In this session, John will introduce his definition of "spatial software” and dive deeper into the genre's subcategories. He’ll show examples and discuss key design decisions that affect the experience of using a spatial app, touching on principles from game design and visual perception.
We should be replaceable: how we can build timeless design systems
This is a talk about soft skills, design culture and what that looks like in practice. Using principles of systems theory, design principles and design culture best practices, Au will demonstrate that great design systems can be timeless. That they can scale and take on any challenges the future may hold. And also that our qualities as systems designers have immense impact into it.
Unexpected places: Figma as a space for anything and everything
Creating something from a blank file is magic. Ace wants to empower and excite people to use Figma for anything and everything by looking through five vignettes: five (Community) files, five practiced skills, five sets of challenges. Each story examines unique processes, constraints, goals, and lessons.
A group of Figma enthusiasts show how global collaboration led to our novel and mind-boggling solutions, techniques, and hacks that test the limits of Figma. You’ll get a look at the secrets behind the magic like: pattern generator, isometric scene with auto layout, unique ways of working with components and much much more! Five speakers and twenty-five minutes of fun.
How to build a compelling vision when building from zero to one
This session will explore how to build conviction and become the expert by:
observing and understanding the market to inform your intuition; learning whenーand whyーto question the status quo and design something that’s “right” even if it goes against the familiar, existing patterns; using existing collateral and updating it with your vision can help team members understand where you’re going; and creating a North Star that’s not too detached from reality.
Join me and learn about how we run user research with children (ages 6-9) at Clever. I'll share our experiences of setting up kid-approved spaces in our office (pre-COVID), running remote user interviews with kids, and designing kid-centric diary studies. Walk away with Clever’s kid-testing principles, so you too can design great products for kids.
In this session, learn how to audit components for accessibility issues from design to code using plugins, best practices, and testing tools. Walk away from this session empowered to make your design systems accessible sooner.
Everyone on a product team is working together to make one thing: real software in the hands of their users. Design mocks are simply a communication tool in service of this shared goal. But the way a typical design file is structured does not set the team up for success. Instead, design files should mirror how the design will be implemented. With the building blocks implemented like this, full experiences are faster to both communicate and build.
Interactions and micro interactions can often make or break the usability of your design. Fortunately there’s a way to get ahead of this problem through rapid prototyping research. Rapid prototyping applies an iterative approach to the design stage in order to quickly improve the design using regularly updated prototypes in multiple short cycles.
In this session Joey will take us through the process of constructing detailed vector illustrations in Figma. He’ll provide tips for achieving visual effects and show how to incorporate good organizational habits, such as naming conventions and layer ordering. And, of course, show how using components and variants can take your creative work to the next level!