Why Windows 98’s User Onboarding is Better Than Yours

Reading through Microsoft’s 1995 Interface Guidelines is like unearthing a lost relic. The 381-page tome — for designers creating Windows apps — got me thinking about how much has changed, not only with Microsoft but with software overall. The guidelines are ahead of their time.

They’re concerned with helping the user get to grips with the OS, and there’s a focus on empathy and a hint Microsoft is starting to think about UX. That’s which isn’t something Windows 3.1 makes any effort to do. On first run, you’re thrown into this jumble:

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windows 98 user onboarding

I decided to take a nostalgic trip back to Windows 98, re-experience it and write the article I wished I could have read.

For me, a notable part of Windows 98’s UX is its user onboarding process. After the cryptic start screen from Windows 3.1, it’s a great thing to see. User onboarding is getting the user from a state of confusion to feeling comfortable with the software as quickly as possible. It’s about teaching them enough fundamentals that they can learn the rest on their own, minimizing the ‘red tape’ of setup and getting them ready to go in the most frictionless way possible.

First of all — what are some examples of user onboarding techniques?

Before the days of dedicated apps for creating an onboarding experience, software designers had to do it themselves. Now, thanks to powerful processors and bigger-than-floppy-disk memory size, experiences are smoother and fancier. Even so, the principles are the same as ever. Here are some examples:

Registration forms

No one wants a game of 20 questions where the prize is signing up. Back in the days of Windows 98, as I’ll look at in a moment, you had to put in very little information before landing on the desktop. This is even easier nowadays thanks to Google/social authentication, as shown below in Process Street:
process street user onboarding signup

Empty states

As covered in a previous article, empty states are what the user sees when there is no data to display on the screen. Any holes in the user onboarding process can be fixed with empty states since they (should) tell you why you’re seeing nothingness, and how to fill that space with something useful. Here are some good empty state examples: Spotify

spotify user onboarding

Spotify’s (cunningly optimized) interface won’t show you an empty space if you have no stations.

trello user onboarding best practices

Trello’s empty state is an example board that explains the core features and makes Trello’s onboarding experience fun and educational, not a trawl through the user manual.

Interactions, not user manuals

Even if they’re not paper, apps do still have documentation. Check out GitHub’s massive help section, for example. There’s nothing stopping software companies providing online user manuals and FAQs, but far away from the age of documentation-driven onboarding and have adopted a ‘learn by doing’ mindset.

github user onbarding

When you create a new GitHub account, the banner above is what you see over your empty dashboard.

github user onboarding

While it does technically take you to an online user manual, it teaches you how to use the app by guiding you step-by-step through a real use case, not an abstract glossary of features. Similarly, when signing up for TeamGantt the first choice you make is whether to be guided through an interactive sample project or to start fresh.

teamgantt user onboarding

The sample project comes with tip boxes which take you through a basic workflow with the app that’s vital to your proficiency.

Now let’s look at how Windows 98 uses these user onboarding techniques.

User onboarding: Windows 98 style

I’ve looked before at how Microsoft build their user onboarding into games for Windows 3.1, but the truth is that 3.1’s onboarding was otherwise pretty poor. The software was designed for command line users with prior knowledge, and the only help offered was with getting used to the GUI, not the OS itself. Perhaps that’s why Windows 95 & 98 — the first Windows operating systems which considered onboarding for the common user — sold over 10 times more copies than 3.1 did, 6 years prior.

Windows 98 uses Progressive Profiling

Progressive Profiling — what Auth0 calls breaking down a registration form into manageable steps — helps beat the overwhelming experience of being presented with a huge form upon signup.

windows 98 user onboarding

Windows 98, even though it’d love for you to register every detail under the sun, doesn’t force it. In fact, the first time I was asked to provide a password was when logging off for the first time.

windows 98 user onboarding

The initial setup is as friction-free as you could ask for, even saving the modem setup for when you decide to connect to the internet — either when opening Outlook, Internet Explorer or trying to connect directly.

