Showing posts with label websites. Show all posts
Showing posts with label websites. Show all posts

Thursday, 1 February 2024

The Best UX/UI Designer Tools, Resources, Blogs & Books Collection

Editors note: The following article was updated on March, 2024, to offer relevant information about available UI/UX design resources and blogs.


It can be intimidating to get into user experience, but don’t fear: there’s plenty of help around. To help you navigate that sea of information, we make a cool list to share with you. This list covers UX/UI blogs, resources, books and tools (in no particular order). I hope it will help you guys to get better at what you’re doing!

UX Blogs and Resources



1. Awwwards -A place to find inspiration and talent; a space for debate; a place to share knowledge and experience.

2. UX Magazine -This site creates a community with location-based listings for conferences, jobs, workshops, informal meetups, and classes.

3. UX Myths -Collects the most frequent user experience misconceptions and explains why they don’t hold true.

4. Designer News -Best UX/UI related articles collection.

5. Usability Geek -A wider array of topics that extend beyond usability, such as User Experience (UX), conversion, Human Computer Interaction (HCI) and Information Architecture (IA).

6. Lukew -A Product Director at Google shares his views on Web and device strategy, interaction design, visual design, usability, and much more.

7. UXness - A The UXness Blog is your portal to a richer understanding of User Experience (UX) design. It's a treasure trove of insightful articles that dissect key topics like: UX fundamentals, Emerging UX trends, Practical UX design tips and tricks, Inspiring UX case studies, UX events, UX Tools, UX Books and UX principles and laws etc. UXness is a community of 35K+ UX enthusiasts connect across the globe and have ~2K daily article reads.

8. Design Talks -545 Talks for Designers from 68 UX/UI conferences all over the world.

9. HelloErik Experience Design -The design and experience blog of Erik Flowers.

10. Weeklypixels -Reviews on design Books, user experience books, UX processes, graphic design books, typography books, lettering books.

11. UX Booth -Feature content on analytics, content strategy, information architecture, interaction design, philosophy, research, universal design and accessibility.

12. Mockplus Blog -The newest UX/UI design resources recommended for UX and UI designers.

13. Smashing Magazine’s UX Design Category -UX/UI experts share with you their valuable ideas, practical tips, useful guidelines, recommended best practices and great case studies.

14. Design Shack -Showcases inspiring examples of design, alongside resources and articles.

15. Creative Bloq -It is a high volume blog for creatives that features content on web design, illustration, graphic design, 3d, digital art, and more.

16. Beautiful Pixels -Showcases some of the best examples iOS and Android apps as well as UI design across various types of media

17. UX Movement -Publish articles showing how good and bad interface design practices affect user behavior.

18. DesignModo UX -Resource for both beginners and advanced designers looking to expand and improve their knowledge.

19. 1stwebdesigner -Post the latest design resource for UX/UI designers.

20. Noupe -Feature content on responsive design, UX/UI, web development, inspiration and more.

21. Six Revisions -Publish articles, guides, tutorials, news and other forms of content for people who design and build sites and apps.

22. Speckyboy -Fresh and useful resources and inspirational art, covering web design and development, graphic design, mobile development.

23. Designzzz -Offers free and useful resources for designers and developers.

24. Vandelay Design -Post creative bouts of inspiration that we all need for success.

25. Boxes and Arrows -The practice, innovation, and discussion of design.

26. InspirationFeed -You’ll find industry guidelines, case studies, design & development resources, tips & tricks, and other related web articles here.

27. Usabilla Blog -Useful UX articles or designers.

28. Dribbble -An online community for showcasing user-made artwork.

29. Behance -Showcase and discover the latest work from top online portfolios by creative professionals across industries.

30. NN/g -A leading voice in the user experience field.


Free UX & UI Books














Click here for more details about these UX books.

We hope you enjoyed getting to know about these design resource and tools. Hopefully, through them, your journey of being a UX or UI becomes easier!


About Author

Becky
Email: becky@jongde.com



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Wednesday, 1 June 2022

What is Information Architecture?


  1. The art and science of structuring and classifying web sites, intranets etc. to help people find and manage information.
  2. Information architecture is concerned with creating organizational and navigational schemes that allow users to move through site content efficiently and effectively.
  3. The combination of organization, labeling, and navigation schemes within an information system.
  4. The structural design of an information space to facilitate task completion and intuitive access to content.
  5. Information architecture on the Web is closely related to the field of information retrieval: the design of systems that enable users to find information easily.
  6. Information architecture is concerned with how people cognitively process information.

