Be nice. Or else.
UX/Design Google Developer Expert Joined about 5 years ago via an invitation from Asher S.
I think it does make sense to have such course focused on Framer X, especially since React is so huge that it can be hard to start for some non-technical designers. I personally would take the course if it's properly focused on what we do day-to-day and how it can improve the communication between design and dev :)
Hey Linton! It's been a while!
Yeah, I am having the same thought, but wanted to see if they have something else under the sleeve since they emphasize on the designer-developer collaboration, although I wouldn't expect everything will be covered, but at least if there is something to reduce the gap/improve the flow, that'd a good start :)
That's interesting - looking forward to that!
Just curious - when you say design/developer gap - is it for specific platform? Let say if it's about Android and iOS, is it something Framer X will cover?
Just played around with it and it's pretty awesome!
By one device, do you mean the app is absolutely ONLY running on this device in a controlled environment? If it's not, then it is not reasonable to only design specifically based on that device.
By 1x, what I meant is to design the app at the base resolution (the default is 360x640). Since you didn't mention about which device is that, so I didn't know the pixel density, but let's assume that it is a Pixel XL/Nexus 6P with 3.5x pixel density, you can design the app at 412x732 (suggested by Marc) which you should be able to accurately preview your design on the device using the 1x assets from Material team.
But as I mentioned, if the app is not specifically running on that device itself only, then it's best to design the app at 360x640 to ensure the best layout compatibility with many devices out there.
If you have some confusion for pixel density, resolution etc, this is a great read: http://sebastien-gabriel.com/designers-guide-to-dpi/
There is not need for the stickersheet to be available in other sizes, and you should always design at 1x with the base resolution to ensure everything fits in the base screen space, and for devices with larger width and/or height, the layout and design will be adapted accordingly.
Just thought to chime in a bit on this - I think the awesome Marc (been always your fan and thanks for Skala Preview!) has addressed how to properly designed on Pixel XL (or Nexus 6P, they have the same pixel density), I would suggest to continue design Android apps at 360x640 (the standard Material Design 16:9 size) to avoid the illusion of the additional horizontal space (vertical space is less of a problem usually because we can do vertical scrolling), because at 412dp, you actually have that additional 52dp and you might actually try to fit as much things as possible, but the fact is that your app will be running on many devices with the standard 360dp width (there is even devices at 320dp width, although they are rare nowadays), so there is a chance that your design doesn't fit on such devices.
Similar to iOS design, I always start at 360x640 for Android, and 320x568 for iOS for the base screen space that I can have, then I will make another artboard if I want to see how it will look like on a bigger phone, like Nexus 6P or iPhone 7 Plus. Otherwise there is a fair chance that your design on Pixel XL or iPhone 7 plus won't fit into smaller devices like Nexus 5 or iPhone SE.
Thanks for the shout out for Fabulous, Ratik! Designer here ;)
Whichever tool that can help you deliver what you want and what you need is the better tool.
Personally, I use Principle a lot, and I have to say there is no other equivalent interaction design tool that can achieve close-to-real prototype without writing a line of codes. Surely it can't do everything, but I think it probably covers 80-90% of the possible interactions and transition effect which is sufficient for communication between designer and developers/stakeholder/clients etc.
Be nice. Or else.
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