The recycling bin is a great empty state

Windows 98 doesn’t have many true empty states because it comes populated with a ton of shortcuts and files. I did, however, find a great example in the recycling bin that’s just as useful as the modern day ones I pointed out earlier.
windows 98 user onboarding

The process of throwing something into a bin and being able to either permanently trash it or uncrumple it and use it again is also a familiar one, so that helps the mechanics here make sense to new users.

Setup lets you take the path of least resistance

If you don’t want to ‘customize all available Setup options’, you’re welcome to take a typical installation.

windows 98 user onboarding setup

Unlike 3.1, which assumes you’re familiar with computers and the command line, 98 puts together a starter pack of components for the average user so you can get set up as quickly as possible, without too many decisions.

Learning to use Windows 98 by completing small exercises

Part of Window 98’s onboarding sequence is getting used to using the mouse and keyboard. In line with the interface guidelines:

“The user should always feel in control of the software, rather than feeling controlled by the software”

It teaches you to control the software, as well as letting you skip the tutorial at any time.

By completing these small exercises the user’s going to get used to the fundamentals of Windows, framed in a way that’s more obvious to them than if they were thrown into the OS without explanation. There’s even a test at the end so you can see how much you know!

Comparing software to real world experiences

In 1997, computers weren’t nearly as widespread as they are now. For that reason, Microsoft compared computers to objects the user was sure to be familiar with, like a typewriter and a TV.

windows 98 user onboarding real world example

Back when this comparison was made, 64% of US households didn’t own a computer. That’s since dropped to 16%, which explains why we don’t see charming explanations like these any more.

user onboarding windows 98

The idea of comparing technology to past objects was popular with Steve Jobs, who used it as a main component of his designs until the release of iOS7.

Skeuomorphism is a catch-all term for when objects retain ornamental elements of past, derivative iterations–elements that are no longer necessary to the current objects’ functions.” — Tim Worstall

For Windows 98 (unlike Apple’s terrible brushed chrome phase), it wasn’t purely a design aesthetic. It was a way to familarize users with what they’re seeing by drawing on their past experiences. It’s the reason why recognizable UI elements make sense. Nowadays we know what the red plus is for on Google Drive, and can reliably theorize that it does the same thing in Google Photos. Back then, we knew what a TV and typewriter is so could use that knowledge to make sense of new technology in the exact same way.

Why did Windows 98 turn out so well?

The dramatic jump in quality between Windows 3.1 and 95/98 could be explained by the presence of documentation. In the documentation, the writer shows concern, and awareness of a user’s experience that wasn’t obvious in 3.1’s approach of throwing you headfirst onto your desktop. Quoting from the 1995 Windows Interface Guidelines:

“Avoid adding new elements or behaviors unless the interface does not otherwise support them. More importantly, avoid changing an existing behavior for common elements. A user builds up expectations about the workings of an interface. Inconsistencies not only confuse the user, they also add unnecessary complexity.”

This also applies to how Microsoft connect the experience with a computer to situations and objects the user already understands.

win 98 user onboarding

Why it’s so good: Microsoft made no assumptions about its market

After the brief setup, you can choose to either get straight to it, or select an option that says you’ve never used a computer before. It has another selective help section purely for users of 3.1, Mac, and people who have never used a mouse or keyboard before. And what have we got now? Thankfully Microsoft recycle-binned Windows 8 — an OS my mum said is ‘rubbish’ — but its failings and the core UX principles it overlooked after writing them 20 years earlier don’t give me much hope that we’ll ever again see as much genuine empathy for the user as we saw in 98.

And it’s that empathy Microsoft knew they needed to tap into that helped them create such the experience. They knew it was a ‘do or die’ moment for them — if the user didn’t pick up on the OS’s functions quickly, it’d be dead in the water.

There’s nothing like the terrifying consequence of outright failure to motivate you to create an amazing user onboarding experience.

