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There were mixed reactions on Thursday morning when Adobe announced it had acquired Figma.

Excited press releases extolling the benefits of the “collaboration” followed the news. Dylan Field, founder and CEO of Figma, said: “There is a huge opportunity for us to accelerate the growth and innovation of the Figma platform with access to Adobe’s technology…”

The reaction from the design community has been a little less enthusiastic.

The problem for the design industry is that we’ve been here before. The acquisition of Macromedia followed a period in which Adobe tried to compete, failed to update its legacy code, lost the battle, and purchased the victor. You only need to look at the number of former Macromedia products in Adobe’s stable (zero) to see where Figma’s heading.

Figma has grown faster than any of its rivals in the last eight years. It is, of course, easier to grow when you start at zero. But there’s no denying Figma is a well-managed business and probably a good investment — if not worth the $20bn that Adobe reportedly paid.

Figma’s technology will give Adobe a leg-up in the collaborative design stakes, where it is clearly lacking. And Adobe’s resources will iron out some of the kinks in Figma, especially around typography, which is, if we’re honest, a bit hacky in places.

Adobe will provide a good home (we hope) for the Figma team, who will have the opportunity for career advancement in a much wider pool of development teams.

And, of course, Figma’s annual revenue will begin to trickle into Adobe’s vault — although it may be some time before it makes a dent in that $20bn hole.

But Adobe didn’t buy Figma for its business model, collaborative technology, team, or revenue stream. Adobe bought Figma’s users, all four million of them.

Adobe‘s approach to design software is upselling. It lures you in with free apps, and when you’re engaged, it integrates them with other parts of its ecosystem until suddenly, without meaning to, you’ve agreed to a Creative Cloud subscription.

Adobe was losing customers to a competitor. And more importantly, due to Figma’s free-use approach for individuals, it was losing young customers to a competitor. If it hadn’t bought Figma, Adobe would have needed to invest heavily in its own products while providing them to freelancers for free; that isn’t viable for a company with as many commitments as Adobe.

Yes, it is entirely accurate to say that competition drives innovation, and with fewer competing apps, there is less need for companies like Adobe to build high-quality, reliable products. However, it is also true to say that a lack of competition creates opportunities for new apps.

Somewhere out there, in a dorm room, or a basement, or on a kitchen table, someone is working on Adobe’s next big acquisition. It’s probably an AR design app; we need a few more of those.

For Figma, the next 12 months will be bright as Adobe works to retain the customers it’s bought. Within five years, you’ll probably need an Adobe Fonts subscription and a Photoshop plugin to use Figma. In ten years, it will be stored in a code archive next to Freehand.

Some designers will turn to Sketch; others will turn to Affinity; some will shrug and keep using Figma; others will shrug and keep using XD.

If an app is intrinsic to your design work, it’s probably time to switch apps. Your skills are transferable. I’ve switched apps many times; some I loved, some I just needed. I’ve never encountered an app that improved my work, although plenty have improved my mood while working.

Figma took a great approach and will continue to be great until it isn’t. Tools come and go, Adobe’s acquisitions team, it appears, is eternal.

 

 

Featured image uses photos by Afrika ufundi, Andrea Piacquadio, Andrea Piacquadio, Anna Tarazevich, cottonbro, fauxels, Ketut Subiyanto, Mikhail Nilov, Moose Photos, Pavel Danilyuk, Pavel Danilyuk, Polina Tankilevitch, Tima Miroshnichenko.

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Todoist is a to-do list app that 25 million people rely on every day to keep their lives organized. As part of the Doist design team’s goals for 2021, we aimed to redesign the Todoist Android app to take advantage of the latest Google Material Design guidelines.

In this post, we cover the design decisions and processes behind redesigning the Todoist Android app for Material Design. We explore the Design and Android team’s collaboration practices that brought the app update to life, which resulted in winning the Material Design Award 2021 in the large screen category. Let’s get started!

Opportunity

When we started the project, our design implementation on Android was ready for a major overhaul. The last milestone redesign on Android was initiated after the release of the first Material Design guidelines in 2016. Since then the team successfully worked on continuous improvements to the Android app, but we saw the opportunity to improve Todoist on Android on a more holistic level.

