Ahoi Kapptn!
UI/UX
Description
Philipp Baldauf von Ahoi Kapptn! erläutert in seinem devjobs.at TechTalk die Herangehensweise des Unternehmens an die Themen UI und UX.
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Video Summary
In "UI/UX," Philipp Baldauf shows why UI (interface) and UX (experience) must be defined early—starting with a User Story Mapping workshop, scoped releases (MVP to later versions), and pixel-precise Sketch/Figma mockups as the blueprint before coding. He demonstrates how UI mockups and UX prototypes guide Scrum delivery with full client transparency, communicate animations, and raise quality through Apple HIG, consistency, direct manipulation/feedback, and accessibility checks (screen readers, text scaling, Stark contrast, color‑blind‑friendly palettes). Viewers can apply this process to catch issues early, specify designs precisely, and leverage Figma code/asset exports to enable developers to ship pixel-perfect interfaces.
Building UI and UX That Ship: From User Story Mapping to Pixel-Perfect Prototypes – Lessons from “UI/UX” with Philipp Baldauf (Ahoi Kapptn!)
Why this session matters to engineering teams
In the session “UI/UX” by Philipp Baldauf (Ahoi Kapptn!), one message came through clearly: UI and UX are not a cosmetic layer on top of software—they are the foundation of a successful product lifecycle. From the first conversation through implementation and into launch, early UI/UX decisions set the tone for how effectively a team can work and how reliably they can deliver.
Baldauf, with a decade in mobile development and hands-on experience as a co-founder, structures projects at Ahoi Kapptn! across concept, design, implementation, and launch. His argument is pragmatic: Think UI and UX from the beginning, and carry that structure through sprints. Below, we distill the technical takeaways and translate them into actionable steps for engineers.
UI vs. UX: Get the basics straight
Baldauf starts by separating two terms that are often mashed together. UI and UX are closely connected but serve different purposes:
UI is everything a user has at their disposal to interact with an app. UX is how the app behaves and the experience users have while using it.
That distinction matters for responsibilities, planning, and acceptance criteria. For engineering teams:
- UI defines the visible building blocks (layouts, components, spacing, typography, colors, interaction surfaces).
- UX defines feel and behavior (flows, states, transitions, feedback, empty/error states, perceived control).
His key point: treat UI and UX as first-class concerns from day one—not as polishing at the end. The Ahoi Kapptn! process is designed around that discipline.
Start with User Story Mapping: Scope, flows, and releases
Every project at Ahoi Kapptn! begins with a User Story Mapping workshop. The goal is simple and powerful: clarify what the app should do “at the end of the day” and how users will interact with it. That produces a few immediate benefits:
- User stories and flows become concrete—interactions, states, and transitions are explicit.
- The full feature wish list is visible early—without pretending everything will fit into a single release.
- Scope is sliced into releases—MVP, then Version 1, Version 2, Version 3.
This is more than roadmap decoration; it’s an experience-first cut of the project. For engineering teams, it means realistic sprint planning, earlier testable increments, and fewer late-stage surprises.
Why this upfront step pays off
- Shared understanding: stakeholders, design, and engineering align on goals and flows before code.
- Prioritized delivery: MVP is the smallest valuable experience, not a stripped-down demo.
- Technical alignment: architecture and backlog formation follow real user flows, not abstract feature lists.
Design as blueprint: Deliver UI/UX before code
Baldauf uses a useful analogy: just as you draw a plan before laying bricks, UI/UX design comes first. In practice, Ahoi Kapptn! delivers a design component up front—a detailed mockup using state-of-the-art tools like Figma or Sketch.
For developers, this approach brings tangible advantages:
- Errors and mismatched expectations are found when they’re still cheap to fix.
- Clients can adjust expectations (“I imagined it differently”) without reworking code.
- The mockup is a shared touchpoint—everyone sees the same target.
- Designers can communicate interactions/animations precisely; implementation becomes verifiable.
In other words, a strong mockup is a functional spec, not just a pretty picture.
Implementation in Scrum: Two-week sprints with full transparency
Ahoi Kapptn! runs two-week sprints, with tickets coordinated across disciplines. Customers are embedded in the process and can communicate directly with developers during sprint meetings and via planning tools.
What this enables for engineering:
- Clear acceptance criteria (mockup + story define “done”).
- Fast feedback loops (customer decisions land in time for the sprint).
- Demonstrable progress (prototyped flows provide reference for demos).
Transparency isn’t just good project hygiene—it reduces the probability of end-of-sprint surprises.
UI mockups as authoritative reference: Precision over assumption
Baldauf shows an early version of the Rotax-Maxdome app to make a point: a UI mockup gives both customers and developers “a very good and very precise idea” of how the app must look. Modern design tools add the critical pieces:
- Pixel-precise specifications: spacing, sizes, alignment—even down to details like “four pixels of spacing.”
- Code export: designers can export code directly from the tool where applicable, reducing repetitive UI scaffolding.
- Asset download: developers can fetch assets from the tool without round trips to design.
Result: “pixel-perfect UI” becomes a practical goal. And importantly, the tool bridges the gap—even if some developers don’t have a “designer’s eye,” the requirements are explicit and inspectable.
Human Interface Guidelines: Consistency, directness, control
Baldauf highlights the Human Interface Guidelines for Apple (noting that Google provides guidelines as well) and calls out core principles relevant for iOS:
- Aesthetic integrity: the app’s functionality must be meaningfully reflected in the interface.
- Consistency: not only within the app, but across the operating system.
- Direct manipulation: let users interact directly with content (e.g., well-understood gestures like rotating in photo apps).
- Immediate feedback: actions should be visibly and quickly acknowledged.
- Metaphors: reuse concepts users understand from real or digital life.
