands the Web, you’ve won half the battle.
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