Tags: figma

6

sparkline

Wednesday, June 28th, 2023

Why I moved on from Figma – No Handoff

A good looking artifact too early in the process gains buy-in too quickly and kills discovery.

Wednesday, January 11th, 2023

Conditional CSS - Ahmad Shadeed

I like to think of CSS as a conditional design language.

Yes! This is exactly what I’m talking about with declarative design!

Read on for some fantastic examples. And also, Ahmad makes a comparison between CSS and Figma, pointing out that the conditional, declarative possibilities currently aren’t available in graphic design tools.

Monday, November 7th, 2022

Our web design tools are holding us back ⚒ Nerd

A good ol’ rant by Vasilis on our design tools for the web.

Monday, June 27th, 2022

Utopian project kickstarter — Figma

Do you like the ideas behind Utopia? Do you use Figma?

If the answer to both those questions is “yes”, then James has made a very handy Figma community file for you:

This work-in-progress is intended as a starting point for designers to start exploring the Utopia approach, thinking about type and space in fluid scales rather than device-based breakpoints.

Thursday, March 3rd, 2022

An incoherent rant about design systems • Robin Rendle

No matter how fancy your Figma file is or how beautiful and lovingly well organized that Storybook documentation is; the front-end is always your source of truth. You can hate it as much as you like—all those weird buttons, variables, inaccessible form inputs—but that right there is your design system.

Some tough design system love from Robin.

Here’s my advice: take all that aspirational stuff out of your Figma design system file. Put it somewhere else. Your Figma docs should be a mirror of the front-end (because that’s really the source of truth).

Saturday, January 29th, 2022

Little Big Updates: dispatches from Quality Week

This is a wonderful piece of writing by Marcin, ostensibly about bug-fixing but really an almost existential examination of the nature of coding.

Bugs are, by definition, a look backward—at past behavior, at code that already exists, at the old work of engineers whom you’ve never met. It can feel more fun to write new code, chart new territories, add new functionality.

But the past can be fun, too. A good bug is a puzzle. A mystery. A whodunit. To solve a bug, sometimes you have to be a scientist: observe and measure, chart out the logic, follow the math. But then, two minutes later, you need to wear a hat of a very particular detective—take your flip notepad and interview different pieces of code to understand not what they claim they do, but what they actually do.