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Product Designer Joined over 8 years ago
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Basically anything more complex than simple animations or linear flows these tools fall flat on their face IMO. If you needed fine grained control over a drag and drop interaction with conditional logic and a couple of states theres no way to achieve it, definitely not in a robust enough way to hand a prototype to someone in user testing for example. Also, not being able to design with device API's, forms, user input, camera access etc. means you're constrained to drawing pictures of an experience, when with a little bit of code we can just actually design the thing, exactly as we intend it to be built. What happens when you throw AI, VR, AR etc. into the mix?
The key differentiator for me is that you'll never hit a ceiling in Framer. If you have an idea you can design it without relying solely on the tools features. With lower barrier to entry tools you'll always come across stuff you can't design, whereas when you use code the only limitation is yourself. =)
I agree with this but would also say code helps overcome a lot of the creative 'ceilings' you hit in Sketch, Photoshop, InVision, Principle etc. What I hate about these tools, or any design tool for that matter is that we're at the mercy of some company and their roadmap. No amount of manual control over animations or transitions will ever be enough if designers remain dependant on a tools UI. I've lost count of the amount of times I came up with an idea I couldn't design because the tools I was using simple didn't have the features I needed. Eventually I gave in and learned to code and I've never looked back. Framer is my tool of choice because I can express my ideas freely and quickly in code without worrying about writing performant, production quality code. Plus, my main deliverables now are not rows of static mockups, they're realistic prototypes, which I've found go a lot further in helping to sell ideas to devs and stakeholders. I think code is the best tool designers aren't using. Just my 2c. =)
I already do most of my design work in Framer. Each new addition like this just means I use tools like Sketch less and less. Fantastic job Framer!
Absolutely stupid and tasteless tagline.
That is one cool site!
Highly recommend taking a look at Framer. Learning curve is a little higher than most tools but if you're looking to build design and prototypes that scale across devices seamlessly, it's got you covered. Also can be used for web stuff too.
Unfortunately, regardless of industry, where there are large communities of people there will always be a small few that act like total morons, giving the rest a bad name and making some feel like they want to leave. Thats not the design industry or even DN, it's just the way the world is. 99% of the people on here have only good intentions and it's best to try to ignore the ones that don't as hard as that may be sometimes.
Hi All! We released this tutorial today as a pre-cursor to a longer more detailed chapter on Framer. We're passionate about teaching designers to code and recognize it can be difficult for absolute beginners to grasp. I began using Framer a little over a year ago and can't believe how much I've learned and created because of this tool. It made me think about interactive design in a whole new way and if you stick with it I know it will for you too! I hope you enjoy the tutorial. If you ever need help with Framer theres an amazing community on FB and on Slack here https://framer-slack-signup.herokuapp.com/. I'm also always happy to help folks so feel free to ping me if you have any questions.
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AE is not a good tool for interaction design. Its output often feels nothing like what an iOS or Android app would feel like. Plus, you cant actually hand prototype on a device to a user for them to play with it, you just play a video. Personally I'd go with Framer, or if you don't code then Principle. Both far superior tools for interaction design and prototyping.