Saturday, September 24, 2011

Mobile app design considerations for web designers

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Everywhere you turn these days people are talking about mobile apps. Apps for this, apps for that.
The statistics too, have been kind of staggering. One recent study by Flurry, showed that consumers spent 81 minutes per day using mobile apps, compared to 74 minutes of web surfing.
As more people begin to spend time on apps compared to the Internet, you may be wondering if mobile app design is an area you should begin to explore and how transferable your web design skills are.
In this post, we checked in with a number of experts in the field to gain their perspectives. Joining us are Robin Nixon, Aaron Maxwell, Sarah Lynn, Mike Gualiatieri, Josh Clark, and J.D. Biersdorfer.

Robin Nixon

Robin Nixon is a technical author and web developer, and is the author of the new book HTML5 for iOS and Android: A Beginner’s Guide.
sWhat advice would you give to web designers who are thinking about entering the area of mobile app design and development?
In my view the quickest way to get into app development is to ensure that you are up-to-date with the latest HTML (version 5) and CSS (version 3) standards, and are as fluent as possible with JavaScript, because pretty soon it is likely that there will be solutions for writing a single web app that can be turned into native apps for all of iOS, Android, Web OS, Windows Phone and more. This will save you from having to learn multiple complex languages and development environments such as Java, Objective C, .NET and so forth, and the time required to port a project to several different devices.
For example, with a solid grounding in HTML, CSS and JavaScript, you can easily assemble great web apps that you can also turn into standalone apps using the information in my book HTML5 for iOS and Android, or there are products available on the Internet to help streamline the process.
With Microsoft now stating that Windows 8 apps will be created in HTML and JavaScript there’s even more reason to ensure you have strong knowledge of these technologies, particularly since Microsoft is known to be moving towards the concept of a single user interface by 2015 (similar to the one seen now in Windows Phone 7 – and especially its forthcoming Mango update).

How transferable are web skills?
Web skills are highly transferable towards app development, if you are using the three technologies of HTML, CSS and JavaScript to build them. But if you plan to take the native route and write your apps in Objective C (for iOS) or Java (for Android), then you need more of a programming background than a web development one, and there’s quite a steep learning curve for each.
Fortunately, for the vast majority of apps, it is possible to use web technologies for achieving similar results to writing native code. It is only when you get to time-critical functions, such as the high frame rate requirements of fast action games, that you have to return to the native language of a device or operating system.

In your opinion, what app(s) do you think are good examples of a well-designed app?
I don’t really like to mention any particular apps as representing good design since there are so many of them, but since you asked the question, undoubtedly an outstanding app is Theodore Gray’s The Elements, which is an interactive 3D exploration of all the elements, in which you can almost imagine touching them because you can rotate each sample, moving them about with your finger tips, and even view them in 3D. For me this is an example of where an eBook (which is what this really is) becomes far more than a simple book to eBook translation (which most other eBooks are), taking books to a whole new level.

The Elements



How do you view this time in web design?
Robin Nixon: I believe that right now is the most exciting time for programmers and developers since the early 1980s, when microcomputers first blossomed. Once the PC took the computing throne, only Macs and the Linux operating system offered any real competition (and precious little at that). But now the operating system wars are on again, this time fueled by the exponential take up of mobile devices such as phones and tablets, and the phenomenal downloading of apps for them, which means there’s a world of opportunities out there. In my view, “There’s gold in them hills.”

Aaron Maxwell

Aaron Maxwell is founder of Mobile Web Up, a mobile web design agency.
What should web designers think about as they embark upon the area of web apps?
Many of the same concepts still apply. As a designer, think about what actions you want the user to be able to take—what experiences you want them to be able to have. This focus is often the best place to start.
Menus are most effective when they do not overwhelm with too many choices. Organize into a hierarchical, drill-down structure, with no more than a dozen choices on each level. Consider whether using a tabbed navigation will help the user quickly take the different action they need.
Spacing of elements is tricky on mobile. Extra padding is a very useful technique on the desktop for semantic grouping; you can place a group of widgets, images, or text boxes together that are related, and distinguish them from a different group just by separation of vertical and horizontal space.
But on a mobile screen, you just have so much real estate to work with. So the designer must be more economical with how elements are spatially separated, padding with just a few pixels rather than dozens. This can work by including other cues. Rounded corners around a perimeter help imply grouping. And different background colors can also communicate a change of context.
What you omit is at least as important as what you put in. Think of it like this: every item you add to the settings menu, for instance, has a cost in added complexity, in time and attention of the user. Carefully consider whether any feature or element is worth it, especially considering the kind of high-distraction environments that mobile apps tend to be used.