Components of Information Architecture

  1. Organization systems - How you categorize and structure information. E.g. chronological, topics etc.
  2. Labeling systems - How you represent information. E.g. scientific terminology (Amend Order) or lay terminology (Edit Order)
  3. Navigation Systems - How users browse or move through information. E.g. clicking through a hierarchy, through sections etc.
  4. Search Systems - How users look for information. E.g. autosuggest, index etc.

Approaches of Information Architecture 

Information architecture requires creating categorization schemes that will correspond to business objectives for the site, user needs, and the content that will be incorporated in the site. 

UX Design



We can tackle creating such a categorization scheme in two ways: from the top down, or from the bottom up.

The elements of User Experience Design

Top-down approach - 

A top-down approach to information architecture involves creating architecture directly from understanding product objectives and user needs. We started with the broadest categories and then break these into subcategories. This hierarchy of categories and subcategories serves as the empty shell into which the content and functionality will be slotted.

Top down Information Architecture approach

Bottom-up approach - 

A Bottom up approach to information architecture involves creating architecture directly from analysis of the content and functional requirements .We group items together into low-level categories and then group those into higher-level categories, building toward a structure that reflects our product objectives and user needs.

Bottom up Information Architecture approach

Deriving information architecture – Card Sorting 

Card sorting is a method used to help design or evaluate the information architecture of a site. In a card sorting session, participants organize topics into categories that make sense to them and they may also help you label these groups. Card sorting helps us gain valuable insight about the structure of data.

There are two common card sorting techniques: 

1. Open card Sort -

In open card sorting, each participant is given a stack of cards. The participant is then asked to group those cards together any way they want. Then they make labels for the groups they created.

Open card sorting

When to Use Open Card Sorting – It’s beneficial to use open card sort when you are starting with the new project. In this way you will not introduce your own biases into the grouping of items and will see the information organized from other people’s perspectives.

Disadvantage of open card sorting – Sometimes it can be too vague as their might be many categories as participant has freedom to arrange and label the category .In this case it might be difficult to analyze the data and reached to any conclusion.

2. Closed Card Sort -

In closed card sorting, the researchers create the labels for the groups. Participants are given a stack of cards and are asked and are asked to put each card into a group.
Closed card sorting

When to Use close card sorting – If you already know what categories you want to sort items in, then closed card sorting is the obvious choice. Closed card sorting additionally removes the burden from the participants having to come up with their own group labels, which simplifies the activity for them.

Disadvantage of close card sorting – Using pre-determined group labels gives you less information because the participants’ choices are confined by the category labels you create. That, in turn, limits the chance of you seeing alternative approaches to the categorization of your items.

Using Both Open Card Sorting and Closed Card Sorting

Conducting open card sort first help you determine category names for each group of content, and to understand the different ways participant can group the items. Then, after analyzing the results, you can conduct closed card sorting to validate the interpretation of the results.

Online Tools 

Optimalsort  , User Zoom , Concept Codify, xSort , UXSort, Simple card Sort.

Check best card sorting tools> 






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Saturday, 30 May 2020

UX & Virtual Reality - Designing for interfaces without Screens


Virtual Reality

It’s an experience that’s been around since the mid­ 80s, but technology always seemed to hold it back. The advances in smartphones and related technologies have finally brought the incredible potential of VR within reach. Now, we’re in the midst of a virtual reality revolution. The concept was coined around 1955 and so many years later VR is back in a big way with Oculus, Samsung Gear VR, Project Morpheus, Google Cardboard, HTC Vive, OSVR, and other smaller or yet to be announced players. The well-known tech giants Facebook, Google and Microsoft are keenly investing in VR which indirectly proves that it is going to be the game changer of this century.

virtual reality, wearables, technology, VR, UX



What are they trying to do with VR?

It’s really just immersive software. You know how your phone is a tiny screen that you sometimes ignore? Virtual reality is pretty much the opposite. It uses a headset (a big pair of glasses) that fills your entire field of view with an image. You turn your head left, you see left. Turn your head right, you see right. You will be framed inside a virtual world with virtual things with which you can interact, play, design and experience.

virtual reality, virtual projection

The VR Process

Designing for a flat 2D screen versus designing for 3D Virtual Space has its own challenging factors. Achieving the best user experience in VR Devices is the key success of the entire concept. As it is a combination of various factors such as Head Movement Tracker, Eye Tracker, Gesture Capture, Mind Map etc., making all these sync together and binding them perfectly with the design and visuals of your application takes a lot of effort and thought process.  