About the author:
Benjamin Brandall is the head of content marketing at Process Street. When he’s not writing on SaaS, design, and startups, you’ll find him on his personal blog or Twitter.

 

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from Sidebar http://sidebar.io/out?url=http%3A%2F%2Fusersnap.com%2Fblog%2Fwindows-98-user-onboarding%2F

Shyp’s Price Comparison Service — Upload bulk addresses, batch process & print shipping labels


We’ve been heads down building this for months so I’m so excited to finally launch it. One of the values of our existing Shyp product is that we compare shipping rates across USPS, UPS and FedEx to ensure we’re providing the best rates. We realized that businesses all over the US would get value from this and so decided to rebuild our product to offer this functionality separate from our pickup and packaging experience.
Now users anywhere in the US can compare shipping rates and purchase shipping labels from Shyp. If they’re in San Francisco, LA, Chicago or New York, they can still get our full pickup and packaging services. Along with this release we also introduced an entirely new web experience since businesses doing larger volumes of shipping kept requesting a web dashboard for managing their orders.


– Jesse Miller

Discussion
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from Product Hunt https://www.producthunt.com/r/c27f625f352555/78366?app_id=339

6 Ways Designers Need to Adapt in the Age of AI

6 Ways Designers Need to Adapt in the Age of AI

Source: Facebook Research

Have you noticed anything interesting the last time you uploaded a picture on Facebook? Perhaps you picked up on the fact that sometimes Facebook tries to tag your friends and family for you. Welcome to DeepFace, Facebook’s facial recognition system. If you’re wondering why it’s called DeepFace, it’s because at its core, the system is based on a type of Artificial Intelligence (AI) called Deep Learning.

AI is here, and it’s changing the way that we interact with technology on a daily basis. Most of the time, we don’t even realize when it’s happening. As designers, it’s going to become increasingly important to not only understand the fundamentals of AI, but also to adapt our process and mindsets accordingly. Below are six important changes that designers will need to consider.

  1. First and foremost, it’s time to learn about what AI is. While designers don’t need to create their own HAL 9000s just yet, a basic understanding of AI (in particular, the areas of Machine Learning and Deep Learning) will give you a huge advantage.
  2. Once you’ve learned some of the fundamentals, it’s time to buddy up with your favourite data scientist. Just like digital designers collaborate almost constantly with front-end developers today, similar collaboration with AI specialists & data scientists will be the relationships of the future.
  3. Design feedback loops are going to get shorter. As methods such as machine learning start providing designers with deeper, more precise insights, designs will need to respond and adapt more quickly. In the long run, this will also help speed up the time required, for example, to find the right product-market fit.
  4. Designers will need to focus (even more) on asking “why?” The quantitative analytics & insights that come out of machine learning algorithms will help point designers in the right direction, but will rarely uncover underlying human behaviours or motivations. For example, imagine building a travel platform where predictive analytics can help inform the system of the most likely country that the user is looking to book a trip in. While there is of course value in this type of insight, the really interesting piece happens when we can understand why users (or user segments) make the choices that they do so that we can design dynamic experiences.
  5. The world of AI just starting to open up new modes of interaction, and as designers, we need to catch up. Siri, Cortana and Alexa are all personified AI-based digital assistants. With Apple’s recent opening up of the Siri API, application designers can now use voice-based commands to interact with their apps. So fa2r, for most applications, this just allows us to do the same things that we could with a touch interface, using our vocal chords. However, over the coming months and years, designers will start to find unique modes of interaction based on voice that allow us to interface with digital systems in completely new ways.
  6. Finally, no article about AI would be complete without a consideration for privacy. Privacy by design will continue to be more and more important as we create more immersive, dynamic and personalized digital systems and applications. I’ve long considered how online learning courses could be improved if we enabled the cameras on users’ devices to detect a student’s current state of understanding and level of interest. If a student starts to tune out during a video lecture (there are plenty of well-documented facial cues that can be used to detect this), perhaps the lecture pauses, repeats a section or tries to explain the concept in a different manner. In a world where the microphones & cameras on our devices are on by default (in order to have the best user experience), a user’s privacy, and how we communicate that privacy, will become increasingly important.