In your opinion, what apps exemplify good design?
It’s important to study other highly successful mobile apps to find what’s effective. Look at the famous names: Facebook, Skype, whatever Twitter client is most popular this week. Ask friends and family what apps they use the most, and try to figure out why. (Hint: they may not consciously know why, so asking them directly won’t help much.) Study Mobile UI Patterns.

Sarah Lynn

Sarah Lynn is a web designer and creative and the owner of Sarah Lynn Design.
How do you suggest designers should go about learning mobile app design?
I’ve found some of the best ways to learn how to design for apps is by researching the market. Look at some of the apps out there, analyzing their functionality, what elements they utilize that are already a part of the phone’s offerings and how they could be improved upon to be easier to use. Study the interactions of different elements and how different apps compare to one another. Many companies have already put in the time to do extensive user testing. Learn from what they have developed already and find ways to build upon them and make them better.
There are many great books out there to get you started. One I highly recommend is a book by Suzanne Ginsburg titled Designing the iPhone User Experience. If of course you’re interested in the iOS market. It talks about user testing and how to plan for an app design. A great place to start when you aren’t sure how to go about the process of designing an app.
Learning how to gain user feedback and heavily plan on paper before going to the computer is a great skill for any app designer (or interactive designer in general). Another great way to learn is to get in touch with an app designer who is already producing great work. Ask them to be a mentor and give you any pointers they are willing to offer up. Most designers are willing to spend a few moments of their time if you ask nicely. Get feedback from your friends and other designers you may know. Show them your prototypes and get their feedback.

In your opinion, how transferable are web design skills for designing for apps?
Somewhat transferable. I would say it falls more in the realm of interaction design as a whole. Which encompasses them both.
There are many different things you need to consider though, due to the size of the devices, requirements of the different platforms, and simply because of the way the users interact with apps compared to a website. Mobile user profiles can vary quite a bit, from the typical on-the-go mobile user, to the mobile user who is simply too lazy to grab their laptop and uses their apps while hanging around the house (myself included.) So studying these patterns and designing to fit different lifestyles can be similar in a sense to designing a website. No matter what the medium you’re always looking to design it around your target audience.
Learning to think in a smaller, and often times less flexible format can be challenging. The same goes for thinking about landscape vs vertical & how you might adapt your app to work both ways. Leveraging the mobile device’s built-in tools is another reason why researching is so important when it comes to designing apps. It’s almost best to pick one platform and learn the ins and outs of it, rather than trying to learn them all. It can be quite daunting and overwhelming if you try to learn it all at once.
Just like any new medium, it requires the willingness to learn and keep up-to-date with the fast-paced market to be successful.

Mike Gualtieri

Mike Gualtieri, is a Principal Analyst at Forrester Research and the author of the new report, Mobile App Design Best Practices.
What does a designer for apps need to pay particular attention to in designing a good user experience?
User expectations are higher for mobile apps than they are for websites. Apple’s iPhone apps brought design cachet to mobile apps. Also, the touch and gesture capabilities provide new ways of interacting with apps. The first step to design great apps is to understand your users better than they understand themselves. Traditional quantitative and qualitative research is important to create personas (fictional people that represent your users). Great design comes from imagination— designer imagining what a user would find useful, usable, and desirable in the context of the app.
For mobile apps in particular, designers should consider the five dimensions of mobile design context: location, locomotion, immediacy, intimacy, and device.

Source: Forrester Research, Inc.
What advice would you give to web designers thinking about moving in this direction?
Do it. Mobile app design for smartphones and tablets is a growing opportunity. Everyone needs great design. There are three paths to mobile app development:
  1. Native apps. If you have Javascript skills then you have some programming skills. Don’t be intimidated by Objective C for iPhone or Java for Android. Thumb through a book on either and you will be able to get a quick idea if this is something you can tackle. Not all web designers will be able to without further training.
  2. HTML5. Apps
  3. Hybrid. Is a native application that renders HTML5 inside of it.
All of these development paths require design.