Who can utilize VRs?

Everyone. Yes, VR Headsets are of 3 categories affordable for all set of people around the world. Every single application that you are using in your mobile phones and computers can be designed for Virtual Reality. There is a big misconception among the people saying that VR is favored only for Game Development, which is totally wrong. Interior Designers, Doctors, Industrial Designers, E-Commerce, Banking and every other random line of business can use Virtual Reality for their work.

1. The low-end entry level headset. It’s actually just a fancy smartphone case. You slip your phone into pair of lenses that strap onto your head like a scuba mask, and there you go, you’re into the VR world! You can build these things out of plastic, or even, as Google demoed some years back, Google Cardboard. Samsung has one such model on the market today for $200.






2. The mid-range headset. It’s totally self-contained, like an Oculus Rift or Sony's Project Morpheus, with its own display and probably some headphones. Think of it as a really nice TV or computer monitor for your face. Maybe you plug it into a phone or a PC to play games or watch movies. Oculus which is acquired by Facebook is selling its latest dev kit.

3. The Augmented Reality. It is one step ahead of the Virtual Reality where we are binding the real world visuals with virtual stuffs. Imagine, you walk on the road and you can see the visuals, pins, navigations of the Google Map on your path. Two Big companies, Microsoft with its HoloLens and a headset by Magic Leap are trying to accomplish this concept.

Virtual reality weather updates


UX Principles for designing Virtual Reality

1. Everything Should Be Reactive 
Every interactive object should respond to any casual movement. For example, if something is a button, any casual touch should provoke movement, even if that movement does not result in the button being fully pushed. When this happens, the haptic response of the object coincides with a mental model, allowing people to move their muscles to interact with objects. When designing a button: use a shadow from the hand to indicate where the user’s hand is in relation to button, create a glow from the button that can be reflected on the hand to help understand the relationship, use sound to indicate when the button has been pressed (“click”) 

virtual reality in medical


2. Restrict Motions to Interaction
The display should respond to the user’s movements at all times, without exception. Even in menus, when the game is paused, or during cut scenes, users should be able to look around. Avoiding Simulator Sickness and slowness is the key part of improving the UX in Virtual Reality Applications. Do not instigate any movement without user input. Reduce neck strain with experiences that reward a significant degree of looking around. Try to restrict movement in the periphery.

Virtual reality in healthcare


Top UX Courses at Udemy




3. Text and Image Legibility
Bigger, brighter and bold texts should be used to indicate widgets. Images should be realistic and appealing to the user. The mind of the user is going to be entirely mapped into the virtual reality for a prolonged amount of time. Texts should be readable and legible for unstrained viewing of the user. Brighter and vivid the colors are, more involved the users will be.

virtual reality, 3d model


4. Ergonomics
Designing based on how the human body works is an essential to bringing any new interface to life. Our bodies tend to move in arcs, rather than straight lines, so it’s important to compensate by allowing for arcs in 3D space

virtual reality, ergonomics


5. Sound Effects
Sound is an essential aspect of truly immersive VR. Combined with hand tracking and visual feedback, it can be used to create the “illusion” of tactile sensation. It can also be very effective in communicating the success or failure of interactions.

VR, sounds


Google’s Design Guidelines for Virtual Reality

Google has listed some key principles involving physiological and ergonomics  consideration to be noted while designing for Apps that can run on Google Cardboard. They are pretty much straight-forward for the designers to understand. 

1. Using a Reticle
2. UI Depth & Eye Strain
3. Using Constant Velocity
4. Keeping the User Grounded
5. Maintaining Head Tracking
6. Guiding with Light
7. Leveraging Scale
8. Spatial Audio
9. Gaze Cues
10. Make it Beautiful

References
Google’s Cardboard Guidelines, Best Practices for Designing Oculus Rift




About Author 
With 3 Years of Professional Experience in Design and technology, I have a great passion for UX Design, Usability Testing and User Research. With a formal knowledge of Design Process, I prototype Interactive and Intuitive Designs for Desktops, Mobiles and Wearable Technologies. 



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Thursday, 26 April 2018

The business value of UX design

What do your friend's startup, your small local business and a large company such as Google have in common? No, this isn't a trick question.