It’s been about 10 years since the last major revolution in digital design took hold — mobile devices. Over the next 10 years, AI, and the insights it can deliver, will again radically change the role of designers in creating meaningful, engaging digital tools and systems.

from uxdesign.cc – User Experience Design – Medium https://uxdesign.cc/6-ways-designers-need-to-adapt-in-the-age-of-ai-bdf22a55c295?source=rss—-138adf9c44c—4

What UX designers need to know about product management

As a product manager by trade, I’ve had countless conversations with UX designers about what product management is really about. Online, there’s plenty of chatter that seeks to justify the existence of product managers to curious UX-kinfolk.

Today, I want to shift the conversation to something more interesting – celebrating shared objectives and considering product management as a viable career path for UX professionals.

As is typical of product managers, I fell into the role by accident. I had to look up what a product manager even did before my first interview for the role back in 2001.

‘Product manager’ is one of those roles that draws in people from a myriad of trades and industries. Regardless of qualifications and experience, excellent product managers share common traits like customer empathy, curiosity, great communication, good listening and a philosophy of continuous improvement.

Even though you can’t pursue a degree in product management at university, you’ll find us in the thick of the action in many product-centric companies today – leading from the front.  

So, what is product management?

You know what UX is, so I won’t preach to the choir a first principles definition of user experience or user experience design. But, for the sake of alignment, in my mind, the fundamental mission of UX is to present to your user the fastest path to satisfaction.

If I boil down the essence of why a business needs product management, it’s to answer these two questions:

  • What problems are we solving?
  • Who are we solving it for?

It sounds basic, but around half of all new product development efforts fail because these two questions are not adequately answered.

On a broader level, organisations invest in product management as a business strategy to achieve sustained competitive advantage. These organisations typically have growth objectives – to grow profit or market share, for example.

Sustained growth requires sustained competitive advantage. To achieve this, a business needs to invest in differentiated, hard to copy, value creation – that plays to the strengths of the business – over a sustained period. Product management is the practice of delivering this sustained competitive advantage.

For product-led companies, great product managers are a business necessity. They’re the people who ensure scarce company resources are allocated to making the right products and helping the business grow.

Product management ≠ UX

There’s a decent overlap between the role of a product manager and a UX designer – both roles seek to understand customer problems and empathise with the user. So it’s no surprise that on occasion UX designers and product managers clash.

Product Managers and UX Designers both play a role owning the customer problem.

Product managers and UX designers both play a role owning the customer problem.

Power struggles arise over who makes the call on delivering value to the customer – especially in recently expanded teams with the introduction of one of the roles (UX or product management). The roles are not the same, though, nor should they be trying to do the same thing. When this happens, someone isn’t playing to their position on the field.

You could say a product manager is a Jack of all trades and a master of none. Interestingly, the number one challenge of any product manager is competing priorities. There’s always more to do than available hours in a day. Product managers can’t try to be experts at everything. Whether that’s trying to optimise a remarketing program in Adwords, or spending too much time computing price elasticity for their high volume product. Trying to out-design a UX specialist on the interface for a new cloud offering means they miss the big picture.

Any product manager who doesn’t embrace UX expertise needs their head read. UX shares the customer research load, guides best practice in product design and shepherds that through development. UX designers are critical to a product manager’s success.

Why a career in product management?

Recent research shows that product management is now the highest paid role in Silicon Valley. A product manager in Sydney can earn, on average, $100,000 p.a. and a Senior Product Manager $145,000 according to job website Glassdoor.

The most rewarding aspect of product management is having a diverse and profound impact on the success of a business and its customers. You get to direct the energy of a talented group of people towards helping customers. It’s quite a buzz when done well. 

