Some design tools like Figma were created specifically for the cloud, while others are just now making their way there. Regardless of when they got there, there’s no doubt that cloud-based design tools are on the rise.
One can argue that desktop apps such as Sketch or Adobe XD are similar in functionality and features, but the truth is that cloud-hosted design tools steal the show when it comes to collaboration and ease of use, for the following reasons:
Product roles have become multifaceted, and thanks to the development of collaborative UI tools, designers and developers can now share a number of responsibilities.
Historically, the UI tool landscape has resulted in a separation of responsibilities into two distinct roles — designer and developer. However, as the practical side of creating UIs becomes more collaborative, we’re starting to see developers become knowledgeable about UX and vice-versa. Designers and developers no longer need to feel defensive and territorial about their craft; instead, they can make decisions together in a constructive way.
Let’s take a closer look at 4 UI principles that could fall under the jurisdiction of either designers or developers and what either could do to ensure that no stone is left unturned. …
Step into the shoes of a hiring manager for a moment. You need to dismiss an employee in a few days. You’re using an employee management app to do that in the system.
The flow seems to go smoothly until you reach the last screen where you enter the termination date, the effective date, and fill out the list of recipients who need to be notified about the dismissal. You scroll down to the bottom of the screen to complete the process, and then you see a button that says, “Save.” “Save for what?” you think, “What will happen if I hit Save? …
Handoff is when designers hand off their finished UI to developers for implementation. As simple as it sounds, the process requires a great deal of collaboration which often leads to friction. Let’s investigate some of the most common pain points of the process and how to mitigate them.
A smooth design-to-developer handoff largely depends on excellent communication. Without it, different interpretations of the same task can hamper your team’s efforts.
With the rise of more and more design and prototyping tools on the market, more often than not, we see design teams migrating from one tool to another. There are several reasons why designers decide to migrate between tools — collaboration, or even performance. Let’s compare two of the most common tools on the market, Adobe XD and Figma, from the view of enterprise teams.
Let’s first look at the two main reasons enterprise design teams that work in Adobe XD decide to move to Figma.
When you work in Adobe XD, you have to sync your local files to Creative Cloud if you want to share them with stakeholders, your team, or a client. Then, if you make any changes to that local file, you have to re-sync and re-share it. Also, Adobe XD’s sharing to the Creative Cloud comes with some slight storage limits. Namely, when you’re on Adobe’s free plan, you can only share one file, and the file storage stops at 2GB. …
And the reason for that is simple — they improve efficiency. This is because a well-structured design system bridges the much-loathed gap between design and development. It also ensures reusable design components are readily available to use, thereby speeding up production, among many other reasons.
One of the very first questions you need to ask yourself when considering whether or not to build a design system is if you really need one. To determine this, ask yourself the following questions:
Design systems provide businesses with tremendous value. Just ask any skilled product designer: They are time-savers; they enhance the end-user experience and, ultimately, the company’s revenue stream. However, explaining this to C-level executives and stakeholders can sometimes be a bit challenging especially if large amounts of money are involved. Of course, getting executive buy-in for a design system can help you grow your team and invest in new tools. You’ll be able to focus on more meaningful problems than, for example, designing the same primary button for the eighth time.
With this in mind, let’s go over the ways in which you can measure the impact your design system can have on your company. But first, the basics — what exactly is a design system? …
For years, one of the biggest weaknesses of many brands has been unifying the way a product “feels” from inception to conception. And that’s usually the result of team members living out the “Blind Men and the Elephant” story — with each department seeing things differently.
From brewing a pot of coffee to navigating through your favorite app, information architecture is pervasive. You may not even notice it, but our lives are subtly — and sometimes overtly — guided by the information architecture around us.
And that’s exactly why you need to understand what information architecture is — especially as a designer.
In its simplest form, information architecture (IA) is the discipline of organizing information clearly and logically. Its purpose is to make sure said information helps users easily navigate and use a product, app, or website.
In essence, IA is like a map. It allows users to understand exactly where they are and how they can get to where they want to be. To do this effectively, information has to be presented in a way that makes it easy for the user to follow the map — with minimal cognitive effort. …
It’s been 14 years since one technology engineer designed a simple app feature that changed the lives of millions and turned the use of social media into an addiction we all fight. His name was Aza Raskin and he now says he’s deeply sorry and feels guilty about it. What feature are we talking about? It’s the infinite scroll. The most intuitive feature enabling you to endlessly move up or down through content with the simple flick of a finger. But what makes it so powerful and addictive?
Research by Wansink, Painter, and North showed that people can be tricked into eating more soup by offering them self-refilling soup bowls. Those who were unknowingly eating from the bottomless bowls consumed 73% more soup than people with normal bowls and didn’t believe they actually had eaten more. …