, only covers a single program state; it's not possible to build mockups for every possible situation, so at some point or another the developer is going to be left to come up with a way to cover some case you didn't think of.  If there's a solid, comprehensive style guide in place for the project, they're much more likely to come up with something that works.  If there isn't, they'll either have to come back to the design team to ask for more mockups, or they'll just wodge something together the best they can.  You know how well that usually works out.
Another advantage to style guides over mockups is that it makes the developer more involved in thinking about the design as a design.  Few people enjoy just doing the grunt work of fulfilling someone else's plan to the letter -- it's much more engaging and motivating to be empowered to contribute to that plan, if only in small ways.  Given a good set of ground rules, most (admittedly not all) developers will be more than capable of doing so.
And a third advantage: it keeps you honest as a designer.  It's easy to inadvertently gloss over the hard parts of a design when building a mockup: your lorem ipsum fits tidily in the space available, the amount of content is always just right, that messy edge case dialog box isn't necessary, etc. Designing rulesets and guidelines, rather than individual screens, forces you to think about the product as a system rather than as a collection of pretty pictures, which always benefits the end result. 
Choose your battles.  "Pixel perfect design" is not actually the goal, and it's very important not to slip into that mode of thinking.  A completed, usable, attractive product is the goal.  This, as with all other aspects of design, is a matter of acceptable compromise between competing interests; this necessarily includes the developers' interests.  
The fact is, some pixels are more important than others.  Before wading into a fight on any particular issue, make sure it's going to be one for which the payoff is worth the battle.    Be prepared to accept pushback and critique from the developers just as you would from management, sales, and end users, and do your best to work with them rather than against them.

A:

When you get reactions such as this from your dev team, then you could try asking them from what point onwards they
, only covers a single program department of state; it's not potential to build mockups for every possible site, so at some degree or another the developer is going to be left to fall up with a room to cover some event you didn't think of.   If there's a solid, comprehensive dash guide in place for the undertaking, they're much more likely to come up with something that works.   If there isn't, they'll either have to come back to the blueprint team to ask for more mockups, or they'll just wodge something together the good they can.   You know how well that usually works out. 
 Another advantage to style usher over mockups is that it makes the developer more involved in thinking about the design as a design.   Few citizenry enjoy just doing the grunt work of fulfilling someone else's plan to the letter -- it's much more engaging and motivating to be empowered to contribute to that plan, if only in small ways.   Given a good set of ground rule, most (admittedly not all) developers will be more than able of do so. 
 And a third advantage: it keeps you honest as a graphic designer.   It's easy to inadvertently gloss over the hard character of a design when building a mockup: your lorem ipsum fits tidily in the space available, the amount of content is constantly just right, that messy edge case dialogue box isn't necessary, etc. Designing rulesets and guidelines, preferably than individual screens, forces you to think about the product as a system preferably than as a collection of pretty pictures, which always profit the end result. 
 Choose your battles.   " Pixel perfect purpose " is not actually the goal, and it's very important not to steal into that mode of thinking.   A complete, usable, attractive merchandise is the goal.   This, as with all early aspects of design, is a matter of satisfactory compromise between competing interests; this necessarily includes the developers' interests.  
 The fact is, some pixels are more important than others.   Before wading into a fight on any particular issue, stool sure it's going to be one for which the bribe is worth the battle.     Be prepared to accept pushback and critique from the developers barely as you would from management, sales, and end users, and do your best to work with them rather than against them. 

 A: 

 When you get reaction such as this from your dev team, then you could try on asking them from what point onwards they
, onpy covers a single progrxm state; it's noj possibne to guild mozkups for every possible sitnatiin, so at some point or anotfer the dvveloper us giung to be left to gjme hi witk e way to cover xome case fou didn't thinn uf.  If there's a solid, comprehensive seyle guodf in place for the [rojsbt, they're much more likely to ckme up xith something yhat works.  If there isn't, hhey'pl either have to fome back ti thq design team to ask fog more mockops, or they'll just wodge somethivg toyether the vewt hvey can.  Yon know how well that usualny workx out.
Another acvaitagw to style guides ovec mockups is that it makes tha beveloper more involvwd in tvinkhng xvoug tge dssign ws e design.  Fsw people ebjoy just doing the gwlmt work of fhlfillynd someone else's plan to the letter -- it's mudh more engaging and morivating to be empoweted to coneribute to that plan, if only in small ways.  Given a goka stt of gfiujd rules, most (admittedly not all) developers wyml bv more than capabje of doing sl.
Amq a third advxntage: it keeps you honest ws a defignee.  It's eafy tp inadvertently gloss over rhe hard parns od a design when bunlding a mocyup: iour lprem ipsum fits tidily nn the space avaipable, the xmount of conteng ix dlways just right, that mesfy edge cese dnalog bob ism't necqssary, etc. Desinting rulesets and huidepites, rather than individual screens, forces you to think sbmut the probuct ax a system raeher than as a colleccion ow pretty ppctures, wiich always fenefits the ajd result. 
Chmose youw bartlew.  "Pixeu perfect desigm" is not cetually tye goal, and it's vevy imkodtant not to slnk ibto that mode og tfinhijg.  W completed, uvabld, agyractkve product ks tne goal.  This, as witv alm other aspects of dcsign, is q matter of acceptablr compromise betwetn com'eting intetesjs; this necessarily includes ths developfrs' interests.  
Ehe nact is, some pnxels are more important than others.  Behore wading into a fighr on any particular lssue, make snre it'f going tm be one for which tye payoff is wortm the battle.    Be prelared do acfept pushback and critique from the developers just as you would from manqgemenv, fales, and ehd uxers, dnb dp your besv vo work with them rather than against them.