In many organisations, product management is a high profile role. You get great exposure to senior leadership and it opens up more diverse career advancements in senior management. Of course, it’s not without its challenges. Occasionally it can feel like an overwhelming, thankless, 24-7 arse-kicking. But, if your organisation has strong leadership, and you can balance your attention between the finer details and the big picture, it’s a rewarding way to develop your career.

Want to learn more?

If you want to learn more about product management and hear from an inspirational speaker lineup, Leading the Product could be the conference for you. This 1-day event brings together more than 500 product professionals on 20 October in Melbourne, and 25 October in Sydney. UX Mastery is a proud sponsor of this year’s event.

Leading the Product has an impressive lineup of UX speakers, including:

See the full speaker lineup

How about a free ticket?

UX Mastery has a free pass to Leading the Product to giveaway! To enter, you just need to tell us: “What’s one thing you wish you could get Product Managers to understand?” Entries close on Friday 7 October so be quick! Enter here.

More articles on this topic:

  • Welcome to the UX Mastery blog. We’re excited about bringing you all of the tips, tools and tricks we’ve learned over the years—not to mention insights and experience from some of the most respected UX…

  • In the next in our series of reviews of online UX courses, Sarah gets stuck into how to get a job in product management. She is promised tips to frame her resume, get a recruiter’s…

  • Career Foundry’s Rosie Allabarton debunks 4 common myths around starting a career in UX, and offers some practical tips for those considering a career transition.

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from UX Mastery http://uxmastery.com/get-to-know-product-management/

UX Binge-Watch, the Google Docs of Design, Emotional Objects and more UX this week

UX Binge-Watch, the Google Docs of Design, Emotional Objects and more UX this week

Here’s what is hot in UX this week

After finishing Mr. Robot and Transparent, I needed to find my next binge-watching endeavor. Instead of starting a new random TV show, I’ve decided to use my free hours to learn more about VR from a UX perspective (after all, the future of our profession is on it).

That’s when I came up with UX Binge-Watch, Season 1: Virtual Reality™.

Hope you enjoy the 9 episodes.

Start binge watching now →

Adobe pretty much dominates the design world, but today a company called Figma is looking to take the giant on in much the same way Google Docs took on Microsoft Office: by focusing on online collaboration. 
via Fabricio Teixeira

Snapchat announced Spectacles, their first hardware product, last Friday evening. Despite being the first hardware effort from our current social darlings, Evan Spiegel and company seem to be playing down the product.
via Fabricio Teixeira

The best way to propose redesign ideas is when you have convincing data in hand. I used to propose redesigns without data, all of which inevitably got rejected. Why?
via Caio Braga

There are some pretty intriguing riffs on the basic premise of chat-based user interface design collected on this page by Muzli.
via Fabricio Teixeira

Sustainability focuses on efficient and effective solutions that are better for society, the environment, and companies. How does that have anything to do with Product Design?
via Caio Braga

Ideas

Pins won’t save the world. Voting might. →

KnowYourFont: see how much you really know about typefaces →

OpenColor: an open-source color scheme that works for colorblind users →

Google announced Keyword, its new blog for everything Google-related →

Here’s how a Boing 737 is built, in nine days →

Meetup redesigned their homepage and visual identity →

Apple now offers search ads within its app store

A Conversation With Luke W.

Our friendly UX Bear had a conversation with Luke Wroblewski (@lukew) this week, talking about form design and the best practices of designing forms that are simple and interesting to use.