We set out to clean up instances of older UI components, colors, and text styles and update them with the latest Material Design components. We observed that some interactions and navigational patterns had become inconsistent with what users were expecting on newer Android devices and were eager to modernize this experience. With new hardware and software changes in mind, we set out to make the experience on larger phones and tablets even better, so Todoist could take full advantage of the latest generation of devices. Material 2 and 3 provided an incredible new framework to rethink the current app experience. With this in mind, we set out to challenge what a modern Android app should look like and innovate on top of the default user experience.

Solution

The team set itself the goal of redesigning our Todoist Android app and aspiring to make it the best-designed productivity app on Android. The project was ambitious and scheduled to take several months to complete. We set ourselves the following targets while working on the project:

  • Review the current implementation and older design specs.
  • Study the latest Material Design Guidelines and assess what is relevant for our project.
  • Research great Material Design apps and case studies and learn from their execution.
  • Define the new Todoist Android app design language and document the changes.
  • Design and development work together to assess the proposed solution and implementation.
  • Test an early version of the new app internally to gather feedback and make adjustments.
  • Invite beta testers to the new app to gather feedback and make adjustments.
  • Refine the app and address core issues before launching to the public.

Review

The project was kicked off by reviewing the current Todoist Android app implementation, noting down what areas needed to be fixed and what was up to date. While reviewing, we took screenshots of the app implementation for reference. This way we could easily see the current state of the app and compare it to the new design proposals that would be created. Once the review process was finalized, we had a comprehensive overview of the current state of the app and the layout, component, and styling changes we wanted to make.

Study

We continued the project by studying the latest Material Design Guidelines, assessing the components and practices that were most relevant to Todoist.

When the project kicked off in February 2021, Material 2 was the most recent version of their design system. Since Material 2 had already been released for quite some time, we anticipated that design changes to Material would be announced soon at the Google I/O event in May 2021. Rather than wait, because we expected the changes to be iterative, we pushed ahead with our work.

We identified 25 components and UI patterns that we wanted to change across the app. The changes included buttons, forms, menus, sheets, navigation drawer, app bar, system bars, text and color styles, and more. We started by creating a table view in a Dropbox Paper document with the component changes and references links to Google’s Material Design Guidelines.

This components list was a starting point for discussion to plan the scope and complexity of the changes. Close async discussions between the design and development team in Twist and Dropbox Paper comments helped us make decisions about scope and complexity early on and set a solid foundation for the project.

Research

In the initial Material Design study, we also researched inspiring Material Design apps, Material studies, Play Store apps, and Google Workspace apps to learn from their execution.

We started out by studying the Material Design Award Winners 2020 and tested out the products that were showcased. The showcased winners struck a good balance between implementing the Material Design Guidelines while maintaining their own product’s brand within the system. This balance between Google’s guidelines and the Todoist brand was also key for us to get right and so we strived to find this mix across the work we created and implemented in the project.

Along with the MDA winners, we researched the Material Studies that Google produced to showcase what apps could look like with branding and Material Design guidelines applied. It was a great reference to see how far components could be customized while maintaining the core platform principles. The Reply case study in particular offered valuable insight to us as its content type and layout came closest to Todoist. It showcased how components like the app bar, navigation drawer, and large screen layouts worked while being customized.

We continued our research by searching the Google Play store for inspiring app examples. Google Tasks, Press, Periodic Table, and Kayak stood out to us as the level of polish and quality of the apps were on par with the experience we were aspiring to create.

Sometime later in the project when Material You was released (more on that later), we stumbled upon the Google Workspace apps blog post which previewed Material 3 changes that Google was introducing to their own products. It offered a great glimpse at what was to come before the Material 3 Design Guidelines were officially released. This post sparked new internal discussions and further design explorations that we considered for future Todoist Android updates.

Design Spec

As we started to define the new Todoist Android app design language and document the changes, we opted to create a design framework, focusing on creating components rather than designing every screen in the app. This allowed us to consistently apply the design system in the app. We did so by using the previously defined component list that we created during the review and study process.

Core screens from different areas of the app were chosen to demonstrate how the components could be applied. We chose to mock up the Todoist project view, navigation drawer menu, project view edit screen, settings, and project detail view, among others. These screens gave us a good overview of how buttons, forms, drawers, lists, and other components would work together and in different states; selected, pressed, disabled, etc.

