But I do agree that Figma needs an auto-organizing feature of some kind for people who receive the work. Perhaps with machine learning to track designs by the timestamp when they were edited, instead of their location on the page. Which could be as simple as a linear or hierarchical view which only scrolls along one axis, with tags similar to git/Sourcetree. Apologies if this already exists!
What do you mean here? That this note taking method makes you 10 to 100 times better at your job?
I do something very similar except different files. But unstructured and rely on search to find things. Optimizes for writing. But this one trick makes you a 100x developer?
So yeah, 100% agree that the "big bulletin approach" is a negative.
"By hovering and clicking around the Figma canvas, you can find and export all the information you need"
Because "hovering" over every shape or area in a screenful of design content to prospect for hidden goodies, then exporting them one by one, is a great way for developers to acquire a complete rundown of what they need to implement.
I guess I can't speak for all developers, but I don't want to dick around with an Advent calendar that's masquerading as a design document.
Meanwhile, has Figma fixed the absurd confusion that it presents in the UI between projects and teams? It seriously confuses those two things right there on the "home" page of your account.
And finally, for those who don't want to support Adobe's software-rental nonsense, there is an open-source alternative to Figma called Penpot: https://penpot.app
I can typically figure out a mental model, even if designed by someone else (assuming they are somewhat consistent), pretty well and fast. — But it’s the inconsistency, that screws things up for me.
If I was a good note-taker and had a rich, deep journal which was searchable - I'd be 100X more than the 1X me right now.
Not journaling is a big regret of mine.
I take screenshots of the state of figma at the time we all agreed that "this is it" (or close enough to what we'll implement). Sure I'll leave a link in the epic to the figma "bulletin board" for that feature so that people can find it and look around. But that's it. We're also never gonna implement exactly what's shown in figma (or said screenshots) either because it would take forever to get the designers to actually adjust everything to look like it does in product.
They can never seem to get the look to match what our standard UI library looks like. Which is a shame because every new developer always tries to match what the design shows instead of sticking with the standard library. Honestly, the best thing would be if figma wasn't used at all and the designers just used black and white lines and boxes and focus on good UX instead of pixel perfect UI designs.
I'm never gonna buy into the Apple ecosystem on principle but product wise it's great to have it at work. On my ThinkPad I always go for my actual mouse when I need precision but the hand travel time between mouse and keyboard use is distracting.
To be fair, they were all like that even before Figma, including Sketch.
But Figma doesn't allow you to link an artboard from one page to a one on different page, so it didn't allow designers to organize.
Don't get me started on lack of subfolders.
1. Hold the cmd key on your keyboard while spinning the scroll wheel to zoom in and out
2. Click and hold the scroll wheel and move the mouse around to pan
I really don't understand why there isn't a better designer>developer hand off experience. It seems like Figma is trying with the CSS stuff and the layouts, but I don't think it quite works
For instance, if something is agreed upon and a designer changes it afterwards, they could simply give you a heads up that they intend to do so with context so the two of you can discuss.
People > process.
The flogging still happens. Is that broken? Yes! Does it still happen in too many companies? Yes! Is there an easy fix where you "trust but verify"? Yes! (as in, sure I trust they will notify me next time, which even if they actually do may be too late. So we made the process "figma is the 'working theory' and what we actually build will sorta look like that". Not every stakeholder may understand that but we sure will tell them when the flogging is about to start. (I say flogging, but in reality it's a gradient of course and while in some companies it will resemble an actual flogging quite closely in others it's more like what you describe. Not all countries and companies are as chill as some others ;))
Ultimately a lot of this stuff is commingled with comfort with tools and general ability to juggle things though, so hard to isolate the effects
Unfortunately that’s been the exception in my personal experience, so most of the time I have to produce pixel-perfect comps that leave nothing to the imagination.
We can use your language and persuasive skills to effect change. That change might be better collaboration. That change might be the person gets fired because it, together with other behavioral patterns, are judged to yield poor outcomes. Outcomes that are not good enough.
Minor design details tend to change and even if they are missed out, they get caught at some point - cost of dev rework is generally manageable.
Another big tool for bigger product teams has been component libraries (and corresponding Figma assets). That makes it all simpler.
https://github.com/reinier/dotfiles/blob/main/hammerspoon/er...
It let's you hold down the right click key and use your mouse to scroll any x/y direction.
Original source for this hack is offline, but Internet Archive to the rescue: https://web.archive.org/web/20200808000102/https://savouryti...
BTW I use Figma all the time, I have never any issues scrolling with this hack.
I’m talking about 2015-16 when you had to use raster images for components and figma was not even a thing.
But thank you nonetheless.
My current complaint about figma is that even if I take time to set up all the dynamic scaling and layouts I don’t think it as useful for devs as I hoped it would be in my mind. (As in I thought u can just copypaste the code snippet). But i’m not quite sure as I have not done much IC design work in years aside some odd jobs for friends and perhaps they are just shit programmers or I am not using it right.
Edit: my actual point was that if a person works along their natural tendencies, they'll probably be faster than if they have to fight their instincts (and take time to organize in this case), mainly because they might fall out of the zone
I'm also surprised we don't see the utilization of some GD&T style language to specify design intent. (https://www.gdandtbasics.com/gdt-symbols/)
For the problem of:
"I have a design I would like produced. Please make it like this please."
I couldn't imagine giving a machinist or welder a drawing containing no annotations. (This would be something an intern does once and the shop calls them up to tell ask them questions about what they actually need for 45min. Probably sending them back to rework it)
Pulling from the mechanical world:
* make 3d models (equivalent to HTML/CSS components)
* put 3d models into an assembly (HTML components together on the page)
* make variations of the assembly to show range of motion (variations on user activity)
* make "drawings" that contain components that are broken down to the smallest practical level (this would map to: modal, tables)
** in software these are usually managed similarly to Spreadsheet tabs
** this would contain a reference to the 3d parts + dimensional annotations. This means updating the assembly/part geometry automatically updates the drawing
* anytime significant changes are made, issue new "Revisions" of those "drawings" are committed, issued, and then sent to the shop
* 3d modeling software has change management systems so you'll automatically know if your proposed changes to a 3d part will break a drawing or assembly that depends on itUnfortunately, the product designers don't seem to want to let go of Figma. I understand that this helps them think and organise the layout so perhaps it's not really a problem.
That's why I really like working in true cross-functional teams. A Product Manager, a Product Designer and a handful of engineers. Do standups and all ceremonies together.
Ideally this "product team" is also empowered to solve a problem instead of tasked to build a feature.
I certainly can understand stand the move fast method of quickly changing things, when I'm doing concept work this makes more sense here.
Long term though, if you actually care about your work you should be making copies or different boards to show how and when you made some decisions. Especially mayor design changes.(Granted I could just be a bad designer that just can't come up with a better workflow)
The missing link, often, is then formalizing the design in some form that both developers and designers can use.
At the job I mentioned in my anecdote, we had a guy who lead our design system team. He had string design experience and was also a front end developer. He acted as the interface between the dec Org and the design team to create and develop a component library that was actually used in production and documented on an internal site.
Devs had real code they could use and design could focus on future products and reducing existing things.