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Product Designer Joined over 6 years ago
"button/green-solid' isn't that great of a name. Button/primary, button/secondary works better since you can change the color of the button at any point in the design. It will get confusing when you have a button called "green" that's actually red.
The implementation isn't as great as Slack's :/ It requires you to remember exactly what the shortcut for the emoji is. You also have to manually enable the ones you want. You can basically do this in OSX already.
Interesting choice removing the brand colors from the app, they're possibly also rebranding?
For what it's worth, I liked the blue text for indicating tappable text. now everything is more or less the same and you have to guess and check what's actionable. They also lost the iconic orange notification :/
Feels like any other ran of the mill app and not instagram.
The line object is pretty poorly designed. Even if you draw a perfect line on the pixel grid, the stroke is set to "center" so the line is split between two pixels.
Oh and why isn't there a way to set a width to the line? Inputting coordinates to extend a line is so unintuitive.
The new type implementation mimics how line heights work on web. You can force to a smaller fixed line height, but it's generally not a good practice.
I'm still trying to figure out line heights in iOS, which seems like a big mystery. Anyone have any input on this?
I know you're a big proponent of web styleguides, but I haven't read your thoughts on the following. Our styleguide has enabled us to build and design pages relatively quickly. We've also seen huge usability and egnagement gains thanks to it. The trouble I've been running into lately is updating fundamental elements of the styleguide.
Simple things like buttons and forms are easy to update visually. Where I run into trouble is in things like our grid, type sizes, etc. Any change to those fundamentals requires a redesign of a lot of our pages. For example, bumping the default font size from 14px to 16px would break a lot of pages. Changing the grid width from 960px to a fluid grid or even a wider grid will break a lot of pages.
How do you deal with updating a design system while dealing with engineering constraints?
All of the examples provided have been proven to not be effective in the real world. The first popup with the wall of text - most users will close out of within a few seconds. Constantly floating tool tips - users close those out and try to learn on their own.
The problem with onboarding that every startup faces is that it's an afterthought. They build the product and realize that users just don't get it when they're dropped in. Then they hack little tooltips and tutorials on top of the product to teach people how to use it.
Onboarding needs to be constantly thought about in the brainstorming/wireframing stage, not when the product is already built.
Overall good read. The author didn't touch on this, but it's incredibly important to consider gestures when creating animations. If a screen slides in, it indicates that you can swipe it in the reverse direction to get rid of it. If a modal scales up, it indicates that you can swipe it down to dismiss it (similar to photos in ios9).
This applies to all UI animations IMO. It can be frustrating to set expectations through an animation and not follow through with the proper gesture integrations.
Agreed. I'm not sure why there's an expectation that dribbble is a place for thoughtful, objective feedback. It's simply a place to show off what you're working on.
Great update. Still can't copy/paste animations :(
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