During the project, we were transitioning our Doist design system to Figma and started creating our first components in the new Doist Product Android Library. We started by using some components from the Material Design UI kit – Components library from the official Google Figma resource file and added them to our Doist design system. We then continued to build up the Product Android Library file with our Todoist-specific components such as task list & board views, detail views, sheets, colors, typography, etc.

We continued by documenting color and typography changes that were based on the Material Design guidelines. The design team opted to implement a new Design Token framework that would share the same values between our design system and the development implementation. The development team would output the values they had in the current implementation and the design team would analyze which values were needed and which could be merged, changed, or deleted. This informed the new Design Token color and typography system which we then documented and discussed with the team to implement. Later in the project, we were happy to see a similar token system introduced by Material 3 in the latest guidelines which validated our thinking and principles behind the new design system.

The design documentation expanded to hold other edge-case mockups that could sit alongside the design system. We documented different responsive screen experiences between phones and tablets against the previous implementation. Additional sections were created to document the motion that should be used for certain components and screens by referencing existing Material Design guidelines examples or prototyping custom motion in Principle and After Effects. The design spec also touched on haptic feedback that should appear on touch targets, how dark mode should work across the new components, documenting Todoist themes within the new design language, and more.

Design Implementation

At Doist, the benefit of the squad is that cross-team collaboration is built into the make-up of the team. Designers, developers, support, and product managers work together in a squad to deliver the project. This close collaboration from the start is key to bridging the gap between scope, estimations, design, development, and delivery. The squad discussed their findings on a daily basis and came up with the best plan of action together.

Designers started by creating components in Figma and shared them with developers in Dropbox Paper. We used screenshots to document the current implementation next to the new designs and linked to the default Google Material Design components. This allowed the team to compare all references in one place. Developers shared their feedback, adjustments would be brainstormed together as the designs were iterated.

Designers on the project would share their work in progress on a weekly basis with the rest of the design team in a design review Twist thread. Here details about the designs were discussed, alternatives mocked up and bigger picture plans made. Design reviews brought up topics like FAB (Floating Action Button) placement, theme options, accent color usage on components, consistency with other platforms, navigation options, and shadow elevation. After thorough discussions and alternative mockups were presented, the design team aimed to find the right balance between Material Design and Todoist brand guidelines. The development team, also part of the design reviews, gave their feedback on the solution and raised technical complexities early on.

Eventually, the design was stabilized and consistencies updated across components and mockups. The design spec was kept up to date so the development team could always review the latest designs in Figma.

Testing

As soon as the development process started, the Android team provided early screenshots and videos in Twist threads while they were implementing the design spec. This practice allowed us to review the app implementation early and often. Designers could review the development work and share feedback in Twist, which resulted in getting the implementation to a high quality. Alongside Twist discussions, the team set up a Todoist project to track ongoing issues and fix bugs. Designers logged new issues, developers would solve them and share the new implementation for designers to review.

When the team had the first stable version of the Android app, we shared it internally at Doist to get more insight and feedback. Other Doisters could access the redesign via a feature flag that could be turned on in the app settings and test the new version for however long they wanted. The feature flag system allowed people to give us early feedback on the design decisions we made and report bugs. Feedback was submitted by the wider team through a dedicated Twist thread and designers and developers could discuss how best to address the feedback during the active project implementation.

After we refined the app implementation further and addressed early feedback we opened up the app update to our beta users. Here users had access to the new Android redesign and were able to give us feedback. Our support team gathered feedback and shared it with us in a dedicated Twist thread. The squad aimed to analyze every comment and looked for patterns where we could make tweaks and improvements to the user experience.

As part of these tweaks, we made changes to how the bottom bar and navigation drawer worked. Some users reported frustrations with the way the new bottom navigation and menu drawer worked. In its first implementation, the drawer was half raised when opened and had to be swiped up to be raised again to see the full content list. This was an issue for some users as it was slower to get to the content below the list. So we decided to fully raise the drawer by default when opening. We also made it easier to open the navigation drawer by sliding up from the bottom app bar. This was a small shortcut but it enabled users to get to their content faster.

