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What design tools get wrong

kilianvalkhof.com

61–70 of 84 posts

Re: What design tools get wrong

#61
post #11

Earlier quoted context omitted.

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.

To be fair, Sketch is a Mac only program, so the team may have just been unable to use it, and preferred to just move on rather than purchasing an entire new computer (and Sketch). It would perhaps been more helpful to have responded by offering to provide your Sketch assets/layers via Zeplin, which is free and web based.

Sketch files also open in Figma which is free, browser based, and OS agnostic.

Re: What design tools get wrong

#62
I think that design tools are slowly but surely zeroing in on this. The updated versions of Sketch, Figma, and InVision can support responsive layouts, and all of them are moving from being able to create static designs, to interactive prototypes. There are several plugins and workflows out there that will convert your designs to useable code, and it is only a matter of time before this software is doing that natively and representing the full stack.

Re: What design tools get wrong

#63
post #20
post #5

Sounds 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.

When someone says HTML & CSS is terrible I ask them to design something better that lets you represent user interfaces that can adapt across multiple screen sizes, and allow complex layouts that Flexbox and CSS Grid makes possible. It is easy to criticize something if you don't have to worry how you would do it better. That said, HTML & CSS is just how the world currently is. It doesn't mean that it is the best possi…

>When someone says HTML & CSS is terrible I ask them to design something better that lets you represent user interfaces that can adapt across multiple screen sizes, and allow complex layouts that Flexbox and CSS Grid makes possible. It is easy to criticize something if you don't have to worry how you would do it better.

Easy, something like Winforms or one of its successors like whatever they make Win10 apps in. Even the new Unity3D UI stuff is better.

Re: What design tools get wrong

#65
post #59

Earlier quoted context omitted.

> but it is partly the fault of programmers who don't expect the effort to understand how design is done and what "good" looks like in that craft Very much something I agree with. Even on HN, when a non-designer has made something with a GUI, you'll often hear the excuses along the lines of "well, don't blame me if it's ugly, I'm not a designer". Then you shouldn't have deigned to make something with a UI until you'v…

You can either have something ugly now. Or something well designed and beautiful never. Which one do you want?

These are far from the only choices.

I know the triangle of forces would have something to say about my statement, but I find too many developers purposefully build a wall around themselves and product design, perhaps using the aforementioned triangle as justification for why they should keep that wall erected.

Yet, even a passing attempt to understand the basics of design, whether of user interfaces or even of something as mundane as a chair, opens one's mind up to possibilities hitherto unseen due to failing to understand that there can be a strong link between aesthetics and function.

Re: What design tools get wrong

#66
post #50

Earlier quoted context omitted.

On the reverse, let designers refuse to work with developers who have never observed users using their product (user research in formal terms), or don't understand color theory, or haven't designed a landing page that converts well, don't know how to use Sketch or Figma. I've been trying to learn how to do design well - struggling to get the onboarding UX for a complex workflow right. It is something very difficult f…

> but it is partly the fault of programmers who don't expect the effort to understand how design is done and what "good" looks like in that craft Very much something I agree with. Even on HN, when a non-designer has made something with a GUI, you'll often hear the excuses along the lines of "well, don't blame me if it's ugly, I'm not a designer". Then you shouldn't have deigned to make something with a UI until you'v…

It means "I know this bit is bad but I don't know how to make it better". It's an expression of vulnerability and I'm glad people are releasing their half-finished stuff with this admission rather than not releasing.

I actually think your behaviour here is kind of crappy to take an occasion where someone is admitting to weakness and twisting it on them. Especially when it's completely voluntary to even use these products.

Shame on you.

Re: What design tools get wrong

#67
I think the underlying premise of this excellent article is that design tools have to get closer to the capabilities of web technologies in order to bring much needed realism to the design process.

This is exactly what still gets me going after nearly 10 years working on design tools (I co-founded UXPin back in 2010). I'm so glad that more people in the industry notice it!

Majority of the popular design tools (Sketch, Figma, InVision Studio, XD...) work in a 30 year old paradigm of image based–design tooling (originally created for early vector and raster "creative" tools that were never meant to be used to design software interfaces!). In this paradigm the output of a design tool is an illustration of the final product that has no relation to the reality of code. The rendering is different, the interactions are just slide-based simulations, the ability to describe states is nonexistent. To get more down to earth - those tools can't even render a simple text field or a checkbox!

And yes – they're getting better and better, but ultimately getting around the limitations of their paradigm is impossible. At the end of the day those tools are perfect for drawing icons and illustrations, but really bad at creating, for example, a working prototype of a form field with validation.

