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.
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.
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 ;))
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.
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.