01 Dec 2021

Figma and our design process

When our design team made the move from Sketch to Figma in 2019, the tool showed promising features to help with our design process. 2.5 years later, it’s not even a fair contest anymore. Some of us use Figma all day every day, 5 days a week, it’s become so good we could even have a go during the weekends. 🤓 

2.5 years is a long time, and we’ve slowly but surely discovered every new feature, submenu and plugin Figma has to offer, always trying to make the most of it and make our process as smooth and consistent as ever. Now, how can a design tool make our lives so much easier you ask? Let me explain.

Auto layout and wireframing

It all starts with UX. Although we still love our Mural boards for workshops, we now create our wireframes exclusively in Figma.

On projects that are fully component-based, we start by creating all the different paragraph types and page headers, as part of our process of delivering platforms with Drupal.

The auto-layout feature has allowed us to focus on design first. Once components are set up, Figma can take the back seat and our designers can freely play around with layouts, making changes on the spot when exchanging with clients or users. This helps with the ideation process, as well as making sure consistency is kept throughout : even in UX, every component is an instance of a master component, on which changes affect all the different pages.

Variants & design system

As good as Figma is with wireframing, it really shines when creating the final product UI that will be handed over our own in house development team. The first step has always been creating a consistent and accessible design system, and Figma has made it easier than ever.

It is of course an amazing tool for creating libraries, grids, colour and text styles. But some features have allowed us to take our game to the next level when creating all sorts of components: CTAs, inputs, dropdowns, tabs and many more.

The first is one we've already mentioned, Auto-layout. It has become the default way to build any component of a design system, so that we never have to worry again about resizing, padding, margins. But when the Variants feature dropped over a year ago, this took things to the next level. Each state/screen size/colour of a component can leave under the same master component, as variants. This allows for much cleaner and tidier libraries, as well as allowing us to quickly change between variants when putting screen together. Oh, and it's also a game changer for prototyping, but more on that later...

Constraints, auto-layout & components

Once those design system foundations have been put together, our team can start looking at designing bigger components (called organisms in an atomic design system). And once again, by combining the use of auto-layout, variants and constraints, we are able to build responsive, adaptive and consistent components, ready to be mocked up with any content, in any situation.

This allows us to communicate behaviours in function of screen width to Front-End developers, as well as allowing us to quickly and automatically mock up those components in any situation, without having to worry anymore about manually updating the component’s height when adding a lot of text for example (yes, this was how it was done not so long ago 👀).

Overall, we now have design systems with components that adapt to their content, can easily switch between states and overall makes having a consistent and well built UI simpler than ever. Yes, it’s a game changer.

Interactive variants & prototyping

Once the designs are complete, the last part of our UI process is to create prototypes of components with complex behaviours. This helps communication with Front-End developers, sharing information about micro-interactions, transition animations - does the transition appear with a fade-in? Appear instantly? Should motion easing be applied to it? These are elements that will help the user’s interactions with UI elements, lead the eye to the next element, help with decisions. It’s finessing, but eventually makes the difference between a journey that feels smooth and one that can feel confusing at times. This makes prototypes a tool of communication between designers and developers.

By making prototypes as close to the final product as possible, it will also help designers and clients to run testing sessions with users or internally. To either validate a solution or to ideate further on the user’s journey.

The introduction of the interactive variants feature in Figma has made this process much easier, and goes a long way into helping us prototype the most realistic interactions possible. It allows us to set interactions between master components that will affect all instances of the component in the prototype. This means pickers can each automatically have their own hover state for instance, and we also have been pushing the feature with the use of custom delay animations, to replicate the behaviour of a text input cursor. All together, this helps give prototypes a lot of realism, and replicate the feeling of using the final product.

Just over 5 years ago, designers would build screens and components in Photoshop. Then we moved to tools custom made for product design, starting with Sketch, and our workflow drastically improved. We have been using Figma for more than 2 years now, and we can’t wait to see what the future holds, test new tools, features, to bring designs closer to reality, users, clients, developers… 

No tool will be perfect, but we’re having more and more fun using them, that’s for sure.

20 Jan 2020

2020 UX/UI internships

We're committed to helping the next generation of digital superstars get a foothold in the industry, so each year we offer a paid internship scheme, and we've just launched our 2020 programme.

If you're thinking of applying, please check out our careers page to see what's on offer at our Digital Agency in London.

We interviewed one of our 2019 UX/UI placement students Simon Le Roux on his experience of joining our Creative Team in London from l'Ecole de Design in France.

What made you want to work at this Digital Agency in London?

I loved the UI designs I’d seen from Catch and recognized myself in their approach of design, so I applied spontaneously and am so glad I got to spend the 6 months here in London.

I’ve been wanting to work in a full-sized digital agency in London for a long time now, after having only been working with small teams of designers and startups - so the opportunity of working every day alongside designers, developers and project managers as well as what really brought me here.

What did you work on?

My main role was working cross both UI and motion design, I had the chance of having a lot of responsibilities on some of Catch’s main projects, as well as interacting with clients on a daily basis, also visualising through sketching and wireframe prototypes.
 

What did you learn?

Because I worked on so many different projects, I was able to gain skills in a lot more fields than I thought: UI and UX mainly, but also animation, illustration, as well as being able to explain and present my work to both project managers and clients.

I also learned what it was like to work with many different people and being able to learn a bit more on all the different steps of a project and all the people involved.

What was it like being in a Digital Agency's London studio?

I had a blast, really. The atmosphere is really nice there, everyone is really outgoing and welcoming, you get to meet people with different backgrounds, and you never get bored. You can easily fire questions at anyone, and they’ll always take the time to explain and help you.

And Friday’s catch-ups are just great, doing presentations and drinking beer(!), never seen a better way to end the week.


What was the highlight?

I’d probably say a showcase video I got to do for one of our clients, on which I had to animate some designs I’d created to give an overview of the whole product. It gave me the opportunity to mix UI and motion design, and I loved it!
 

What’s next?

The internship officially marks the end of my Master’s degree, I’ll get my design diploma in September. After that, I’ll be taking a gap year and travel around the world,  I’ll then eventually look for a full-time UI/UX job. Maybe even in a Digital Agency in London like Catch, who knows?

 

If you'd like to apply for our 2020 UX/UI internship opportunity, please apply via our careers page.

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