Josh Clark

Josh Clark is a designer, developer, and the author of Tapworthy: Designing Great iPhone Apps and Best iPhone Apps: The Guide for Discriminating Downloaders.
What advice would you give to web designers who are interested in moving into app design and development? What do they need to learn?
In terms of the actual design technologies, there may not even be a need to learn lots more. You can make some mighty impressive app interfaces using our tried-and-true friends HTML, CSS, and JavaScript. I’m not just talking about traditional web apps here, but also so-called “hybrid apps.” These are apps whose interfaces are designed with HTML but delivered as native apps to the various app stores. It’s like distributing your web app through the app store. For web designers, this is an accessible way to get started designing web apps without learning a programming language.
Jonathan Stark has written two great books that give an overview of how to do this, using an open-source project called PhoneGap, which bundles your web app into its own browser as a native app: Building iPhone Apps with HTML, CSS, and JavaScript and Building Android Apps with HTML, CSS, and JavaScript.
Here’s the thing: While you can do remarkable things with HTML5 and CSS3, these technologies just can’t quite match the polish and pizazz of Real McCoy apps, software built with the device’s native language. If you want to build apps with eye-popping graphics, animations, native widgets, and full access to the entire device, you’re better off going native. That means you need to code iPhone apps in Objective-C, Android apps in Java, and so on. These are no-kidding-around programming languages and they can represent a steep climb for web designers to learn. If you go that route, you may want to partner with a more experienced coder to help make your designs come to life. In the meantime, though, experimenting with designing apps with HTML, CSS, and Javascript can be a great way to get acquainted with the platform and even build quick prototypes for native apps.
As for the actual design process itself, designing mobile experiences differs in important ways from desktop design. The two gotchas for newcomers are ergonomics and context.
For touchscreen devices, you have honest-to-god ergonomic issues to contend with. You’re designing an interface for fingers and thumbs, and that means you have to consider issues of comfortwhere does your thumb naturally come to rest on the screen? More than that, there are visibility issues. When you’re working an interface by hand, you’re obviously obscuring the screen. That means you have to design your controls so that they don’t interfere with the content. Both of these considerations—comfort and visibility—explain why most touchscreen smartphones display their main controls and navigation at the bottom of the screen. That’s where your thumb comes to rest when using the phone one-handed, and it also means that you can work the controls without getting in the way of the content. This is exactly the opposite of what we’re used to on the desktop where primary menus and controls go to the top of the screen.
The other area that’s new to consider is context. How and where will people use this app? How does that affect their priorities, and the features you should put front and center? You have to be careful here. A myth has evolved that there’s just one kind of mobile user: hurried, in a rush, distracted. That’s certainly the case sometimes, but not all the time. Mobile isn’t just on the go: it’s on the couch, in the kitchen, waiting at the airport for a delayed flight. All of these situations are moments when your audience has lots of attention to spare and can really spend time with your app. At the same time, mobile devices can also do more than desktop computers because they’re loaded with all these sensors that effectively give them superpowers: GPS, microphone, camera, touch, gyroscope, compass. This device context shapes how your audience uses their phone and will expect to use your app.
All of this means that you have to consider how the device context affects user priorities, and those priorities are likely to be different from desktop priorities. But there’s a tricky twist to this: you can’t confuse this context with user intent. There’s a common instinct to oversimplify mobile apps, to make them desktop lite. That’s wrong. We do everything on our phones these days, and every time you say, “People don’t want to do that on mobile,” you’re wrong. We’ve all had that experience where you go to a website on your smartphone, and you’re bumped to the mobile version of the site, where they’ve stripped out exactly the feature or content you’re looking for. Just because you’re on a small screen rarely means you want to do less. It’s like saying that just because a paperback book is smaller, we should remove chapters. Don’t confuse device content with intent.
What I’m saying is that I believe that in most cases, mobile apps and websites should have thematically similar content and features to their desktop cousins. The presentation and priority may very well change to fit mobile mindsets, but the content should almost always be the same. In fact, in many cases, the mobile versions should do more, because the devices are capable of more. That’s why Amazon’s mobile app can do things that the website can’t do: scanning barcodes, for example, to look up items.
For web designers, this means that you have to start thinking more flexibly about how to build websites. We’ve been doing it wrong for over 15 years, building websites only for desktop browsing. That’s not what the web was designed for. It was designed to be platform neutral, to be displayed on any kind of screen or device. You just don’t know how your website will be viewed now. There are a jillion devices all with different form factors that can access your website now, and that means it’s important to build websites that can adapt to any device. For most of us, this is a new way to think about building websites — it’s not a matter of generating a separate mobile website and a separate desktop website. Instead, it means building a single website that gracefully adapts to each device’s constraints and capabilities.
We are very fortunate here on planet earth that we live alongside the universe’s smartest guy about how to design this kind of responsive website, and his name is Ethan Marcotte. Ethan just wrote a great new book called Responsive Web Design that describes how to go about building sites that adapt their design and features for any device. He’s a genius, and you can be a genius, too, by reading his book. This stuff is as important to the health and future of our craft as the web standards campaign of the last decade. Every web designer should put aside a few hours to knock back that book.

