Web Design: Should You Hire Someone or Do It Yourself?



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So you need a website. You are not sure if you should hire someone or learn HTML and do it yourself. Consider these points before making your final decision.

Web design is an art and a science

A good web designer is worth their weight in gold. There are literally a thousand and one details you will need to know before your site should be live. These details include designing a clean, easy to use user interface all the way to proper search engine optimization techniques. Can you learn these details? Sure, but how much time do you have? Unless you plan to do web design for a living, hiring a web designer could save you hundreds of hours and lots of mistakes.

Web designers: Things to consider before you hire anyone

When looking for a web designer, there is an expression that comes to mind. Web designers are a dime a dozen but good ones are hard to find... Just because your cousin's friend's brother's sister can put together a website for cheap, it doesn't mean that it won't end up costing you big time in mistakes and missed opportunities. A bad design will cause your website visitors to leave right away. If the website they create isn't put together properly, they may not be able to be crawled by the search engines. Any website created by an unknowledgable web designer could prevent you from getting any website traffic.

How to tell a good designer from a bad one

How can you tell a good one from a bad one? First place to look is their prior work. Ask to see their portfolio. If they don't have one online, ask them for the web addresses of three or four websites they have recently completed. Look the websites over. Do they grab your attention? Do they feature clean lines and easy navigation? Do the websites exhibit the same kind of professionalism you'd like to have for your website?

Web design: Is it worth paying someone?

Your budget will obviously have an impact on how much you will be willing to pay a web designer. If you have the necessary skills, hiring a web design may not be necessary. If this is the first website you ever attempt and you are planning to make money from it, hiring a designer could be one of your smarter moves. On the other hand, if you are simply putting up a personal site, doing it yourself will provide you with invaluable experience. I would suggest that you shop around, narrow the choices down to three, then choose the one you feel most comfortable with.



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This post was originally published on May 13th, 2004. As others are writing about the topic, I thought bringing it out of the archives would be worthwhile.

A little recap

The idea of placing multiple states of buttons and other elements that are used in background images took its roots, I believe, from Pixy's Fast Rollovers. The CSS Zen Master extended this to another purpose in CSS Sprites: Image Slicing’s Kiss of Death. Didier Hilhorst came up with a nice application of this method, and I worked it backwards in Responsible CSS - Recycle your background images.

The idea behind the 'sprites' method can obviously be extended to any html element, and there are tangible benefits for doing this, just as long as the designer does his or her usual homework.

Benfits of using the 'sprites' method

What are the possible the benefits of using this method? Essentially it lies in faster download times for your web content.

Readers of Andy Kings book, Speed Up Your Site: Web Site Optimization will notice that this method reduces http requests and makes more efficient use of the data packets used to transfer files to the users computer, and that that is a good thing.

Packet size and http requests

From Web Page Design and Download Time, by Jing Zhi of Keynote Systems (seen here - pdf), cited in Andy's book:

The basic performance principle is therefore to make fewer requests and transmit fewer packets. From this principle, we can derive two basic design rules for wellperforming Web pages. First, reduce the overall size of the page, thereby reducing the number of bytes (and packets) to be transferred over the Internet. Second, limit the number of embedded objects on the page, such as images, each of which must be requested and transferred separately from server to browser.

They also found that it was the number of packets and not necessarily the overall size of the page that was important. If a packet could hold 1460 bytes (the figure given in the article) and your object was 1600 bytes, it would require two packets. They found that this object would transfer at the same speed as another object that was greater in size but still fit in two packets.

Potential payoff

The potential payoff for using this method versus individual images, then, is a faster download time due to reduced number of packets and fewer http requests.

Reducing http requests is easy. One file instead of two or three etc. is simple. But packet requests? That depends...

An example

The number of packets sent will depend on the size of the file and the users internet connection.

As an example, lets look at the fiftyfoureleven.com logo at the top of the page. When this design was first being coded, that link consisted of two 3.34kb images, one for the link state and one for the hover state. Now, by using one image that contains both states and simply bumping it back and forth depending on the hover state, that has been reduced to one 5.35 kb image. Right there is a savings of 1.33 kb. Good news.

Now, for arguments sake lets say that a packet can hold 1460 bytes (packet size for connections greater than 128kb/s = 1500 bytes -40bytes for tcp/ip headers). The two image method used 6 packets, 3 for each image (3.34/1.46, rounded up). The single image method uses 4 packets (5.34/1.46, rounded up).

Things are looking good.

How to optimize

In his alistapart article, Dave refers to the image that holds all of the sprites as his 'master image'. The key to benefitting from this method is to ensure that the file size of your master image isn't a bloated equivalent versus the sum of its pieces.

Conclusion

Great benefits can be realized when combining a master image from slices that fall well below the size of one packet, as that unused packet space goes wasted.

After doing a little more research, it seems that packet size can vary depending on the connection rate. That being said, it may be rather difficult to come up with a firm rule here. To play it smart and safe, try and:

  • build master images that are smaller then the sum of their collective slices (by combining images of similar colors, for example) or
  • rather than use a different distinct image for a certain element, reuse one that you already plan on using elsewhere.

This isn't exactly groundbreaking advice, however having seen the results acheived with the logo on this page, it can be seen that using the sprite method versus individual images at minimum does reduce http requests and even further it can reduce file size which in turn can reduce the number of packets sent.



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