Abdulrahman Jarallah

Abdulrahman Jarallah

UI/Interaction Designer at EatStreet Joined about 10 years ago via an invitation from Jeff B.

  • 2 stories
  • Posted to The Burnout List, Jan 24, 2020

    Frank Chimero is one of my favorite design writers. Thanks for sharing!

    0 points
  • Posted to Uplaunch. Power up your launch!, in reply to Mahdi Farra , Dec 13, 2019


    0 points
  • Posted to Shape - 1000+ customizable, animated icons & illustrations library exportable to code, in reply to Amol Kumar , Oct 24, 2019

    I think making it more prominent help with brand recognition. I'm a fan of Design+Code. Great work everyone!

    0 points
  • Posted to Shape - 1000+ customizable, animated icons & illustrations library exportable to code, Oct 02, 2019

    I think "Made by the team behind Design + Code" should be highlighted and stand out more.

    1 point
  • Posted to Sketch 57 released, Aug 15, 2019

    I want Sketch Runner to be implemented in every design tool. Thanks!

    0 points
  • Posted to Really Good Emails 2.0, Jul 17, 2019

    Sup Matt! Long time no see!!!

    0 points
  • Posted to Tips on going from Graphic designer to UI design, in reply to Jason Li , Jul 11, 2019

    Well said!

    1 point
  • Posted to Tips on going from Graphic designer to UI design, Jul 10, 2019
    • I like Erik's newsletter for UI design: http://erikdkennedy.com/. He has an online course but I don't know how good it is. But I do like how thorough his articles/emails are https://learnui.design/blog.

    • One of my favorite design writers is Frank Chimero https://frankchimero.com/. I don't think I'd describe him as only UI designer since he also designs books and illustrates.

    • I benefited a lot from graphic design books written by/about leading graphic designers such as Massimo Vignelli, Saul Bass and Paul Rand. Yes, they didn't design UIs but their though processes are very inspiring. I learned the importance of grids and type from Massimo. Again, you'll get people saying grids aren't important in the age of many screen sizes but I do believe it's a good place to start. You might already be a master in grids and colors and that gives you a great head start.

    • Leaning UI design differs between people. I learn by doing so picking up a project you want to work on might be the way. Or you can take a short course to help you get comfortable in UI design.

    • You'll find so many resources on the internet just try to pick one and stick with it.

    • I find Google material design guidelines to be amazingly detailed for mobile apps and general UI tips. https://material.io/design/foundation-overview/.

    • Also, Apple's design guideline is good intro in mobile UI design. They updated their guidelines from when I looked at them years ago. https://developer.apple.com/design/human-interface-guidelines/ios/overview/themes/

    I hope you find what I posted above helpful. Best of luck and please don't hesitate to ask.

    2 points
  • Posted to Any designers using Framer X? Why or why not?, in reply to Ben Grace , Jun 24, 2019

    Yeah, I recommend watching FramerX tutorials before starting the trial. Just to have an idea of what you expect etc.

    0 points
  • Posted to Any designers using Framer X? Why or why not?, Jun 24, 2019

    Great thread and it came at the right time. I've experimented with FramerX on and off in the last two weeks. I gotta say 14-day free trial is not enough to make a decision on using this week unless you plan you free trail period right.

    My current setup is using Sketch + Abstract + Marvel. Sketch for designing, Abstract for version control and Marvel for sharing prototypes. It's likely that I'll replace Marvel with Sketch cloud in the near future.

    *Please keep in mind I didn't use it heavily so I might not know some features that exist in FramerX

    Here's my short time experience with FramerX:


    1- The auto-layout feature is amazing, I can build and move elements quickly. I was able to iterate faster than Sketch.

    2- Coding feature is powerful and FX moves away from static and more into the matching how your product will look like in the real world. It match how FlexBox in CSS and StackView in iOS, which I really like.


    1- It lacks some features such as Text Style feature in Sketch. Where in Sketch you can define Typography structure and reuse them. However, in FX I think you can just code that feature and I assume it's a straightforward implementation.

    2- It lacks plugins in Sketch that I heavily rely on. Sketch Runner is a main plugin for more and I hope FX is planning to have it as part of their product.

    3- It lacks resources from the design community so you'll need to figure it out on your own. Meng To course was very useful for the UI aspect of FX. But his coding tutorials are out-of-date since Framer updated their API. https://designcode.io/framer-x-course *Meng just published a new FX course so I'll need to check it out: https://designcode.io/framer-playground-ui-interactions

    4- The learning curve as mentioned in other comments is steep at least for the code components so I'm seeing myself spending more time learning React. I don't mind brushing off my coding skills that I haven't used in long time. I do think you should enjoy coding to enjoy FX.

    5- You can't use their shared components feature unless you pay for their team membership. Even in the free trial membership you can't experiment with it. For me, trying it can help me decide if I want to move from Sketch to FX.

    6- There's no version control such as Abstract for Sketch, so you'll need to rely on Git for that. I could be wrong though.

    I hope this helps!

    1 point
Load more comments