Where the design community meets.
Design Director at Liquid Interactive Joined over 8 years ago
Sam hasn't posted any stories yet.
That's the joke. Everything about the design and tone of the language is a direct reference to standard issue product pages. If you hadn't worked it out already the pricing plans at the bottom should've been a giveaway. Potato Lite, Potato Pro and Potato Team pricing packages?
That's exactly it. It's like Tinder for designers. A quick snapshot to get a surface-level first impression, but the potential to lead to something much more substantial (if that's what you're into).
Have something more to say? Link it to a case study on your site or a Medium article.
Look at the way a heavily conceptual designer like John Maeda uses the site. He has a bunch of experiments posted without context, but sandwiched in between are deeper projects like this, with a link to a video that better shows the full scale of the idea.
Followed you. Nice touch selecting white as your link colour, making so much unreadable. ;)
I feel like this complaint would carry more weight if Jakub had posted more work that invited critique. He only posted a few times in the past year, never attached a full size image that could be adequately critiqued, and most importantly: he never asked for critique.
Dribbble seemed to have more people offering feedback in the past, but it often seemed pedantic. Because the format lends itself to small snapshots the critiques would often be about sub-pixel nuances, not questions of objectives or user needs, or anything beyond the superficial.
And that's fine, I like dribbble for what it is and what it's not.
With the ability to attach full size images it does seem like it's becoming more suited for proper critique but I don't really use it for that. I find co-workers have always been my go-to source for constructive criticism.
But I see this complaint about dribbble all the time, so what sites and communities would you all recommend for someone wanting to have their work critiqued?
Starting with a limited palette seems to have the biggest impact on how good my gifs look. Flat UI animation always works well.
Compare the limited colour of this animation: https://dribbble.com/shots/1478345-Bunny-Strut-walk-cycle-v1
To the dithering needed to squeeze this one out: https://dribbble.com/shots/1851534-Final-animated-and-composited-with-video
Any tips on improving on the quality of the last gif would be appreciated.
Well yeah. For most of these questions there's no such thing as a right answer but there's value to learning why people make their choices.
No approach is without down sides so I love learning how people who have similar methods get around common limitations in their own process.
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Yeah, I thought I'd already read enough about Material Design since its launch, but it was nice to (briefly) hear the thinking behind those details in particular.
The physical shadow tests were a great way to leverage the way we read subconscious depth cues in the real world without having to think about it. As much as skeuomorphism became a dirty word in recent years, skeuomorphic concepts like this can have a big impact on making a daunting new interface feel familiar and usable. Even when it's a completely new concept, people will have expectations about how it might behave.