💬 Chat with Luke on uxchat.me →

Tools & Resources

Mailchimp published its new Email Design Guide this week →

Atomic announced v2 of its design/prototyping tool →

Here’s an explainer video on how to write explainer videos

LittlePlane offers SVG stencils for your wireframes →

CitySets is a growing collection of free city-based icon sets →

Wait… there’s more

Years ago it was common practice to place a link to your sitemap in the footer navigation. Those days are over because the footer itself has become the new site map.
via Fabricio Teixeira

A couple of great friends sent it after crashing at my place in Amsterdam for the weekend. They could have sent an e-mail, or a Facebook message, or an SMS, or a Tweet. But they didn’t. They put pen to paper and wrote a real thank-you note.
via Caio Braga

Thinking about color schemes for the UI of your current design project? Here are three aspects to consider as you design your next interface, along with examples of different applications in the wild.
via Fabricio Teixeira

I’ve long referred to Color, Type and Icons as the “Big 3” of a system’s visual language. All UI components — from Buttons on up — are built with them. But I left something out. Space, our final frontier.
via Fabricio Teixeira

Today, the user doesn’t have to look for the content — but simply ask a chatbot which replies instantaneously. In an era where interface problems are solved by magical combination of voice and conversational interface, it seems UXD will lose its purpose in the industry.
via Fabricio Teixeira

Brought to you by your friends at uxdesign.cc

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from uxdesign.cc – User Experience Design – Medium https://uxdesign.cc/ux-binge-watch-the-google-docs-of-design-emotional-objects-and-more-ux-this-week-fab3da4ad5d7?source=rss—-138adf9c44c—4

Why brutalism boosts conversions

For those of us familiar with brutalism on the web, we don’t necessarily look at it as a favorable design choice. That’s because it…

Continue reading on »

from Stories by WebdesignerDepot on Medium https://medium.com/@WebdesignerDepot/why-brutalism-boosts-conversions-1b6048cdd736?source=rss-333f2d0f1634——2

Why Broadridge is Investing Millions in Blockchain Voting

Broadridge and blockchain

Last week was a coming-out party for financial services firm Broadridge.

While the New York investor tech provider had previously voiced an interest in blockchain, it began the week by investing millions in a deal that will find it acquiring new technology assets as part of a bid to develop client-focused distributed ledger services. Later, it hosted a blockchain-focused breakfast with 50 of its clients and technology partners including Credit Suisse and UBS.

Broadridge’s more aggressive moves in the blockchain space were preceded by internal testing and, more notably, investments in industry startups. Earlier this year, the firm participated in a $60m investment in New York-based startup Digital Asset Holdings alongside BNP Paribas, ICAP and the DTCC, among others.

As of last week, however, the firm has devoted 30 employees to develop multiple proofs-of-concept for its clients, focused on areas such as business communications and trade processing.

After moderating a panel at the breakfast last week, Broadridge global head of strategy and blockchain lead, Vijay Mayadas, told CoinDesk that strong demand on the client side let the firm to begin devoting significant resources to start capturing some of that interest.

Mayadas said:

“In terms of accelerating the adoption of blockchain, we already have the industry connectivity, we already have the platform, and we have the clients. So we feel we’re uniquely positioned to take blockchain, figure out how to really solve some of the pain points and bring solutions to market very quickly.”

Fuel for the fire

In some ways, the Inveshare deal can be looked at as a key driver for bridging blockchain with some of the services that Broadridge offers, including mechanisms for proxy voting, or processes by which other parties are brought into the corporate voting process.

The deal, announced last Monday, finds Broadridge agreeing to pay $95m for the assets, with an additional $40m due on delivery of the blockchain applications.

Broadridge plans to use the assets it acquired to develop blockchain applications that let stockholders vote at investor meetings in which they were unable to attend, as well as other services connected to its proxy business.

Broadridge explained that the Inveshare technology would be used to accelerate the development of blockchain-based proxy applications by increasing the transparency of vote confirmation and reducing the complexity of the current reconciliation process.

The firm is not sharing its development timeline, other than saying it intends to be the “first to market with a complete proxy blockchain solution”.

In a statement, Broadridge president and CEO Richard Daly confirmed that applications to its proxy voting services are a major focus moving forward.

“Integrating blockchain technology into the proxy process has the potential to drive significant benefits for all participants,” he said.

