Be nice. Or else.
UX Designer Joined about 2 years ago
Andrew hasn't posted any stories yet.
I really hate that they let you scroll out of articles. I tried this beta last week and it was pretty annoying—scrolling isn't an event that should initiate actions IMO. I think that's why they have that awkward X? I kind of liked how you could "close" an article with that X though... even though it was weird. Is an article functionally a modal with an X/close, then?
I applaud the bold imagination on this though. Kudos to that.
Great idea on the anonymous doc. Luckily for me my team are generally OVER sharers when it comes to feedback. Another benefit I can imagine is that some people just prefer to not do critiques on-the-spot. They want to vet their own feedback for whatever reason. This would give them that personal time to reflect before getting in to it.
Neat. This thread has been chalk full of great ideas..
lol awesome idea with the nerf guns. I'll try that (no federal clearance required!).I think most managers struggle with inclusiveness/decisiveness (if I don't tell them what to do, will they question my judgment?)
Retros and 1-on-1's. Ask them how they like the project they're working on—what the next step of their career is, etc. And use your 1-on-1 to discuss any issues that come up in the retro that may need more a private follow-up.
Yeah this. I want them beziers in my shit.
Haiku has been pretty great at this so far, but has a bit of a steep learning curve. Honestly the most successful animations I've done were just coded by me in a sandbox HTML file and demoed to my squad.
Hope this helps:
As a manager the best advice I was given was that bad managers rely on the old "My door is always open!" wisdom. This is a bullshit management strategy because it puts the onus on your people to bring up issues. Your employees that feel anxious, confused, burnt out, or embarrassed by something they don't know shouldn't also endure the turmoil of finding the courage to come to you. Don't do that. Go out and find issues. Shake the trees until nothing falls out.
An excellent exercise to do just this is the retrospective. This is a 30m — 1h meeting focusing SOLELY on surfacing the worries and ambitions of your team. Do not do this as a piece of sprint planning or tacked on to another meeting. It sends the wrong message that their issues are to be the sideshow of the "real" sprint work to be done.
I like to use a simple format of drawing a :) :( :/ faces on a whiteboard in columns with an action items column (so 4 columns). Team mates write out post-its in each column to plot their concerns. After they're done go through them 1 by 1. For each issue decide if there's anything to be done (often its simply a space to vent, which is important. Let them vent safely). Write down an action item for tickets that can be solved and assign it to a team member (you, too). This will spread out the responsibility for improving process and actually ensure issues are resolved. Take up these action items at the start of the next retro (I like to do them bi-weekly).
More info: http://www.funretrospectives.com/
It's not a one size fits all issue:
1) Ideally the designer and dev are together, and your Sketch library components translate directly to the front-end library on the dev side. In this manner, if you're successful, you should be able to give a dev a WIREFRAME and they reconstruct it with the proper front end components. Your Sketch components are basically reverse engineered "sort of like this" mock-ups. The designer needs to be in-team OR you have a regular culture of demoing stories to the team/designer directly.
2) If a designer and developer can't sync-up together regularly (too many devs per designer is often the cause, but also the designer can be away on vacay or some other perfectly legit reason, etc). you can use Zeplin.io — it's a great service. This would work for 1) too, really. It also serves to make sure a designer has their UI measured and properly put together (no 9, 10,11,9 margins allowed here).
It's really up to the designer to facilitate this on the day-to-day level—and for eng management to set the team expectations on what is considered "done". Or else you run the risk of missing the boat, because even in the best Agile environment you have to move on to other initiatives at some point, and that will cause a backlog of design debt.
Well even if the screen market is small (though I doubt it)—Sketch as a company is relatively tiny so their ambitions can tailor to me and my use case. There's no stockholder looking for 200% year over year hockey stick growth. That's what ultimately opened up a foothold in a market dominated by Adobe—the pursuit of quality.
People used Photoshop & Illustrator to design for screens because that's really all there was. Illustrator was a general purpose illustration tool—and I suppose you could fit screenshots/UI in as "illustrations".
It wasn't until Sketch came along and gave us symbols and export for screens without the 100 other use cases in the way that things got good. Again, their decision to use a parse-friendly format, to me, showcases their willingness to do something that may be prohibitive to them for the sake of simplicity (app developers can just build plugins as they please, or build services right on top of Sketch).
There is a massive difference between the Microsoft "take all" mindset and Sketches "we do this, and well" mindset. You're 100% right that it's more profitable and desirable as a business. But as a USER? I'm not convinced. And I think that's why I like Sketch as it is—focused on helping me every day.
But InVision isn't Adobe. They may pull it off. We'll see.
I suppose I disagree. I like the idea of each tool and their developers can focus on only their use case in a broad ranging market rather than a monolith. Adobe stagnated for years before Sketch shocked them. We'll see how the market responds (that's ultimately what counts anyway).
I would also point out I don't think Sketch would've touched prototyping had InVision and Figma not entered their space so vigorously over the last 18 months. This seems like a "well, if you want to play it that way" kind of reaction to me.
This looks like a really great update on the feature phone. I'd need email so I'm selected out of the target market, unfortunately.
Be nice. Or else.
Designer News is a large, global community of people working or interested in design and technology.