I've been using figma for quite a while now. Being windows bound due to company policies I never used sketch extensively so my experience is just from figma itself. all in all the comments are pretty spot on, but beware of overrides and nesting for complex systems. Try them out well first if you have a need.
We currently have our styleguide and nuclear components which we build into patterns (in another file) and templates. Inheritance is sometimes an issue to manage and we frequently have some issues when copying screens to new files where some components will copy fine while others will revert to frames.
I'm not entirely sure if some are to having moved master components around and duplicating and reorganizing files (due to having upgraded from a single file project to a paid library).
This is also the one part that bothers me the most where you can't easily reorganize components through files, which is critical when working on large projects.
As for other tools: - Xd is shaping up really nicely, but my tryouts with the components always felt really weird. - Studio is very young and I don't really see it being anything close to competitive in the next 6 to 12 months. - Phase hits all the right notes in the presentation and discussions so I'm really keen on trying it out. - Subform is an excelent choice for some projects especially if you work closely with dev as it is built from the ground up with an api to create adapters to export to any language. You can also use it's engine directly on the web instead o html canvas for example. - Framer is great for microinteractions, and designers working more closely on the frontend, ui & motion. But typically a cog in the chain not a standalone option.
Not to forget the dinossaurs: - Photoshop is dead for general Ui/Ux design. Might still be an option for creating some assets but clearly no your main tool. - Illustrator is losing ground, used to be my main for everything digital based, but only open it for vector illustration nowadays. - Affinity Designer is quite good, has some component capabilities but not a key point, I don't see them stepping up here as well, dev team is also probably quite stretched in all their different endeavours.
Make sure to understand well your needs and which tool will solve it better. Always keep an open mind and be ready to switch if any tool evolves to solve your problems better. That's always my approach.
I've been using figma for quite a while now. Being windows bound due to company policies I never used sketch extensively so my experience is just from figma itself. all in all the comments are pretty spot on, but beware of overrides and nesting for complex systems. Try them out well first if you have a need.
We currently have our styleguide and nuclear components which we build into patterns (in another file) and templates. Inheritance is sometimes an issue to manage and we frequently have some issues when copying screens to new files where some components will copy fine while others will revert to frames.
I'm not entirely sure if some are to having moved master components around and duplicating and reorganizing files (due to having upgraded from a single file project to a paid library).
This is also the one part that bothers me the most where you can't easily reorganize components through files, which is critical when working on large projects.
As for other tools: - Xd is shaping up really nicely, but my tryouts with the components always felt really weird. - Studio is very young and I don't really see it being anything close to competitive in the next 6 to 12 months. - Phase hits all the right notes in the presentation and discussions so I'm really keen on trying it out. - Subform is an excelent choice for some projects especially if you work closely with dev as it is built from the ground up with an api to create adapters to export to any language. You can also use it's engine directly on the web instead o html canvas for example. - Framer is great for microinteractions, and designers working more closely on the frontend, ui & motion. But typically a cog in the chain not a standalone option.
Not to forget the dinossaurs: - Photoshop is dead for general Ui/Ux design. Might still be an option for creating some assets but clearly no your main tool. - Illustrator is losing ground, used to be my main for everything digital based, but only open it for vector illustration nowadays. - Affinity Designer is quite good, has some component capabilities but not a key point, I don't see them stepping up here as well, dev team is also probably quite stretched in all their different endeavours.
Make sure to understand well your needs and which tool will solve it better. Always keep an open mind and be ready to switch if any tool evolves to solve your problems better. That's always my approach.