sketch鋼筆工具_Sketch和Figma,不同的工具等于不同的結果

sketch鋼筆工具

We like to compare the difference between various design programs and debate about which one is the most powerful. But we often forget to reflect on how using one of these tools is impacting our product. A powerful artist would say that he can create on any medium and while it is true someone like da Vinci didn’t seem to have had problems switching from science drawings to the Chapelle Sistine his process and his final result are completely different by nature.

我們喜歡比較各種設計程序之間的差異,并討論哪個程序最強大。 但是我們常常忘記反思使用這些工具之一如何影響我們的產品。 一位有才華的藝術家會說他可以在任何媒介上創作,雖然確實如此,像達芬奇這樣的人似乎并沒有遇到從科學繪畫切換到夏皮·西斯廷的問題,但他的創作過程和最終結果在本質上是完全不同的。

As designers, we rely heavily on our tools to produce what we want them to do but we often forget that we have learned to want what the tool can do.As a junior designer, I would say that I have the luxe of not knowing what the tools can’t do and I am more inclined to notice the difference between the idea and it’s execution. But even there my knowledge as grown so much that I surprise myself drawing wireframes with the program construction logic in the back of my mind.

作為設計師,我們非常依賴我們的工具來生產我們想要他們做的事情,但我們常常忘記了我們已經學會了想要工具能夠做的事情。作為初級設計師,我會說我很奢侈,不知道要做什么工具無法做到,我更傾向于注意到這個想法和它的執行之間的差異。 但是,即使到那里我的知識也是如此豐富,以至于讓我驚訝的是,我腦海中用程序構造邏輯來繪制線框。

So here is my little analysis of how logic difference behind sketch and Figma is changing the way I work and the product I make.

因此,這是我對草圖和Figma背后的邏輯差異如何改變我的工作方式和產品制造方式的一些分析。

素描,以及完美結果的挑戰 (Sketch, and the challenge of perfect results)

Image for post
Sketch screenshot
草圖截圖

Sketch was made with the idea of creating a vector tool with a system to easily group and manage assets it also supports multiple art-boards to help with website design. From this idea of design management tool Sketch as grown in features developing a way to create component and symbols.

Sketch的創建思路是創建帶有系統的矢量工具,該系統可以輕松地對資產進行分組和管理,它還支持多個畫板,以幫助進行網站設計。 從這種設計管理工具的想法開始,Sketch隨著功能的發展而發展,從而開發了一種創建組件和符號的方法。

Because sketch was made after vector building tools like Adobe illustrator, it carries in his bones all the powerful features these tools have.

由于草圖是在Adobe illustrator之類的矢量構建工具之后制作的,因此草圖具有這些工具所具有的所有強大功能。

素描在制作符號和插圖時閃耀 (Sketch shine in making symbols and illustrations)

The superpower of Sketch is to let you make perfect symbols that adapt to any kind of content and situations. The idea is that you will spend time making the perfect component that you will then reuse everywhere in your app for consistency, it contains very precise and fine-tuning controls that will enable you to achieve almost anything.

Sketch的強大功能是讓您制作出適合任何內容和情況的完美符號。 這個想法是,您將花費時間來制作完美的組件,然后再將其在應用程序中的任何地方重復使用以保持一致性,它包含非常精確和微調的控件,使您幾乎可以實現所有目標。

Or does it?The logic behind sketch is that you will use symbols and nested symbols for everything, the tool is made to lead you toward the creation of an atomic design system and integrate component within components.

還是呢? 草圖背后的邏輯是,您將對所有內容使用符號和嵌套符號,該工具可引導您創建原子設計系統,并將組件集成到組件中。

The side effect is that you end up always making the same structure “image; title; extract; button with icon”. You will get the logic pretty quickly and with it, your brain will adapt the design thinking process into:

副作用是您最終總是制作相同的結構“圖像; 標題; 提取; 帶有圖標的按鈕”。 您將很快獲得邏輯,并有了它,您的大腦就會將設計思維過程調整為:

“How does this symbol should be created?” “How can I make this a nested component?” “Is there a way for me to reuse this element?”

“應如何創建該符號?” “如何使它成為嵌套組件?” “我有辦法重用此元素嗎?”

Notice how none of these questions talks about what the app needs.

請注意,這些問題都不是關于應用程序需求的。

但是,草圖受制于過多的規則 (However, sketch suffer form making too many rules)

Maybe we can blame the Dutch who made it for it.

也許我們可以為此歸罪于荷蘭人。

After some time inside of your project, you might think you want to change the behaviour a certain element, start looking for it and realize you can’t find what it the cause of this effect.