That's why a bunch of design tooling rebels (UXPin, Framer X, Modulz, Interplay, Shift...) started to work on code–based design tools. In this paradigm the output of a design tool is rendered from html/css/js code, but designers don't necessarily need to know how to code. Majority of UXPin users don't even know that they're prototyping interfaces with advanced JavaScript :).

Within code–based paradigm the limitations of image–based tools do not exists.

In reference to the article here are some features present in UXPin (and some others just to illustrate my point): - states of elements (every element can have multiple states and variants, originally we've built it in 2013. The new version was launched last year). - conditional interactions - javascript expression (from advanced math, regular expressions to operations on strings - in UXPin designers can build really advanced prototypes) - context awareness (prototype can be aware of the os/browser that is used for previewing or e.g. the size of the screen and conditionally render the right state of elements) - accessibility linters - import and synchronization of production React.js code (in beta, we're calling it UXPin Merge) - access to external APIs (you can, for example, build prototypes that can interact with smart devices)

None of that is possible in the old paradigm! Of course the giants of the design industry don't want you to know it, so they invest tens of millions of dollars into flashy marketing:)

Some things that Kilian mentioned are still missing, but we (and others!) are working on them.

Hope this is providing some context to the state of the design tooling industry.

Ps. Fun fact - Figma branded themselves as the first design tool with real time collaboration. We have it since 2011 and... it was also called multiplayer design :)

Re: What design tools get wrong

#68
post #2

It 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…

A UX designer or UI artist should absolutely be concerned with these things. Every UI artist I know has asked "How do I do 9-slicing?" on day one.

I try to put as much power in the hands of the UI artist; if they have full control and an accurate preview (or better yet, WYSIWYG) then they can iterate on the screens without my involvement, and turn in something beautiful that I just need to connect to the actions / data sources.

> a person who spends his time thinking about character's emotion, colour balance, human anatomy and other art-related issues Non Sequitur. Those are character artist concerns, not UI/UX artist concerns.

Re: What design tools get wrong

#69

Earlier quoted context omitted.

> but it is partly the fault of programmers who don't expect the effort to understand how design is done and what "good" looks like in that craft Very much something I agree with. Even on HN, when a non-designer has made something with a GUI, you'll often hear the excuses along the lines of "well, don't blame me if it's ugly, I'm not a designer". Then you shouldn't have deigned to make something with a UI until you'v…

It means "I know this bit is bad but I don't know how to make it better". It's an expression of vulnerability and I'm glad people are releasing their half-finished stuff with this admission rather than not releasing. I actually think your behaviour here is kind of crappy to take an occasion where someone is admitting to weakness and twisting it on them. Especially when it's completely voluntary to even use these prod…

> Shame on you

This part of your post I find to be in contradiction with the HN guidelines. It's not a helpful, it's merely snide and dismissive.

Anyway, I don't think my behaviour is crappy. It is undoubtedly better to run your design past someone, test things, take feedback, fix issues, and improve the interface to correspond with the things that people find difficult. If people want help with interface design, the world is not short of willing volunteers with the relevant expertise.

Especially considering I made it clear I was talking about utilities used by, and I quote myself, "regular, non-technical people" — they don't care whether you're making an "expression of vulnerability", they want their software to work. Additionally, the world of IT helpdesk does not applaud having to troubleshoot problems that should've been solved years ago because so-and-so decided to do everything by themselves rather than do some basic user testing or simply have someone else look at their design.

If something is in a testing state, call it a beta. I respect a product that knows it isn't ready for the big time and so is explicitly marked for improvement, either by collaboration with a designer at a later stage or community involvement — this is what happens a lot in open source.

However, don't put it into production, particularly if its design also leads to more problems overall for the users by virtue of its premature release.

I take the user-centric view of product design. We are making these things for other people. They are not going to give us trophies for participation.

Re: What design tools get wrong

#70
post #20

Earlier quoted context omitted.

When someone says HTML & CSS is terrible I ask them to design something better that lets you represent user interfaces that can adapt across multiple screen sizes, and allow complex layouts that Flexbox and CSS Grid makes possible. It is easy to criticize something if you don't have to worry how you would do it better. That said, HTML & CSS is just how the world currently is. It doesn't mean that it is the best possi…

Sure, can you whip up an easy 3 column layout for me using the parts of CSS that are fully standardized? CSS does a lot of things really well, but makes some common tasks way more difficult than they need to be.

  

    
    
    

  

Sorry, I couldn't resist

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