Looking ahead

Ultimately, both the firm and those attending its breakfast last week said that the ultimate goal is to shave operating costs – and maybe make a little bit of money on the way.

Speaking at the event, Chris Church, chief business development officer for Digital Asset, argued this point. He went on to say that, should the technology take off, those money-saving mechanisms could turn into money generators.

Church, who previously worked as the CEO of SWIFT, told attendees:

“It may take 10 years to get widespread adoption. But the people in this room, the people Broadridge invited, need to be building now.”

Broadridge image via Michael del Castillo

BroadridgeDigital Asset Holdings

from CoinDesk http://www.coindesk.com/broadridge-investing-blockchain-voting/

Figma VS Sketch

Figma VS Sketch

Figma is like Sketch in the browser with real-time collaboration.

With the limited time I had with it, I can already say with confidence that it’s far more polished and production-ready than in my first experience with Adobe XD. It also has three invaluable features that set it apart: real-time collaboration, vector networks and version history. It can handle dozens of designers working on the same document, at the same time without breaking a sweat. Last but not least, this tool is really fast, easily handling 20+ Artboards in a single document.

People will inevitably compare Figma to Sketch, so as a long-time user of Sketch, I’d like to share my experience, following a tradition that I started 3 years ago.

Browser VS Native

I was skeptical at first because Figma is a browser-based user interface design tool, but now I’m convinced that there is a future in this area. Everything is extremely responsive, works as expected and the software is almost every bit as powerful as its native counterpart Sketch, minus features like Symbols, Overrides and Plugins. Every document and version exist on their server, making the task of iterating effortless and worry-free. You can still save your document as .fig to make it downloadable. Like this, you can share your Figma files with others.

By default, Figma uses Google fonts (a free library of 800+ fonts), but you can also add your own by installing an add-on. They even included the hugely popular FontAwesome. I think this is an incredibly smart move, since collaborators won’t need to download extra fonts when they jump in.

Real-time collaboration

For many teams, this is a game-changer. Being able to design with a fellow designer, engineer or client in real-time will save a ton of time in both execution and communication. Although not every project needs collaboration, it’s good that the possibility is there.

You can quickly work alone, then invite others whether they’re signed up or not to edit or view-only your design in progress. The advantage of a browser-based tool is that the recipients won’t need to install anything at all, or even own a Mac to participate. Figma works on Mac, Windows, Linux and on mobile devices (viewing only). I can’t overstate how this will completely change team dynamics and allow true collaboration between designers and developers. Anyone can just come in and check all the specs: fonts, colors, sizes, distances, etc. Developers can benefit from inspecting the constraints and how the layouts adapt to multiple screens.

Version History

The versioning is much more visual in Figma, allowing you to quickly compare between versions. It’s a lot more pleasing to use than Sketch’s macOS native versioning, which feels slow and over-the-top. While they both have Autosave and version history, their execution is completely different.

In Sketch, it’s slow to navigate between each version. Often times, designers disable this feature because it eats too much of their disk space.

Comments System

The comments feature is built-in. Team members can pin comments to your designs and you’ll receive notifications when there are new comments or replies. Once you’re done, you can click “Resolve” to hide the thread.

In Sketch, you can add comments by downloading a plugin or use the excellent Zeplin for a more interactive solution that includes specs and assets delivery.

Zeplin is also browser-based, so it works for Mac/Windows.

Another Sketch plugin worth noting is Craft from InVision, which allows you to design with real data. You can quickly generate names and photos from presets, Websites or APIs.

If you put Sketch together with Craft, InVision and Zeplin, the package suddenly becomes a lot more attractive for comments and prototyping.

Vector Networks

Vector Networks is groundbreaking. You can move the lines instead of the vector points, and all the connected points will automatically follow. That’s because instead of having just a beginning and an end point, you can connect multiple vector lines in Figma, creating a web of vector points. It’s incredibly intuitive once you start using it.

