In UI/UX, a common pattern that’s needed time and again is that of a simple animated opening and closing panel, or ‘drawer’. You don’t need a library to make these. With some basic HTML/CSS and JavaScript, we’re going to learn how to do it ourselves. In this article, Ben Frain is going to share the details of his ‘go-to’ method in detail in this article. Let’s consider possible approaches first.
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Our products become slower, clunkier and more painful to use — often simply unbearable for keyboard- and screen reader users, and as such fragile and vulnerable for legal disputes. Let’s fix it. IToday, we bring you Heydon Pickering’s new book Inclusive Components, which explores more accessible and robust solutions for the UI patterns we author, plug in, and use every day. Jump to table of contents or pre-order the book right away.Read more…
This is a detailed guide for those who are struggling with tables in Figma. Today, Sasha Belichenko will show you how to create a table using components, so that later on you could save a lot of time on scalability and edits. Moreover, you’ll be able to easily integrate the table into your design system. To follow along, you will need to have at least some understanding of the basic Figma concepts, its interface, and how to work with Figma components. So, without further ado, let’s dig in!
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Philippe Hong has made the switch to Figma almost two years ago and he has no regrets so far. In one of his previous blog posts on the topic, he made an in-depth review of Figma, and he’s glad he could help other designers make the switch In this article, let’s take a closer look at what Figma really has to offer. Here are 20 tips on how to work faster and better with this well-known and collaborative interface design tool.
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Virtual reality is a new immersive medium for exploring content, whether that content is a film (Life of Pi), a game (Beat Saber) or a social experience (as depicted in Ready Player One). Despite its novelty, VR doesn’t require a drastically different toolset to design for — the same tools we use for web game development, 3D modeling, and others are all still applicable. In this tutorial, Alvin Wan leverages your familiarity with web development to get started with VR development.
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By using Framer X, you will speed up your design process and will be able to better communicate the interaction of your designs to the team and stakeholders. In this tutorial, Martina Pérez will show you how to build prototypes and interactions by making use of the pre-built components in Framer X and the ones available in the Framer Store. It should be useful for web designers having none to very little coding experience, interested in learning more about how to better communicate the interactions in the user interfaces they are building.
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Software development and maintenance has, generally speaking, been a time-consuming and arduous process for developers and engineers who carry the brunt of the work. However, with the introduction of front-end-as-a-service, and a company like Mason pioneering the way, that could all change. In this article, Suzanne Scacca is going to give you a closer look at FEaaS, who it’s for and why empowering product and marketing teams with it is a big deal.
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For a while now, Sketch has been the de facto application of choice for UX and UI designers. But in the last year or two, we have seen many new contenders for the Sketch’s crown. Two of them that have made the biggest strides are Figma and Adobe XD. In this article, Ashish Bogawat will try to summarize my thoughts on how Figma and Adobe XD compete with Sketch and what unique features each one of them brings to the table. He will also reference some other alternative apps that are aiming to become leaders in the same niche.
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The z-index property, despite all that’s written about it, is still widely misunderstood and mishandled. Stacking issues in a complex single-page web application can become a major pain. Adhering to some principles, however, we can easily avoid these issues. In this article, Pavel Pomerantsev will recap what z-index actually is and how you can stop guessing whether it might work in any specific case and start treating it just like any other convenient tool.
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In Part 1, Alvin explained the basics of how to design a virtual reality model. In Part 2, he showed how to implement the game’s core logic. In this final part of his tutorial, the finishing touches will be added such as the “Start” and “Game Over” menus as well as a synchronization of game states between mobile and desktop clients. This paves the way for concepts in building multiplayer games. To get started, you will need Internet access, a Glitch project completed from part 2 of this tutorial, and a virtual reality headset.
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