在您的項目中經過一段時間后,您可能會認為您想將行為更改為某個元素,開始尋找它,并意識到找不到導致這種情況的原因。

A fine-tuned component as a cost, it creates countless intricate rules, you will need to learn them, use them and remember what you did. Chances are after a few weeks you would probably have lost track of how you tuned your app.

作為成本進行微調的組件,它會創建無數復雜的規則,您將需要學習,使用它們并記住自己的工作。 幾周后,您可能會忘記如何調整應用程序。

This should not change the way you work, or does it?Sketch is so complex you will start to always use the same working structure, across multiple apps similar symbols will have similar behaviour. We learn to be efficient and with it loose in creativity. this means that production with Sketch is pretty straight forward you have a process to go from wireframe to high fidelity design and you will use it always the same way because it is the fastest way you have found.

這不應該改變您的工作方式嗎? 草圖是如此復雜,您將開始始終使用相同的工作結構,在多個應用程序中,相似的符號將具有相似的行為。 我們學會提高效率,并失去創造力。 這意味著使用Sketch進行生產非常簡單,您有一個從線框設計到高保真設計的過程,并且將始終以相同的方式使用它,因為這是最快的發現方法。

The key with Sketch is that it is made to create ONE good design

Sketch的關鍵在于它可以創建 一個 好的設計

用Sketch制作的標志 (The signs of a made with Sketch)

Image for post
Made with Sketch by Prakhar Neel Sharma
Prakhar Neel Sharma的素描作品

You can recognize a work that used all the advanced feature of Sketch when you start to see perfectly sized component easily swapped and assumed bold illustrations who take advantages of complex shadow, blur and gradients.

當您開始看到大小容易互換的完美尺寸的組件并假設使用了利用復雜陰影,模糊和漸變的大膽插圖時,就可以識別出使用了Sketch所有高級功能的作品。

People on sketch use fully the advanced vector capacity of the program and create environments that are very consistent since their perfect symbols are made to be shared across the app.

素描中的人充分利用了程序的高級矢量功能,并創建了非常一致的環境,因為使他們的完美符號可以在應用程序中共享。

Figma和永無止境的挑戰 (Figma, and the challenge of never finishing)

Image for post
Figma screenshot
Figma屏幕截圖

Figma interestingly enough was made after design tool like Sketch. The approach it takes is to simplify the creation process to enable productivity and support a way for the entire team to work together.

有趣的是,Figma是用Sketch這樣的設計工具制成的。 它采用的方法是簡化創建過程,以提高生產力并為整個團隊合作提供支持。

By comparing both interfaces, you will notice Figma offer you directly fewer options forcing you to build anything from the basic building blocks available.

通過比較兩個接口,您會發現Figma直接為您提供了更少的選擇,迫使您從可用的基本構建塊構建任何東西。

Because Figma is made for fast productivity it sacrifices features to improve your speed

因為Figma是為提高生產率而制造的,所以它犧牲了一些功能來提高速度

Figma讓您擁有更大的自由度,從而獲得成功。 (Figma succeed by allowing you to extrême freedom.)

Strangely enough not having many options and tools let you get more creative. Figma doesn’t struggle you with rules and precision it wants you to try, copy and tweak things and do as much as you need to. It does trigger your creativity more as you have to figure new ways to achieve your goals with much simpler tools.

奇怪的是,沒有太多的選擇和工具可以讓您更具創造力。 Figma不會在規則和精確度方面讓您費解,它希望您嘗試,復制和調整事物并做所需的事情。 它確實會激發您更多的創造力,因為您必須找到使用更簡單工具來實現目標的新方法。

Or does it?The thing with Figma is that you will be constantly looking for the solution or the trick to get the right results. You are missing fine controls so your process becomes more about trying then making. Figma is always inviting you to tweak something this mean your production will become longer as you will spend time endlessly creating new versions.

還是呢? Figma的作用是,您將不斷尋找解決方案或技巧,以獲取正確的結果。 您缺少精細的控件,因此您的過程將變得更多地嘗試然后進行。 Figma一直在邀請您進行一些調整,這意味著您將花費更多的時間不斷地創建新版本,從而使制作變得更長。

Figma難以擺脫混亂且不夠精確 (Figma struggle from being messy and never precise enough)

Pretty quickly you will realize that your art-boards contains hundreds of screens and see that you have barely named your assets. Finding the right information gets impossible as you reach “rectangle 4500”. But that is not everything, because you have been limited with simple tools, you have not created something precise. Yes some versions have some work into it and the structure is well thought but there is always a detail that is missing a rule that doesn’t get applied the way it should. Because your symbols are not smart you will have to make multiple versions and write rules on a document for your developers to understand how it should work.