J.D. Biersdorfer

J.D. Biersdorfer is a technology journalist and author of several books on gadgets including Best iPhone Apps.
In your opinion, what makes for a well-designed app and good user experience?
After looking at 400-500 apps for the book, Best iPhone Apps, I think the apps that work best are the ones where the user interface has been specifically designed for the small phone screen and not apps that take the desktop approach (with lots of icons and menus) and try to cram too much into the space. A good app is also a stable app—well-tested and relatively crash-free.

Are there any particular apps that come to mind for being good design examples?
Although I didn’t include it in the book at the time because I found it cluttered and crashy, “AccuWeather” has redesigned its iPhone app into a really gorgeous weather program with big, colorful graphics and a fairly intuitive interface so you don’t have to dig around several screens just to see how hot it is — and how hot it will be. The free and the paid apps differ slightly in the design, but both use the same visual elements to quickly convey weather conditions.

AccuWeather


I also like the “Kayak” app for the stuff the developers put into it besides the usual flight-and-hotel-booking part. For example, there’s a section you can tap to find out how much each airline charges you to check bags, another to find out what stores and restaurants are in the airport you’re stuck in, a currency converter and even a packing checklist to make it a well-rounded practical travel app that’s easy to navigate.
News-wise, I still think the “BBC News” app is great for headline hounds. The app’s creators manages to find a legible way to put nine top stories (with headlines and small pictures) on the home screen, along with a Breaking News banner and a button to tap so you can hear live streaming BBC Radio. It’s very easy to edit the categories of news you want to follow and there are links to popular pre-recorded video and audio clips you can stream, like the brief World News Summary video.

Friday, September 23, 2011

The 3 stages of design The 3 stages of design maturity

I remember being 13 years old and just learning the joys of Photoshop 5 and 6. Looking back, I was so terrible, but in that moment you couldn’t you tell me a thing. That was when message boards and online forums were extremely popular, and you were not cool at all unless your signature (affectionately referred to as ‘sig’) was in top trendy style. I remember downloading brushes and patterns daily and fooling with every filter.
I decided to call myself a designer then, and fortunately, I stuck with it—I had my hands in a bunch of other things I sucked at at the time, one of which was softball. I’m glad I eventually cultivated my design hobby and got serious about it.
It seems like when kids (and some adults) get their hands on some version of Photoshop or Illustrator or what have you, they automatically deem themselves designers. Now, I’m not one of those people who get mad at the newbies coming in and ruining stuff because I’m all about community and I want to see everyone succeed—but I will say, you can’t just jump right in and think you know everything. There is A LOT to learn when it comes to graphic design and not just about what programs you use, but how you use your skill.
Whether you’ve been designing for 10 minutes or 10 years, there’s much to be learned and figured out. Depending on your path with design, some things will vary, but for the most part, there are three main stages of realizations/characteristics most designers go through.

Thursday, September 22, 2011

How to tame forms in web design


Forms are often considered one of the most painful HTML elements to program. But form design and development has progressed by leaps and bounds; it is not nearly as hard as it once was.
That being said, while the industry has made tremendous progress, some hurdles are still in place. In the end, taming forms is possible; it just takes some work.
In this post, we’ll take a look at some of the most used form controls and at different tools and plugins that should help you with the deployment of forms in your websites.
If you have any other tips or links to other useful resources, feel free to post them in the comments.

Breaking down the controls

Let’s start by dividing them into two buckets, because some form controls have never been much trouble to work with.

Friendly controls

The controls that are easiest to work with are the basic input box, text area and button. They work well with standard CSS and, fortunately, are the most common form elements. If you don’t need to use the more difficult ones, then you’re lucky.
With the progress of CSS3 rounded corners, drop shadows and gradients, many of the most common styles are now even easier. You have nothing to fear with these controls.

Troublesome controls

Certain other form controls can be a massive pain in the neck. For example, if you design a drop-down control that is extremely stylized, the developer will likely want to have a chat with you. Your options for styling will be quite constrained: border color, padding, background color, that sort of thing. If you need more styling than this, I suggest you consult with the developer to ensure you’re not creating a major problem for them.
Troublesome form controls include:
  • select multiple,
  • select drop-down,
  • checkboxes,
  • radio buttons,
  • file upload.