Material You

While we were in the testing phase and about to wrap up the project, Google unveiled Material You, and sometime later the Material 3 Guidelines were published. With the newly announced resources, we went back to study the latest guidelines and references we could find to see where the Todoist Android app redesign fits in and which adjustments we might need to make now or in the future.

Dynamic Color was a big new feature that was announced as part of the Material You update. As Todoist supports many different themes the Material You Dynamic Color feature seemed like a good fit for our product. We decided to prioritize this feature and implement Dynamic Color light and dark themes as part of our Todoist theme settings options.

To implement Dynamic Color, the development team started off by creating a demo prototype that utilized the Dynamic Color system and showcased how we could select from a range of color choices that the system defined based on the wallpaper choice. From there, we tried to incorporate system behavior in our design mockups. We designed a range of different color mockups and components to see which ones could fit with which components. We then came up with a color system that worked for the Todoist app and the new themes. These new Dynamic Color themes would sit alongside our current theme options in the Todoist app settings. From here users could choose between Dynamic Color Light and Dark themes.

Along with Dynamic Color, the team also created a customizable bottom app bar, allowing users to set up the app in a way that’s most convenient to their workflow. The location of the Dynamic Add Button can be changed to the center, left, or right corner of the screen. The order of the Menu, Search, and Notification buttons can be rearranged to best fit the ergonomics of the user’s dominant (left or right) hand and optimize their navigation patterns.

Launch

As critical beta feedback was addressed and stability tweaks were made, the squad felt ready to release the new Todoist Android app to the public. The team logged the issues that could not immediately be addressed for future reviews and updates.

The design and marketing team readied the launch by creating What’s New banner artwork and copy that are displayed within the app when launching the update. The Doist marketing team also created release notes and shared the app update announcements on our social channels. The brand and product design team worked together to create custom image assets and copy that summarised the project work in a simple and beautiful way.

What’s Next: Material 3

After a successful launch of the redesigned Todoist for Android app, Google contacted Doist to announce that Todoist was selected as the Material Design Award 2021 winner in the Large Screen category. The team was excited to be recognized for their hard work and it felt like we achieved the goal we had set out to accomplish.

Internally, designers and developers continued to study and discuss the Material 3 updates. The design team started exploring mockups and design changes inspired by Material 3 and Google’s Workspace app updates. Some of our current Todoist explorations include changing the FAB styling, updating the app bar, further removing elevation shadows, and more. Here is a preview of what a future Todoist update could look like.

We hope these insights into Doist’s design process and collaboration practices have sparked your interest. Thank you for reading and stay tuned for future design updates!

Takeaways

  • Study the Material guidelines, Material Design winners, Material studies, and Google Workspace apps to make informed design decisions when designing your next product or app update.
  • Evaluate which Material Design components and practices are right for you and implement them into your product.
  • Carefully balance the Material Design guidelines with your brand guidelines to create a unique and consistent experience between your product and the platform it lives on.
  • Collaborate with your Android developers early and often to ship app updates efficiently and increase the design implementation quality.
  • Use design components and build a design system along with practical mockups to create an efficient design spec.
  • Consider how the latest Android features fit into your product and which have the most impact on your users before deciding to implement them.
  • Test and review builds with your internal team and external beta users to get valuable feedback and make adjustments before releasing them to the public.
  • Create announcement artwork to showcase your latest app or feature update along with a clear description to share in-app and on social media.

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Illustration is a big trend in 2021. Every designer should have some ability to illustrate, whether that’s producing icons, creating lettering, mocking up layouts, or crafting full-blown illustrations.

Designers’ workflows are as varied as their work, and one designer’s favorite tool is a frustrating mess to the next designer. Most design apps have a free trial, so it’s worth trying out a few before committing.

Counting down to the best illustration app for designers in 2021, all of the apps on this list are worthy of at least a second glance:

10. Vectr

Vectr is a simple vector design tool. It is heavily geared towards layout and even product design. It’s difficult to use it for many illustration jobs, but simple icon and UI creation are possible. It scrapes into our top ten thanks to the fact that it’s free to use.

9. Paper

Paper is a sketching app developed by WeTransfer. It grabs number nine in our top ten thanks to its simplified interface that is perfect for generating ideas. It may not be the most flexible app, but it’s free to download, making illustration accessible to anyone with an iOS device.