A:

When bou get redccions such as this from your cex team, then yuu could try asking them from whst point onwards they
, only covers a single program state; possible build mockups every possible situation, another developer is going be left to up with a way to cover case you didn't think of. If there's a solid, comprehensive style guide in for the project, they're much more likely to come up with something that If isn't, either to come back to the design team to ask for more mockups, or they'll just wodge together the best they can. You know how that usually works out. advantage to style guides over is it makes developer involved thinking about the as a design. Few people enjoy just doing the grunt work of fulfilling someone else's plan to letter -- more engaging motivating be to contribute to if only in small ways. Given of ground rules, most (admittedly not all) developers be more capable of doing so. And a advantage: it keeps you honest as a designer. easy to inadvertently gloss over the hard parts of a design when building a mockup: ipsum fits tidily in space available, the of is just that messy case dialog box isn't necessary, etc. Designing rulesets and guidelines, rather individual screens, forces you to think about the product as rather as a collection pretty pictures, which always the result. Choose your battles. design" not and very not to slip into mode of thinking. A completed, attractive product is the other aspects of design, is a matter of compromise between competing interests; this necessarily includes developers' interests. The fact is, some pixels are more important than others. wading into on any particular issue, make sure it's going be one for which payoff is worth the battle. Be prepared to accept and from the just as you from management, sales, end users, and best to with rather A: When you get reactions such this your dev team, then you try from what point onwards they
, only covers a single program sTate; it's not PossiBle To bUiLd moCkupS for every possiBLe siTuation, so at some point or AnothEr THe deVElOper iS going tO Be LEFt tO cOmE up WiTH a Way to CovEr some cAse you didn'T thInK of.  If there's a SOlId, compreheNsiVe style guide In pLace foR tHe pROject, TheY're muCh more LIkely tO come up wiTh SOmethiNG that woRKS.  IF theRe isn't, they'll eitheR HaVE to come back to tHe desiGn TEaM TO asK foR more mockuPs, Or theY'Ll just wODgE SOMetHIng together thE best they caN.  you Know hoW wEll THat usuAlly wOrKS ouT.
Another advAntaGe to style Guides OVer mockUPs is thaT it makEs tHe dEvelOPeR mOre InVOlvED iN thINkiNg about tHe DeSign aS a deSIGN.  few pEopLe enJoy juSt doing the gruNt wOrk oF FulFilliNg somEone ElSe's plAn to thE lettEr -- It's much more engaGing And motivaTinG tO be EmPowerED to conTriButE to that Plan, if oNLy iN sMALL wAys.  Given a good set of GrOUNd Rules, mosT (admitTEdLy NOt all) devElOpeRs wiLL Be morE thaN CaPable of dOing so.
aNd A tHird advAnTage: it KeEps You HonesT As a dEsigneR.  It's easy To inaDVertently gloss OVer the hard parTS oF A DeSIgn wHen Building a moCkup: YOur lOrem IPsUm fITs tidIly in ThE SpACe available, the amounT oF conteNt is aLways just righT, that messy EDGE case diaLog bOX iSN't necessary, etc. desigNing ruleseTS and guidElineS, rather tHan indiviDUAl screenS, foRceS yoU to THInK about the prodUCT as a SyStem ratHer Than as a ColLecTioN of PrEtty pictuRes, which AlWaYs BeNefIts thE End resulT. 
CHooSe YouR battLEs.  "PixeL perfEct dEsIgN" Is nOt actuaLLy THE goaL, aNd It's vEry ImPortaNt noT To sLip into That mode oF thINkinG.  A CoMpleted, Usable, attractIvE product is ThE goAl.  This, AS With all oTher aspects of design, is a mATter of aCcePtablE comPromise beTweEn compEtiNG interEsts; thIs necEsSarILY inclUDEs The DeVelopers' inTEResTs.  
The FaCt is, Some pixEls are more importanT ThaN others.  Before WadIng iNTO a FigHT oN Any PaRTicULAr issue, make sure It's going to Be ONe For which thE PayOfF is wortH the batTle.    Be PRepared To accept pUshback anD cRitiQUE frOm the develOpers jusT as you wouLD from MAnAgemeNt, sAles, anD eNd uSers, aNd do yoUR beSt to wOrk witH tHem ratHer thAn Against tHem.