Modern tools for forms

As mentioned, a number of incredible tools are available to help you whip form controls into shape.
Formalize is your secret weapon for getting basic form controls and styles to behave consistently across browsers. And its default styles are clean and beautiful. This awesome library also works perfectly with a wide range of JavaScript libraries, such as jQuery, Dojo and MooTools.













Another jQuery plug-in Niceforms. While it doesn’t have the handy re-skinning functionality of Uniform, it does offer a basic style that could very well fit your needs as is.
 Finally, there is the commercial jQuery extension Wijmo. The module we’re interested in here is the form decorator, which is actually free to use. It tackles a few of the more problematic controls: checkboxes, radio buttons and drop-downs. Being part of a larger commercial library, this tool brings some benefits, the foremost of which are strong documentation and paid support. Finally, I love the way it handles skinning; it uses the jQuery UI ThemeRoller, making easy work of custom designs.



Invented form controls

Finally, if there isn’t a form control that does what you need, you could invent one! Some very smart people have already done a lot of this, and perhaps one of their tools already fits your needs.

Sliders

One thing that is missing from standard HTML (but is a part of HTML5) is a basic slider control. There are many answers to this, including one from Wijmo, which is based on the jQuery UI slider.


 

Uploaders

While you could use the file input control to enable users to select a file for uploading, you might want something a bit snazzier, especially if file uploads are critical to your website. One of the best solutions is Uploadify. It allows users to select multiple files and to view progress. It comes with a variety of layout and functionality options.

Slider-style checkboxes and radio buttons

One popular UI element (thanks to the iPhone) is the on/off switch that slides from side to side. With this handy jQuery plug-in, you can transform a basic checkbox or radio button into one. Whether you call this an invented form control or a form replacement tool, it is a great way to enable users to turn options on and off.

Creative buttons

jQuery UI is another interesting take on basic controls. What it labels as buttons could also be used to make option sets based on buttons, radio buttons and checkboxes. In doing so, you transform these controls into a different visual form. In the image below is a set of radio buttons styled as a row of buttons.


HTML5 Forms

HTML5 has brought a lot exciting possibilities to web forms. While it is beyond the scope of this article, it’s still relevant. Here are some key resources to help you dig in:
In conclusion, form controls are one of the most critical hurdles in developing a basic website.
A designer who understands the limitations, knows the tools and recognizes opportunities for easy tweaks will be able to make informed decisions that ultimately improve the bottom line.

Written by Patrick McNeil,  a freelance writer, developer and designer. In particular he loves to write about web design, train people in web development and build websites. Patrick’s passion for web design trends and patterns can be found in his books on TheWebDesignersIdeaBook.com. Follow Patrick on Twitter @designmeltdown.

Wednesday, September 21, 2011

Protecting yourself as a designer

Graphic design is one of those job that everyone needs but whose value perhaps not everyone appreciates.
People who don’t understand the true value of graphic designers will try to take advantage of them, especially if they’re newbies.
Others will try to calculate the time and effort involved in designing and then assume you’ll meet their expectations, however unrealistic.
This can wear on you both financially and mentally, so you have to find ways to protect yourself. Here are four ways to keep your work and your clients in check.
Have a look through them and let us know your experiences and whether you would add anything to this list.

Graphic design is one of those job that everyone needs but whose value perhaps not everyone appreciates.
People who don’t understand the true value of graphic designers will try to take advantage of them, especially if they’re newbies.
Others will try to calculate the time and effort involved in designing and then assume you’ll meet their expectations, however unrealistic.
This can wear on you both financially and mentally, so you have to find ways to protect yourself. Here are four ways to keep your work and your clients in check.
Have a look through them and let us know your experiences and whether you would add anything to this list.

1. Contracts and terms of service

Whenever you land a gig, be as clear as possible with the client so that they understand what will happen. I like to have a full consultation with new clients, and once we come to a basic agreement, I go over what they can expect from me and what I expect from them.
You may want to draw up a contract to get everything down on paper and to make sure everything is clear, just in case you run into trouble later on. There are a few essential things you’ll want to put in the contract or terms of services…

Deliverables

What exactly will you be giving them when all is said and done? This is usually specified by the client; they may want your PSD files or perhaps just a format that can be printed. Let them know what they will be getting so that there is no confusion.