Vector Networks introduced by Figma.

Sure, it’s still missing things like Scissors or Rotate Copies, but for most vectors, I believe that Figma is easier to use and Vector Networks can lead to interesting results.

Import from Sketch

Figma was able to import Sketch files extremely accurately. Every Artboard, Groups and layers were left intact with their exact names, grouping and properties, including multiple borders, shadows and effects like Blending modes and Background Blur. Because of this, I’m inclined to say that using Figma as an extension of Sketch or vice versa is not a far off idea. You can basically import any existing Sketch work, resource or vector and start from there. The fact that they don’t support Photoshop files (yet) speak volumes of the level of compatibility that it has with Sketch versus Photoshop.

Strangely, I couldn’t copy and paste vectors from Sketch to Figma, but I could drag and drop an SVG file directly into an open document.

I was even able to import the extremely detailed vectors from Angle and got a fairly impressive result. Sure, the gradients and shadows aren’t as good-looking (sometimes even missing), but all the shapes were there. This is a big deal because you can use virtually any Sketch UI Kit in Figma.

There’s a Desktop-ish app

You can download the desktop version, but don’t expect a native experience. It’s basically just a Web wrapper. Still, unlike the browser version, the keyboard shortcuts won’t interfere with browser’s. For example, CMD + 1–9 switches between browser tabs, but in the Desktop app, it switches between documents. You also get rid of the extra browser chrome.

Constraints

Adaptive layout is an indispensable feature for modern design tools. Designers have to deal with an increasing amount of device resolutions. It would be silly not to be able to adapt a design from the iPhone 7 to 7 Plus just by resizing the Artboard.

In Figma, you set up the constraints by pinning against the borders, or setting the element to center. It’s essentially like Sketch’s Pin to corner and Resize object. I have to admit that Figma’s version is more visual and intuitive to use while Sketch has more options like Float in place.

Is Float in place any good? Yes, if you want the elements to keep the same proportional distance and size between each other.

Performance

Handling dozens of Artboards is a breeze in Figma (but your fan may start kicking though). Those who complain about Sketch’s performance may find better luck here. Seeing that it’s browser-based, the entry point is much lower for practically anyone owning a desktop, laptop or mobile phone. As a matter of fact, those who long wished for Sketch to come out in Windows finally have their answer.

The User Interface

The user interface is almost an exact replica of Sketch, down to the tiniest details like the names of the tools, keyboard shortcuts, the Artboards and Groups, or the Export tool. Don’t get me wrong, this is a GOOD thing for users. It just means that Sketch has set such a powerful standard that both Adobe XD and Figma have no hesitation following.

Sketch is like the “iPhone” of design tools, in that most new tools will copy its standards, add a few twists, but years down the line, they’ll mature enough to be truly unique on their own. In the end, users win the most as they get more choices at the highest standard. In other words, they’re no longer stuck with Photoshop for UI design, the same way they were stuck with dumb smart phones with clunky keyboards. Of course, I don’t mean this as an insult to Figma or Adobe. They’re smart to answer the modern designers’ needs in a way that don’t confuse them, making their transition as smoothly as possible. To be fair, a lot of these standards came from the Mac and Adobe’s own Illustrator and Fireworks (RIP).

Should you use Figma?

I think the answer is a resounding yes. You don’t need to learn a new tool, because it feels and works like Sketch. For me, switching between these tools felt completely natural.

Both tools can reinforce each other, meaning that they can fulfill different needs as you switch between Mac and Windows, iOS and Android, home and office. I’d choose Figma for its real-time collaboration, multi-platform support (Windows, Mac, Linux) and Sketch for its platform maturity, true native experience, and its excellent plugins and resources. In term of features, I think both will eventually catch up to each other (Real-time Collaboration, Vector Networks, Comments versus Symbols, Overrides, Plugins).

Figma is totally free until the end of the year, so give it a try.

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