![]() ![]() ![]() The goal was to download each tool, follow some tutorials to learn the basics and create the prototype in less then a day each. The tools I tested were: After Effects, Principle, Atomic.io, Proto.io, Origami Studio and Flinto. Within this short time-frame, I decided to evaluate 6 tools, and committed to reproducing the general animations in all of these – to properly establish how well they would fit our workflow. Fine-tune timings for animation triggers.Manage numerous layers and groups imported from Sketch.Control clip size and position of masked shapes.Manipulating size, position and rotation of shapes.To conduct this casual experiment, I came up with a sample design that uses very simple, non-obtrusive animations that were meant to highlight some of the different features/limitations of each tool: As a designer trying to focus on the busy day-to-day of a project, it’s hard to fit experimentation with new tools into the workflow, and to commit to using new tools for your project.įortunately, this past week I had the chance to try out some of the tools that have popped up lately, and get a sense of what they offer and how they can serve the types of projects we do at Scott Logic. I constantly pushed myself to deliver different animations and to iterate upon them.In the last few years prototyping tools, in particular those focusing on animation, have seen tremendous growth. The prototype had to be created in sections due to Flinto’s behaviour based animations (All content needed to be on the artboard - 0% Opacity, so that it could be animated, therefore having multiple experiences on one page would have overload Flinto, and Flinto struggled to cope with some of the pages). Despite becoming more competent with the Flinto, I found the software to be somewhat limiting. ![]() I also spent a lot of time reviewing the Sketch files I had created, as well as Adelaide’s suggestions to ensure we had a consistent user interface. I then went through and incorporated her feedback into the design. Adelaide reviewed this and made suggestions about the favourites notification, and subcategories. This resulted in icons being in the wrong colour, and a variation of the typeface. This created a disparity in the design, as the purpose of the user interface I had created was intended to showcase the animations with content. Due to time constraints, and the relatively finalised development of the animations the temporary design I created end up becoming the final. Furthermore, I don’t enjoy confrontation, and found that I ended up having a heavier workload than what I had anticipated. A result of this and also the ambiguous and undefined deadlines forced me into developing and designing the user interface because I needed to trial animations with content.These visual designs we’re supposed to be temporary, as Adelaide was to supposed to develop the final design. This is definitely a learning I will take into the next project. In retrospect we should have created a project management template, about what was due when, and who was owning that action. A lot of the time we were showing the micro-animations that I had worked on, because the user interface had not yet been designed. We also struggled to deliver enough content for feedback sessions, because of the division of the work. This unfortunately fell through quickly, as Adelaide preferred to work in Indesign and didn’t convert to Sketch until Week 5. ![]()
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