Contributions

In addition to the deliverables, let the client know a bit about your process and what you expect from them. One of my biggest pet peeves is clients who don’t answer emails in what I think is a timely fashion; if you’re the same, why not put that in your contract? Spell out (and agree on) what you expect from the client and what they expect from you. This alone will clear up much confusion and hold each party accountable for the duration of the project.

Revisions

This is the cause of most headaches for designers. Spell out as clearly as possible what you consider to be a revision. This is key, because one person’s idea of a revision may not be the same as another’s. Is a revision moving the logo to the left or completely redesigning the page? Once you’ve come to an understanding, specify how many revisions you think are reasonable for the project (and the budget).
I personally don’t mind minor revisions, but complete redesigns are the death of me. To avoid this, you may want to provide several different designs at once and then narrow down as time goes on. But if you do this, make sure it’s contracted. Be up front when talking about revisions as well, and when you submit updates, remind the client what you’ve agreed on.

Payment

This is probably the most important part of the contract. How do you want to get paid? Do you want a deposit? If so, how much? Answer all of these questions so that the client knows what to do.
I strongly suggest some type of deposit before you start a project, just so that you know the client is serious about getting work done. Some designers require payment in full up front, while others have certain conditions depending on the total amount of the project. Figure out what works for you, discuss it with the client, and go from there.

Cancellations

We never like to think that someone would cancel on us. It’s one of the worst feelings in the world. But the truth is, it happens, and you need to protect yourself in some way. Perhaps give the client a time period in which they can cancel, or request a non-refundable deposit. Find something that works for you, and, of course, state it clearly in the contract. You never want to do a ton of work only to have the person back out on you with no consequences. Make no exceptions.

2. Say no

Some designers are so eager to stay busy with work or make money that they have a hard time saying no to projects. Too many projects coming your way is not the worst problem to have, but eventually you’ll get frustrated or burnt out. You’ll want to avoid certain types of projects…

Baby budgets

Be absolutely clear with yourself about how low you are willing to go on price for the work involved. You may have to pass on a ton of projects, but people who are willing to pay will eventually come forward. You don’t want to find yourself zipping through a bunch of cheap projects.

Outside your skill set

Be honest about your skill set. When I started out, I took on projects that were outside my skill set, just so that I would stay busy. I had no working knowledge of Flash, but I would guarantee someone a Flash intro or banner. That was a huge mistake, because I had to learn the skill and execute the task to the client’s liking by the deadline. That’s a recipe for stress.
Only take on work that falls within your skill set. Be honest with yourself and your client. Perhaps you could convince them of an alternative solution that does fall within your skill set.

Full plate

If you’re already up to your eyeballs in work, don’t take on more. You’ll just be getting more deadlines and more stress for no reason. Pace yourself; avoid burning out or getting into a creative slump. Give yourself some breathing room between projects so that you have time to rejuvenate and come up with fresh ideas.
Speeding through projects and working at your limit all the time is not good for your mental or physical health. Don’t be so quick to accept whatever crosses your path. Just let good work come to you, and do it on your own terms.

3. Charge more

Protecting yourself has a lot to do with the types of clients you attract. If you attract ones who you just don’t get along with or who are rude and hard to work with, consider increasing your prices.
The amount you charge correlates to the value (and quality) of your product. If you charge pennies for big projects, you might attract a bunch of clients, but they won’t necessarily understand the value you are delivering. When people don’t understand your value or feel you offer little, then they will treat you accordingly.
If you purchase a $100 digital camera, you can enjoy the product, and if you drop it or scuff it up a bit, you won’t be terribly upset because it was only $100. If you purchase a $1500 camera, you’ll be much more careful with it. That’s the kind of mentality most people have with service providers.
Unfortunately for us, working with people who don’t value our services can be very stressful. Consider increasing your prices in order to attract a different type of client, one who values your work.

4. Set barriers with family and friends

This is a touchy subject for most. We all cherish our friends and family, but we are often the only graphic designer they know. And when they come to us for work, they expect a deep discount or even no charge. Figure out beforehand where you’ll draw the line.
If you offer a discount, make sure that at least your time spent on the project will be covered. Beyond that, treat them just like a regular client. Of course, you might want to be a bit more flexible in the number of revisions you allow and things of that nature, which is fair.
Dealing with requests for free work is a bit more difficult. If I accept a project for free, I treat it as my own personal project. I retain total creative control, and once it is delivered, few or no revisions are allowed — and certainly no redesigns. Again, figure out what’s best for you and your business, and sit down and go over it with your relative or friend.