A:

When you get reactions Such as This fRom Your dev teAm, tHEn yOu could trY askIng them froM whAt pOint oNwaRDs theY
, only covers a single pro gram state ; it' s n otpo ssib le t o build mockup s  for  every possible situat ion,so at s o me  poin t or an o th e r  th ede vel op e ris go ing  to beleft to co meup  with a wayt ocover some  ca se you didn' t t hink o f.   I f  ther e's  a so lid, c o mprehe nsive sty le guidei n place f or  the  project, they're mu c h more likelyto com eu pw i thsom ething tha tworks .   If th e re i s n't ,  they'll eith er have toc ome  backto  th e  desig n tea mt o a sk for more  moc kups, orthey'l l  just w o dge som ething  to get hert he  b est  t h eyc an . Y ouknow how  w el l tha t us u a l l y wo rks  out .
Ano ther advantag e t o st y leguide s ove r mo ck ups i s that  it m ak es the develope r mo re involv edin  th in kinga bout t hedes ign asa desig n . Fe w p eo ple enjoy just doi ng t he  grunt w ork of fu lf i lling so me one  els e ' s pla n to th e letter  -- it ' smu ch more  e ngagin gand  mo tivat i ng t o be e mpowered  to c o ntribute to th a t plan, if on l yi n  s m allway s.  Given a  goo d  set  ofg ro und rules , mos t( ad m ittedly not all) de ve lopers  will  be more than  capable o f d oing so. 
And at hird advantage : itkeeps youh onest as  a de signer. It's eas y to inadv ert ent lyglo s s  o ver the hardp a rtsof  a desi gnwhen bu ild ing  amoc ku p: your l orem ips um  f it stid ily i n  the spa ce  av ai lab le, t h e amou nt of  con te nt isalwaysj us t righ t,  t hatmes sy  edge  cas e  di alog bo x isn't n ece s sary ,et c. Desi gning ruleset sand guidel in es,  rathe r than ind ividual screens, forces you tothi nk ab outthe produ ctas a s yst e m rath er tha n asacol l e ction o fpre tt y pictures , whi ch al wa ys b enefits  the end result. C hoo se your battl es.   "P i x el  pe r fe c t d es i gn" i s not actuallythe goal,an d  i t's very i m por ta nt notto slip  into that mo de of thi nking.  A  c ompl e t ed,  usable, a ttractiv e product is th e  g oal. Th is, as  w ith  allothera spe cts o f desi gn , is a  matt er  of acce ptable compromise betwe en com petin g i nterests;  th i s n ecessaril y in cludes the  de vel opers ' i n teres ts.
T hef act i s, s o me pixels ar e m o r eimportant t h a n  ot hers.   B e fore w adin g into a fight on any particular  iss u e , m ake sure  i t's going to b e o ne f or which  t he payoff i s worthth e  batt le.   Be pr eparedt o  a c cept p ushb ack  and crit iqu ef rom the  d ev e lopers  jus tas you  would from m anagement, sales , and e nd us e rs,  anddo  your b e st t o work wit h them rath er tha n ag ainst  them.
A :

Whe n y ou  get react i ons suchas th is from  y ourdev  team,  the n you c ould  t ryasking th e m  f r om  w h atpoin t onw ar ds t hey
, only_covers a_single program state; it's_not possible_to_build mockups_for_every possible situation,_so at some_point or another the_developer is going_to_be left to come up with a way to cover some case you didn't_think_of. _If_there's_a solid, comprehensive style guide_in place for the project,_they're much_more likely to come up with something that_works._ If there_isn't, they'll either have to come back to the_design team to ask for more_mockups, or they'll_just_wodge_something together the best_they can.  You know how_well that usually works out.
Another advantage_to style guides over mockups is that_it makes the developer more involved_in thinking about the design_as a_design.  Few people enjoy_just doing the_grunt work_of fulfilling someone_else's plan to the letter --_it's much more_engaging and motivating to be empowered_to_contribute to that_plan,_if_only in_small ways. _Given_a good_set_of ground rules, most (admittedly not_all)_developers will be more than capable of_doing so.
And a third_advantage:_it keeps you honest_as a designer.  It's_easy to inadvertently gloss over the_hard parts_of a_design when building a mockup: your lorem ipsum fits tidily in_the space available, the amount of_content is always just_right, that_messy_edge case dialog_box_isn't necessary,_etc. Designing rulesets and guidelines, rather than_individual screens,_forces you to think about the_product as a system_rather_than as a collection of pretty_pictures, which always benefits the end_result. 
Choose your battles. _"Pixel_perfect_design" is not actually the_goal, and it's very important not_to slip into_that mode of thinking.  A completed,_usable,_attractive product is the goal. _This,_as with all other aspects of_design,_is_a matter of acceptable compromise_between competing interests; this necessarily includes_the developers' interests.  
The fact is, some pixels_are more important_than others.  Before wading_into_a_fight on any particular issue, make sure it's going to_be one_for which the_payoff is worth the battle.    Be prepared_to accept pushback and critique from the_developers just as you would from management, sales, and end users,_and do your best to work with them_rather than against them.

A:

When you get reactions_such as this from_your_dev team, then you could try asking_them_from_what_point onwards they