8. Inkscape

We love the fact that there’s someone out there producing a professional-grade artwork app for free. Inkscape is available for GNU/Linux, Windows, and macOS. If you’re interested in exploring this design area without signing up for a subscription or buying an iPad, Inkscape is a great place to start.

7. Assembly

Assembly is another app that’s dependent on the transition of illustrators from desktop machines to mobile devices and is available for iOS. Assembly does things a little differently; instead of manipulating boolean curves, Assembly builds illustrations out of shapes. If you’re someone who thinks they can’t draw (spoiler alert: everyone can draw), this is the app for you.

6. Sketch

It’s a shock low-rating for Sketch, the highly popular product design app doesn’t make it out of the bottom half of our list. The reason for the lower ranking? Sketch is an incredible design app, but its greater investment in prototyping features has come at the cost of drawing innovation. It’s still a great choice for crisp icon design, but it’s not flexible enough to take a higher spot in our list.

5. CorelDRAW

If you’re getting the impression that design apps are mostly for macOS or iOS, then you’d not be alone. CorelDRAW Graphics Suite is one of the few that began its life on Windows before being rebuilt for Mac. CorelDRAW is a premium option, but like Adobe’s offering, it is a suite of tools that cover everything you’ll need to create any form of design work you could ever need.

4. Vectornator

Moving closer to the top spot, Vectornator is an up-and-coming tool. Like many other apps further up our chart, Vectornator does a lot more than simply illustration. Its underlying tools provide a solid foundation for a flexible set of tools that you can use for any artwork. Vectornator does an awful lot, awfully well. 

3. Procreate

Procreate is one of the finest apps on this list, thanks in main to its incredible brush studio; being able to edit the marks you make is essential for any expressive artwork. Procreate enables expressive illustration, typography, and simple sketches. The only downside to this app is that it’s iOS only; if available on more platforms, it might have been even further up the list.

2. Adobe Illustrator

That’s right; we don’t think design giant Adobe’s illustration app Illustrator is worthy of the number one spot.

Illustrator is an excellent tool and arguably deserves to be considered Adobe’s flagship product. Since Adobe relented and allowed individual app subscriptions, it is also reasonably priced. It does everything you could want in an illustration app, from designing icons to creating original artwork.

So why not the top spot? It wasn’t so much that Illustrator fell down anywhere, as a different app pipped it to the post…

1. Affinity Designer

The best app for illustration in 2021 is Affinity Designer. We’ve been fans since its first beta version, and we’ve watched it go from underdog to champion.

On top of being an excellent vector app, Designer is comfortable with raster graphics. Although it certainly can’t compete with Photoshop (Affinity built Photo for that), Designer is more than adequate for many image tasks, making it a great all-around design app. Designer was also the first design app to support macOS’ new M1 chip natively.

The knockout blow is that Affinity Designer is available as a desktop app and an iOS app; the two apps have minor differences in their interfaces; what matters is that both apps use the exact same file format. You can seamlessly switch between desktop, iPad, and back to desktop, taking advantage of the precision of a mouse and the expression of a stylus.

It’s this kind of flexibility that bends Affinity Designer to your workflow instead of the other way around, and that’s why it’s top of our list.

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I think of a creative practice as a combination of an approach (a design philosophy) and a series of techniques (craft skills); a good tool facilitates a technique, which in turn supports an approach.

It wasn’t until I sat down to write a list of tools I can’t design without, that I realized just how many tools I rely on as an integral part of my creative process. The danger of tools is that they promote certain techniques, and that bias can alter your approach.

First and foremost a good tool does no harm, it does not dictate, or obstruct your approach. Secondly, a good tool offers flexibility in the techniques you choose. Thirdly a good tool is invisible, it leaves no marks on the end product.

If I’d written this post a year ago the list would have been different, and I hope that in a year it will be different again. These are the tools that I currently find enabling, that have contributed to my craft, and supported my approach.

Affinity Designer

I’ve always used Adobe products. Photoshop and Illustrator were the de facto graphic tools for half my life. I’ve never had an issue with the subscription licensing of Creative Cloud, which I think is proportionate for a professional set of tools. Then, around 18 months ago I got very frustrated with how sluggish Illustrator had become.

