I worked at an agency with designers. We (web developers) convinced the designers to use Sketch for the stuff that they did for us. It saved us a ton of time over receiving Photoshop and Illustrator files to work with (the traditional "design tools"). Sure, things could be improved, but I love that we have Sketch and Figma now.
What design tools get wrong
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Re: What design tools get wrong
#12Re: What design tools get wrong
#13It seems that author advocates for design tools to become more and more like developer tools - a notion that I, as a developer, can totally get behind. However, in my 12 years of experience in game development, many people who are world-class designers and artists don't have the same mental model as developers. There are a lot of "technical art" issues that in the end, you'd rather handle on a developer's side. I jus…
The web is my medium and how can I effectively design for the entire experience (not just how it looks) if I don't understand how the web fundamentally works?
Re: What design tools get wrong
#14Sounds like the author wants his tools to be as fully featured as the code that will embody the resultant design. In that case I would recommend learning more code instead of relying on a proxy that will never be as flexible. The best designers I’ve worked with not only understand their own domain but the possibilities and limitations of how it will be executed, because they are also developers.
Basically this. It's mind boggling to think a designer could ever excel without knowing how to work with the medium they're designing for. One of the fundamentals of art school is learning how to work with the characteristics of your medium.
Re: What design tools get wrong
#15Sounds like the author wants his tools to be as fully featured as the code that will embody the resultant design. In that case I would recommend learning more code instead of relying on a proxy that will never be as flexible. The best designers I’ve worked with not only understand their own domain but the possibilities and limitations of how it will be executed, because they are also developers.
Re: What design tools get wrong
#16I could nitpick the authors points, but honestly this article just boils down to "Design tools need more features!" which I generally agree with. We're living in nice times for design tools though - Figma/Sketch are leading the pack and moving extremely fast. We're no longer in the dark ages of waiting 5+ years for Adobe to implement some basic feature (like being able to round corners on a rectangle). Well, I guess…
Maybe it isn't even more features, but rather a completely different tool. This could be a market opportunity.
Re: What design tools get wrong
#17Re: What design tools get wrong
#18Sounds like the author wants his tools to be as fully featured as the code that will embody the resultant design. In that case I would recommend learning more code instead of relying on a proxy that will never be as flexible. The best designers I’ve worked with not only understand their own domain but the possibilities and limitations of how it will be executed, because they are also developers.
Re: What design tools get wrong
#19I worked at an agency with designers. We (web developers) convinced the designers to use Sketch for the stuff that they did for us. It saved us a ton of time over receiving Photoshop and Illustrator files to work with (the traditional "design tools"). Sure, things could be improved, but I love that we have Sketch and Figma now.
I've found that agencies are behind the times when it comes to design tools. I once exported a screen of a mobile UI from Sketch as a PDF, only to be told "When I opened it in Photoshop, it was one flat layer. Can you send over your original Photoshop file?" I told them that the original was made in Sketch, and that was the last I heard from them.
Re: What design tools get wrong
#20Sounds like the author wants his tools to be as fully featured as the code that will embody the resultant design. In that case I would recommend learning more code instead of relying on a proxy that will never be as flexible. The best designers I’ve worked with not only understand their own domain but the possibilities and limitations of how it will be executed, because they are also developers.
That said, HTML & CSS is just how the world currently is. It doesn't mean that it is the best possible way to do it. CSS could've been very different if not for many fortuitous events in history: https://eager.io/blog/the-languages-which-almost-were-css/
The best possible way to represent user interfaces is to represent them visually. Having to learn code to build UI is just today's limitation. While many have tried and failed to do better, this is still an open question.
Today maybe a designer must understand HTML & CSS to fully embrace the medium. But that means they have to get out of their visual thinking mode, and look at letters on a screen and interpret them in their mind's eye. As programmers we're used to it, but it doesn't mean it is the best nor the only way to do it.
So I'm all for articles like this that questions the status quo instead of accepting defeat and asking people to just get on with the program.