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@Powers Gray - I think your first point exists in the latest Sketch update. Simply append R C or L to the end of your value.
I've struggled with following Atomic structure too. Similar to you there was too much granularity and we ended up with a lot of cross over between Molecules and Organisms.
I've just started using:
• Principles • Basics • Components • Patterns
We have begun to categorise components which helps. This has been working so far though we're working with a relatively small team/system.
We're using the usual Sketch / Craft Library set up with a submission of new components to be reviewed and included.
Pretty standard I think, but really interested to hear how other people are managing - particularly in more Lean Agile environments. Changes being made to a component in dev without a design asset for example...
As others have said, I don't think finding this range of skills in unreasonable. Hard to find, especially in the North, but not unreasonable.
I know a lot of product orientated agencies have Design Leads in place who have a really broad knowledge of everything you're talking about but then have specialists (UX, Visual and Research/Testing orientated) underneath them to provide depths in knowledge where they're not as strong.
The skill which will be hardest to find is the innovation workshop skills. Running a collaborative workshop is a skill all in itself and doesn't usually go hand in hand with the 'craft' of design. I've solved this in the past by having the design lead (me) planning the activities then having a facilitator help lead the workshop.
As with anything like this you'll get specialists and generalists. There will always be people with a strength or interest in a particular area of the process. Much like back end/front end development.
I use different shades of dark UI for different creative suite applications to easily distinguish between them!
Haven't used it in a commercial context but Flinto has built in animation curve presents (RK4 & UIKit) which are more easily translatable into code.
My development so far has been fueled by trial and error and learning from my mistakes
For me learning through trial and error - getting things wrong - is massively valuable. So many people learn how to do things from others but don't know why they do it or why it's an important part of a design process.
Find a way to do this in a safe space (admittedly hard for a freelancer!).
Brilliant work Dan! Sometimes having a sole designer working on a product has it's benefits and it's clearly paid off here. Really consistent, fresh approach throughout.
I've seen quite a few processes like this revealed lately (very similar to my own!). It's almost like there's a set industry process starting to emerge...
Hi Ryan,
I'm really interested in Subform, I totally get what you're trying to do and see the need for it. We need tools which treat interfaces as living movable, ever changing things rather than static images.
I like how you've tried to take inspiration from other disciplines (industrial design, architecture ect.) who have been dealing with some of the problems we face in digital product design today for decades.
What other techniques or processes, apart from tools, do you think we could take from other disciplines which would benefit the design of digital products?
As a separate question, how big do you think the market for Subform is? And what kind of designer in what context do you think it's most useful?
I really hope you guys get the backing you need.
Good luck!
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My new favourite tool. Giphy also recently bought it and made it completely free.