I’d written an early review of Affinity Designer, I’d been impressed at the time, so I decided to give it another try expecting the sojourn to last an hour or two before I gravitated back to Illustrator. Running the latest version of Affinity Designer was a revelation, I’ve simply never wanted to switch back.

Why not Sketch? Well, I do occasionally jump into Sketch, especially for pure vector wireframing. I was an early adopter of Sketch, but the reliability issues (long since resolved) poisoned my relationship with it. Why not Figma? Well, Figma’s real strength is in collaboration, something that I get with Sketch, and personally I find some of Figma’s features unintuitive.

Affinity Designer isn‘t perfect. I dislike the color tools, especially the gradient tool, which I find clunky. But it’s the first design app I’ve used in years that syncs closely with my creative process.

Affinity Photo

I don’t do a lot of photo manipulation, so when I switched away from Creative Cloud for design work, I was relaxed about switching from Photoshop to Affinity Photo.

In my experience, Affinity Photo is stronger than Photoshop in some areas, and weaker in others. Affinity Photo’s bitmap scaling is much better than Photoshop’s, largely due to Lanczos 3 sampling.

Affinity Photo also solves a lot of little irritations that Adobe has chosen not to address for legacy or philosophical reasons, such as the toggleable ratio setting when resizing the canvas — I’ve lost track of the hours I’ve spent in Photoshop manually calculating vertical whitespace so that it’s proportionate to the horizontal.

TinyPng

Both Affinity Photo and Photoshop are poor at web format optimizations. Photoshop perhaps has the edge, but its output certainly isn’t acceptable for production.

I run bitmaps through TinyPng, which on average halves the size of the file without any appreciable loss of quality. (It stripped 66% off the images for this post.)

Fontstand

When I started to drift away from Creative Cloud, the one service that delayed me was Adobe Fonts (née Typekit). Not so much for the webfonts — which are faster and more reliable self-hosted — but for the ability to sync desktop fonts into my design apps.

I tried Fontstand when it was first released, and I loved the concept, but was worried about the small library. When I took a second look and discovered the library is now substantial for both workhorses and experimental typefaces, it was an easy decision to switch.

Fontstand is a desktop font rental service. Once you’ve found a typeface you’re interested in, you can activate an hour-long trial, then choose to rent the font for a small fee. You can auto-renew the rental if you need to, and if you rent the font for 12 months it’s yours forever.

If there’s one tool on this list I genuinely could not design without it’s this one. Fontstand makes working with fonts from independent foundries affordable for freelancers, and it’s enriched the typographic palette available to me.

Khroma

Every designer has strengths and weaknesses. Since day one of art school, my weakness has been color. It just doesn’t come naturally to me, and I have to work quite hard at it.

An incredibly helpful tool that I’ve been using for a few months is Khroma. It helps my eyes warm up before approaching color, and helps me find a starting point that I can then refine. Comparing my design work before, and after Khroma, the latter color choices are cleaner, more vibrant, and more interesting.

Atom

A good code editor is essential, and I’ve never found one that I’m completely happy with. For years I’ve flitted back and forth between Brackets, Sublime Text, and BBEdit. I think that probably reflects the changes in the type of coding I’m doing.

For now, I’ve settled on Atom. It’s fast, reliable, and it’s not biased to front or back-end code.

CodeKit

I held out on compilers longer than I should have, using apps like Minify to minify CSS and JavaScript, and the command line to process Sass (see below). Then I found CodeKit and it’s been essential to my workflow ever since.

What I like best about CodeKit is that it’s a GUI. Which means I can change settings while coding, like toggling off the JavaScript linting, without switching mental gears into another language.

MAMP

MAMP is a tool that allows you to run a local server environment, meaning I can run PHP and MySQL without the tedious process of FTPing to a server to test a change. Mac comes with Apache, so this isn’t strictly necessary, but it’s simple to use and works well with both CodeKit and Craft (see below).

There’s a pro version of MAMP, which allows you to switch seamlessly between projects, but it’s heavily geared towards WordPress. I’m still trying to find the time to evaluate Laravel Valet.

