Fixed-fee projects tend to put the client and provider on opposite sides of the table, with orthogonal motivations. The client’s motivation is to achieve as much as possible within the fixed price, while the provider’s motivation is to complete the project as quickly as possible, maximizing profit and minimizing risks (and as a possible consequence, minimizing innovation).
Fixed-fee projects also tend to demand that detailed requirements are agreed up front, the production of which often waste time and money, as final products rarely reflect original specifications. And such projects also suffer in the close monitoring of requirements, and the production, negotiation and agreement of contract modifications when the inevitable scope changes occur as the project evolves.
Charging hourly, on the other hand, works to align the client and provider interests, and allows for the agile, iterative approach to project development that’s becoming ever more accepted as the best path to efficiently meeting objectives, while maintaining a balance of value and cost.
The process that I most often follow to get there is:
Research > Strategy > Design > Evaluation
This is a holistic approach that continues to yield terrific results. Every project is unique and I treat it as such.
Depending on your company’s needs, budget, and timeline, I will offer the appropriate combination of the following services
I am a consultant and not a freelancer, so I charge a flat project rate that is based on your budget and timeline, and the complexity of the project. For longer-term clients, I offer a retainer fee.
I don’t measure the value of my work in the number of hours that I spend working, therefore I don’t charge by the hour. If I take half as much time as someone else would to get things done, that surely doesn’t mean I’m half as good; on the flip side, if I take twice as long, you shouldn’t be penalized.
It depends, of course, on the complexity of your project. However, if you are working on a fixed budget, absolutely let me know, so that I can tailor my proposal to give you the biggest return for the buck. Some general guidelines for what clients might be able to afford:
We begin each project with a Scoping phase which anchors the project priorities, helping us to define appropriate functionality, content and design strategies. We learn about the project context, the needs and motivations of stakeholders, establish the project boundaries and objectives, and begin to map the opportunities.
The Scope focuses on user experience strategy rather than detailed specifications; in this way we leave room for the project to evolve from the shared understanding we develop through the project. We commence by immersing ourselves in the design context, absorbing provided materials and doing initial desk research to prepare for the Scoping Workshop.
The key elements of a Scope are :
The Scoping workshop is recorded, translated and reflected back to you in a scoping document which maps the project objectives and design recommendations, including primary and secondary stakeholders. It also provides high level plans for content and key delivery channels and can include workflow maps and diagrams when appropriate.
Driven by the prioritised User Stories, the scoping document lays out the roadmap for the next iteration of design and development.
Synthesizing all these similar #UX artifacts: http://t.co/XMW2gv65 Thoughts? / @ChrisRisdon @eadahl @zakiwarfel @uxjam
My (minimal) approach was, and still is, to divide the project into two parts. Part one, is to define the problem. This can be estimated fairly precisely. The second - to solve the problem is most always a guess until the problem is defined. Both of these are estimated with some combination of: a cost plus margin formula, market supply and demand as reflected in comparable rates, and value to the client.
The larger issue of keeping a project on budget is similarly not simple. I use the written scope of the project, along with line item resource budgets, and delivery timelines to help control project costs. Drop any one of these and you have a potential loophole that can suck the life out of you earnings and profit. The result - you could be working for pennies an hour in short order.
We should be careful with discounts in our industry, lest people think they
can something for nothing. The best advice I've gotten is that clients
should "feel the pain." If we lower our estimates, it should be because
we've taken something away: one less design iteration, fewer usability
tests, etc. The long term effect I'm worried about is a financial de-valuing
of the worth of our work as designers.
Outside of design consulting field, Professional A/V vendors (a world I'm
close to as a production manager) include "nice to haves":
useful-but-non-essential equipment, specialized people dedicated to tasks
that could be shared among existing hired staff, etc. Vendors start off with
estimates geared toward people who can write a check. But regardless of the
economy, I start trimming out stuff that would be nice if it fit the budget,
but that we can live without on the current go-round. And you can bet when
the event producers I work with can afford it, I'll have those things in
mind and bring them back in.
I've been suggesting that for proposals the UX side of things are estimated by Phase, rather than by activity.
For example. We can estimate a total of 3 weeks for the discovery phase (goal is to define scope and business/user requirements based on user research activities). During these 3 weeks, the UX consultant will perform a series of activities s/he sees necessary in order to achieve the desire results (ie. Workshops, focus groups, personas, etc). Of course we will detail the activities we will perform on the proposal, but we won’t break it down by hours for each activity.
In other words, the estimation process will be by results/deliverables rather than by hours
When I calculate a project I do it this way (in most cases):
I ask the client / project manager
We subscribe to the philosophy of Blair Enns of Win Without Pitching (http://www.winwithoutpitching.com/) in terms of not creating detailed estimates until we have a signed contract to do a Phase 1 (the Discovery Phase you describe below). For the Statement of Work for this initial phase, we provide a list of the activities we always plan to do plus anything specific to this project and set aside a bucket of hours plus a bit extra to allow the project to move forward while the PO for subsequent work is being approved -- for example 4 weeks of hours if we only plan to use 3. We state in the SOW that any unused hours will be applied towards the next phases of the design effort once we complete the investigation, finalize the scope/features in detail, and create a project plan. Often the subsequent Phases of the project are fixed bid, but we've found that having the initial Phase be hourly is nice and flexible for both sides. If the client really wants it to be fixed bid for Phase 1, we'll do that too, however.
I have never in the ten years we've been in business as an agency detailed out the hours by activity.
I have realized that if I do not answer these questions previous to creating a deliverable, I waste more time and deadlines slip.
The deliverables are not for us. The deliverables are a means of communication with several people: manager, decision maker, client, designer, front-end developers, back-end developers, etc. Sometimes I have the feeling we overlook this from time to time. After I think about the project I have to ask myself, where will my deliverables and other efforts fit within the process of design? The following diagram describes different lines of work that will lead us to some questions each line must accomplish. Depending on these questions and topics I will outline the basis, basics and deliverables for which each skill and ability which is necessary.
The facets refer to three characterizing facets in any project: business value, ease of implementation, and user value.
Faceted Feature Analysis also uses three constraints that govern every project: cost, time, and quality.