- Control: users must remain in control at all times—and feel that control.
For engineers, these are non-negotiable design constraints that simplify implementation and reduce debate later in QA.
Accessibility early: More than screen readers
Baldauf stresses accessibility—and warns that it’s often shortchanged. Supporting platform screen readers matters, but you can build accessibility in much earlier with design decisions:
- Scalable font sizes: plan for different text scaling factors in the UI.
- Color contrast: use tools like Stark to calculate contrast scores and catch problematic palettes during design.
- Color schemes that consider common deficiencies: e.g., palettes calibrated for red-green color blindness.
For engineering, that translates into concrete practices: avoid hard-coding font sizes, maintain responsiveness, keep contrasts intact, and avoid relying on color alone for critical signals.
Prototypes as bridges: Customer touchpoint plus implementation guide
The UX prototype plays a “twofold” role in Baldauf’s process:
1) Early touchpoint for customers: before code, stakeholders can “feel” the app and align expectations.
2) Precise handover to engineering: the design team communicates how animations, state changes, and feedback should work—so developers can implement the behavior faithfully.
Fewer interpretation gaps, fewer debates—more shared reality.
Engineering checklist: Apply Baldauf’s process step by step
From “UI/UX” by Philipp Baldauf (Ahoi Kapptn!), here’s a concrete checklist engineering and product teams can adopt:
1) Run a User Story Mapping workshop
- Make user goals, flows, and interactions explicit end to end.
- Expose total scope early without pretending it fits one release.
2) Slice scope into releases
- Define an MVP that delivers a complete experience.
- Plan Version 1/2/3 with clear, incremental value.
3) Deliver UI/UX design before implementation
- Use Figma or Sketch as state-of-the-art tools.
- Resolve customer changes in the mockup phase.
4) Treat prototypes as specifications
- Make flows, states, and animations experiential in the prototype.
- Use the prototype as reference for demos and QA.
5) Follow Human Interface Guidelines
- Embrace platform consistency and direct manipulation.
- Provide immediate feedback and maintain user control.
6) Bake in accessibility at design time
- Plan for text scaling and test color contrast with Stark.
- Adjust palettes to account for common color vision deficiencies.
7) Make pixel perfection practical
- Implement spacing, sizing, and type exactly as designed.
- Leverage code and asset export where it fits.
8) Practice transparent Scrum with customers
- Two-week sprints, crisp tickets, regular sprint ceremonies.
- Encourage direct communication between engineering and customers.
Small details that compound into quality
Baldauf calls out a few specifics that often make-or-break the delivery:
- Measurable UI details: a “four-pixel spacing” is not nitpicking—it’s part of the experience. Tools make it inspectable.
- Asset management in the design tool: ditch needless design round-trips and reduce context switching.
- Targeted code export: when it saves repetitive UI scaffolding, use it to speed up consistent implementation.
- Motion as specification: animations, state transitions, and feedback are part of the design—not post-processing.
These practices reduce friction in sprints and minimize “interpretation gaps” between design and implementation.
QA anchored to the mockup: What “done” really means
A theme running through the talk is clarity of expectations. The mockup/prototype acts as a de facto QA baseline:
- “Done” means it looks and feels like the prototype specifies.
- Feedback references the shared artifact—not subjective taste.
- Regressions are identifiable because they deviate from the prototype.
For teams used to purely feature-centric definitions of done, this is a useful shift: quality is also visual and tactile—and it can be specified.
Why early decisions save time: The pragmatic economics
Baldauf’s rationale is straightforward: changes in the design tool are cheap; changes in code are expensive. A disciplined UI/UX-first approach reduces the number and size of late-stage correction loops. Add to that practical efficiencies:
- Fewer back-and-forth questions (the spec is visible and experiential).
- Reduced context switching (assets and code snippets are available).
- Faster customer alignment (transparent sprints, demos anchored to the prototype).
That’s real risk reduction—and why, as Baldauf notes, developers appreciate the process.
What we’re taking from “UI/UX” into day-to-day work
Three principles stand out from Philipp Baldauf’s session (Ahoi Kapptn!):
1) UI/UX is the first step—not the last.
2) Prototypes are specifications—not gallery pieces.
3) Consistency, feedback, and control are core to the experience—not optional polish.
Teams that anchor their process around these ideas gain predictability in delivery and build products that users can navigate and trust.
Practical next steps for teams
If you want to put the session’s ideas into practice, start with a compact, repeatable flow:
- Kick off with User Story Mapping: visualize flows, goals, and interactions.
- Slice into MVP and follow-up versions: prioritize for a complete experience at each step.
- Produce a high-fidelity mockup and prototype: use Figma/Sketch, including motion/feedback.
- Review against Human Interface Guidelines: consistency, direct manipulation, feedback, control.
- Run an accessibility check: text scaling, contrast with Stark, palettes adjusted for color vision deficiencies.
- Plan sprints against the reference: tickets point to mockup/prototype, with clear acceptance.
- Demo against the prototype: stakeholders experience progress as it will feel in the product.
This mirrors the process described in “UI/UX” and integrates well with existing Scrum setups.
Conclusion
“UI/UX” by Philipp Baldauf shows how a disciplined UI/UX-first approach accelerates engineering. The sequence—User Story Mapping, experience-focused release slicing, design-before-code, prototypes as living specs, transparent sprints, adherence to platform guidelines, and early accessibility—adds up to better outcomes with fewer surprises. From our DevJobs.at vantage point, this is how you embed quality into the architecture from day one instead of trying to polish it in at the end.
The takeaway is simple and effective: when you design the experience early and carry it through, you build better software—faster, more predictably, and with happier users. That’s the enduring lesson we drew from “UI/UX” with Philipp Baldauf (Ahoi Kapptn!).