May 25, 2022
This week, we talk about how to make design critiques more fun, and how to encourage teams to share their work-in-progress more often.
Play — Play is the first native iOS design tool built for creating mobile prototypes. They recently launched Play for iPad, giving designers more room to create pixel-perfect and native-first prototypes directly on their device. The app is intuitive, powerful, and damn fun to use. Level up your prototype game today with Play!
Get your full access invitation now.
Zeplin recently shipped Flows!
Flows are a fast/effortless way to create and outline user flows and journeys. Designers can use flows to connect screens in seconds and map complete user journeys, showing not just the happy path but all possible paths and behaviors.
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This week, we talk about how to make design critiques more fun, and how to encourage teams to share their work-in-progress more often.
Amie Chen asks on GitHub: I have a question: I'm part of a design team that has lots of talented designers and everyone is supportive, humble, and doing great work. But no one seems to want to sign up for weekly design critiques (but rather like sharing WIP in slack) and every time my manager encourages she would hear all kinds of excuses. Curious how does your team establish a recurring design critique sessions? Is it mandatory? Or does everyone just love to share? What's the process of signing up one?
We're curating the best product design roles from the world's most design-forward companies.
CALA — CALA is building a next-generation platform and supply chain to allow anyone, anywhere to build and scale their fashion brand. They’re hiring a product designer to help customers — from streetwear legends, to sports teams, to the biggest fashion players — bring their ideas to life.
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