Dash

When you first start coding you try and memorize the entire language. It’s very possible to become fluent in the core of a language, but there are always nuances, defaults, and gotchas that you miss. As you grow more experienced, you realize that all professional coders Google the answer at least once per day.

When I got tired of Googling I started using Dash which is a superb app that combines the docs of numerous different languages into a searchable window. I use it daily for everything from SVG to Twig.

LambdaTest

It doesn’t really matter what you’re building, even the indy-web needs to be tested. Ideally you’ll test on real devices, but if you can’t afford a device library — and who but the largest agencies can — you need a live testing solution.

There are a few upstarts, but your choice is basically between BrowserStack and LambdaTest. I went for LambdaTest because I prefer the style of the UI, but that’s entirely subjective. If you’re not sure, toss a coin, you’ll get the same results with both.

Sass

I can’t write CSS without Sass — and I mean that literally. If I try and write vanilla CSS I guarantee I’ll nest something with @at-root and it will throw an error.

Craft CMS

Stating any preference for a CMS online that is not WordPress inevitably invites impassioned protests from developers whose career is built on the WordPress platform. So let me say preface this by saying: if WordPress works for you, and more importantly for your clients, then more power to you; I think it’s a dog.

Shopping around for a CMS is challenging, and I’ve gone through the process several times. A good CMS needs to be in sync with your mindset, and it needs to be appropriate for your clients — all of them, because unless you’re in a large agency with multiple coders, you need to commit to a single solution in order to master it.

I have looked and looked, and finally settled on Craft CMS. Craft makes it easy to build and maintain complex, high-performance sites. It has a shallow learning curve that grows exponentially steeper, making it easy to get started with plenty of room to grow.

Vue.js

Way back when Flash went kaput I switched to jQuery, and that was a really easy route into JavaScript — ignore the people who tell you to master the core language first, do whatever it takes to start using a language, that’s how you learn. But jQuery is heavy, and I found I needed it less and less.

These days 90% of the JavaScript I write is progressive enhancements in vanilla JavaScript to keep the dependencies low. Occasionally I encounter a job that requires complex state management, and then I fall back on Vue.js. JavaScript developers are as partisan as CMS aficionados, so let’s just say I favor Vue.js because it’s not controlled by a mega-corp and leave it at that.

Ulysses

As editor at WDD, I cannot emphasize enough that the right way to write copy for the web is markdown.

Markdown is faster to write so you don’t lose the thread of your thought process, and it doesn’t impose formatting so you can easily migrate to a CMS. If you’ve ever spent 20 minutes stripping the class, id, and style tags out of a file created in Word, Pages, or (by far the worst offender) Google Docs, then you don’t need to be sold on this point.

There are a few markdown-based writing apps available, I tested half a dozen, and the one I settled on was Ulysses. I like its distraction-free mode, I love its clean exports. Everything I write, I write in Ulysses.

Screenshot Plus

Much like markdown editors, there’s no shortage of screenshot apps. My current favorite is Screenshot Plus.

Screenshot Plus has one feature that makes it standout for me, and that is its Workflows. It sounds like a small problem, but when you’re taking screenshots of a dozen sites, the extra clicks to save, switch to your editor, and open the file are laborious. I have several workflows setup in Screenshot Plus that allow me to take a screenshot, save it to a specified folder on my local machine, and then open it in Affinity Photo, all with a single click.

Spark

I get a lot of email, a lot. At one point the influx was so bad I was using multiple email apps to segment it. Yes, I use Slack daily, but it doesn’t eliminate the need for email.

I‘ve been using Spark for around six months and it’s radically sped up my workflow. I’m a big fan of the smart inbox that allows me to compartmentalize email like newsletters, and email that warrants a reply. I like that I can switch to a chronological list if I’m looking for something specific. I love the ability to pin, or snooze messages, which helps me triage my inbox.

Todoist

I’m one of those people who can’t make it through the day without being organized. I need lists and sublists, and I need something native that opens automatically when I boot my Mac, and something that sits on the home screen of my Android.

There are as many to-do apps as there are things to do. When I’m working in a team I’ll use whichever task-tracking system it prefers. But by choice I always use Todoist thanks to its balance of simplicity and power. At this point it’s something of a meta-tool, and the app I open first every morning.

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