Where the design community meets.
All great points here. I'll try to address some as a front-end dev. As that is my role and job here at my agency.
At the very least, make sure they have access to all that you're doing from day 1. I say this not because you aren't doing it but because when they come back and say "oh i didn't see the design" it'd be entirely on them since you've given them access to everything.
Setup consistent check-ins for design reviews. If y'all work in a sprint cycle pick a day. If y'all work in chunks, pick a percentage of complete to discuss. No dev should ever see the design for the first time during a hand-off.
Lastly, I get the idea that you are not the issue but are on the reseving end of their frustrations. It may be worth it to have a heart-to-heart style conversation to see where you can help reduce the pains.
As a FED myself I'm constantly bombarded with request to change this or that. Or someone tells me it "doesn't work as expected" an the definition of "expected" simply is "i just thought it'd be different".
The more you can integrate the FED team into your workflow the better it may become.
Other things to note.
Prototyping tools are cool but holy shit do they make it really easy to create a picture of something that may actually be hard. So if you go the route of prototyping make sure the dev has as much as necessary to reference when building. This could be the prototype plus some inspirational sites (where they can look at code). I dunno how many times I've pulled my hair out by getting a fucking video file and asked to replicate. It'd be like giving a single person a movie from netflix and asking them to recreate the whole movie, with one person.
If you run into a funky spot with a design. Maybe you don't know how to resolve something, or its starting to feel complicated, ask the developer. They may have some additional insights based on the product infrastructure, shortcoming and roadblocks to help you reach your goal. A friend of mine who worked at FB sat next to her dev counterpart and he explained that some things weren't possible because some aspects of their platform were still on legacy code. You'd never know that as a designer but the dev may have that knowledge.
And lastly, ask them what areas they want to improve. Best way to make a friend is to work on something positive together. If the devs believe the selection interface is problematic maybe y'all can go through an exercise to get it fixed. Helps y'all work together and build some rapport.
Best of luck - A frustrated developer.
What if they have their own ideas, they stick to what's easier to implement and they don't care about "this designing process"? Why do the designers have to do this, that and also that. Where is the developer's role here?
Sounds like what you are describing in your comment is an asshole employee. And if that's the case take the proper steps to remedy with the company.
Generally speaking though, as a dev, I can say I've been treated as a "burger flipper" more times than not. Meaning, I've met a lot of designers, PMs, Account Managers, etc. who seems to think developers are not meant to have their own opinions on how something likes, how it acts, how the overall experience feels, etc. That is problematic. Asking for ones designs to be made is one thing, asking for them to be made while creating an inclusive environment (by all parties) is the ultimate goal.
Where the design community meets.
Designer News is a large, global community of people working or interested in design and technology.