很快,您將意識到您的畫板包含數百個屏幕,并且看到您幾乎沒有命名資產。 當您到達“矩形4500”時,找不到正確的信息是不可能的。 但這還不是全部,因為您受到簡單工具的限制,因此沒有創建精確的東西。 是的,有些版本有一些工作要做,并且結構經過深思熟慮,但始終有一個細節遺漏了未按應有的方式應用的規則。 由于符號不是很聰明,因此您必須制作多個版本并在文檔上編寫規則,以供開發人員了解其應如何工作。

This should not impact your final result, or does it?Your brain will quickly adapt to the idea of not being perfect, Figma wants you to think about the big image and the layout and you will. You will start to have versions with placeholders only, extensive lorel Ipsum and realize you spend a lot of extra time cleaning your developer handoff version. You will stop considering tiny details and the quality of your product will start to suffer from it.

這不應該影響您的最終結果嗎? 您的大腦將很快適應不完美的想法,Figma希望您考慮整體形象和布局,并且您會的。 您將開始擁有僅包含占位符的版本,廣泛的lorel Ipsum,并意識到您花了很多額外的時間來清理開發人員移交版本。 您將不再考慮微小的細節,產品的質量將因此受到影響。

The key with Figma is that it wants you to EXPLORE many designs

Figma的關鍵是它希望您 探索 許多設計

用Figma制造的標志 (The sign of a made with Figma)

Image for post
Made with Figma by Zoia Maltseva
Zoia Maltseva用Figma 制成

When someone builds with Figma what you can immediately notice is the bold structure of the app (this is enabled by the supper handy grid tool). Because many version has been done, in the final result the information is perfectly organized and the design is rich of different unique components tailored to each situation.

當有人使用Figma進行構建時,您會立即注意到該應用程序的粗體結構(這由超級方便的網格工具啟用)。 因為已經完成了許多版本,所以最終結果是信息得到了完美組織,并且設計中包含了針對每種情況量身定制的不同獨特組件。

But Figma is lacking super precision and advanced fine-tuning so designers go for simple shapes in illustrations, no shadow, flat design and high colour contrast.

但是Figma缺乏超高精度和先進的微調功能,因此設計師追求的是插圖中的簡單形狀,沒有陰影,平面設計和高色彩對比度。

同一家公司的2個結果 (2 results from the same agency)

Image for post
CubertoCuberto制作的Sketch&Figma應用程序

Now for the final test, what can we get from comparing work from one of the best design agency out there.

現在進行最終測試,通過比較最好的設計機構之一的工作我們可以得到什么。

On Sketch, we see that Cuberto has taken advantages of the advanced shadow and gradient features. Because fine-tuning is easy they have used overlapping layers and subtle colour difference inside the app.

在Sketch上,我們看到Cuberto利用了高級陰影和漸變功能。 由于微調很容易,因此他們在應用程序內部使用了重疊的圖層和細微的色差。

On Figma however, there is no fancy shadow game, the app had to get to the most simple version. so they have used bolder colour difference and inserted simple shapes as illustrations to make the elements attractive.

但是,在Figma上,沒有花哨的影子游戲,該應用必須升級到最簡單的版本。 因此他們使用了更大膽的色差,并插入了簡單的形狀作為插圖來使元素具有吸引力。

這并不都是黑暗和嚴峻的。 (This is not all dark and grim.)

With the right process and experience using any tool will be more about creating what the app needs to do for the user. Even though it is harder on some tools to get to certain results you can achieve any results on any tools.

擁有正確的流程和經驗,使用任何工具都將不僅僅是為用戶創建應用需要做的事情。 即使在某些工具上很難獲得某些結果,您也可以在任何工具上獲得任何結果。

This article is more about the reflection that what you can do might not be what you chose to do because you go for the easiest solution within your environment.

本文更多地反映了您可以做的事情可能不是您選擇做的事情,因為您選擇了環境中最簡單的解決方案。

您是否看到過自己發生的事情? (Have you seen it happening on yourself?)

I am a junior designer and it is a bit hard for me to see how a final result could have been different if I had used the other tool. But I definitely see my process being different according to the program I use.

我是一名初級設計師,如果我使用其他工具,最終結果可能會有所不同,這對我來說有點困難。 但我肯定會發現,根據所使用的程序,我的過程有所不同。

My goal is to find ways to use the best program according to the situations, making big apps make a lot of sense on Figma. Meanwhile making complex illustration and very high fidelity product make more sense in Sketch.

我的目標是根據情況找到使用最佳程序的方法,從而使大型應用程序對Figma有意義。 同時,在Sketch中制作復雜的插圖和非常高保真的產品更有意義。

What about you? Feel free to leave your experience on the comments.

你呢? 隨時在評論中留下您的經驗。

翻譯自: https://uxdesign.cc/sketch-and-figma-different-tools-equals-different-results-3fe5ac8e7df9

sketch鋼筆工具

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