The answer is actually fairly simple and intuitive. All of the aforementioned businesses depend on users enjoying their products and services in order to continue doing business successfully.
In the recent years many have noticed the importance of UX design and are investing more and more into its research and development.

Be it physical or digital, a product is bound to rouse both an emotional and intellectual response in its consumer based not only on the way it works but also how it looks and feels. Whether that experience is going to be a good one or a bad one is going to make an effect on your sales, and this is exactly where a good UX design team proves itself to be absolutely crucial. 


Why “X” marks the spot

UX design is about two things only – the User and the Experience. Give your users a positive experience and they will reward you with their trust and their business. Companies with highly effective UX have increased their revenue  by 37%, and top 10 UX leaders in America outperform the S&P with close to triple  the returns - a significant lead.


UX EBOOK FREE


When experiencing your product leaves the user with a foul taste in their mouth, they will quickly take their business elsewhere. 90% of users reported they stopped using an app due to poor performance, and 86% deleted or uninstalled an app as a result of encountering problems with it's functionality or design. Studies show that 86% of users think that an exceptional customer experience is worth paying extra. With these figures in mind, it is not difficult to understand why user experience focused companies like Apple, Google, Adobe, Dropbox and Amazon are year after year leaders of their respectable fields.

While having a great product is paramount, in today's market it often is not enough to keep you ahead of the curve.

This is why investing into UX design has proved to be a game-changing strategy.  A pleasing UX has been proven to earn the users' interest, business, and most of all – their loyalty. 48% of users say that arriving on a business site that isn't working well on mobile will be seen as an indication of the business simply not caring, and 52% said that a bad mobile experience made them less likely to engage with a company in the future.

The principle extends beyond just mobile devices; 40% of users will abandon a web page if it takes more than three seconds to load, while 79% will search for another site to complete their task.

Designing experiences

But what about design? How important is actual aesthetic property of your website (or a product) when it comes to user experience?

An experiment conducted by M. Tractinsky tested relationships between users' perceptions of a computerized system's beauty and its usability.
Its outcome showed that, undeniably, the role the aesthetics plays in HCI design is a major one, and should be kept in mind at all times when catering to the users' needs.




It seems safe to conclude that the business value of UX design is so colossal, one can simply not afford to ignore the importance of a highly skilled team of UX designers putting their expertise into crafting the experience your users are going to undergo and enjoy while engaged with your service or product.

Engaging and connecting with the users is what every company should strive toward, and what good UX design helps you achieve. With design focused on UX, a company is forced to create for their customer. A relationship is formed and it grows, bonding the customer with the product.

References: View original link to article

About Author:

Ines Anić (@i_anic) is a Content and Administrative Associate at UX Passion, where she writes about UX, UI, design and social media management. She is passionate about UX, Usability, web design and video games; and curious about technology, gadgets, IT and the world of startups. Ines is looking forward to connecting with you on LinkedIn and Twitter!


UX EBOOK FREE

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Wednesday, 25 April 2018

Sketch vs. Photoshop: Is It Time To Switch From Photoshop To Sketch?

It seems that Sketch is becoming an increasingly popular design tool, gaining more and more market share around the globe.
After being made fun of for not using it during an interview, and hearing a lot of designers rave about it,I decided to take the plunge, but after using Sketch for a couple of months, I came away with mixed feelings.
Therefore, I’ve decided to share my experience with fellow designers, because I suspect a lot of them are facing the same Sketch vs. Photoshop dilemma.

Sketch vs. Photoshop? It's a tie or clear victory for either, depending on how you look at it.
Here are my thoughts on some of the key points differentiating these two tools. I hope my experience will help others decide whether it is time to jump ship and ditch Adobe for Sketch.

What Is Sketch And Why Should We Care?

Sketch is a mockup / UX and UI development tool created by Bohemian Coding (someone other than Adobe; yes, I know it’s hard to believe), and the newcomer has managed to unsettle Adobe, which was the undisputed industry leader for decades.
What makes Sketch different?
In as few words as possible, Sketch promises faster workflow and easier use than its counterparts. You could think of Sketch as Illustrator with some Photoshop stitched together, but that’s only part of the story. Many Adobe features that you don’t use 90 percent of the time were stripped out, so what we end up with, is a streamlined tool, designed to quickly prototype everything from simple wireframes to complex mockups.

Compatibility

Let’s get the elephant out of the room first: If you are using a PC, working outside the US, and most of your clients and team members do not use Macs, then you can probably stop reading now since you will constantly deal with users that can’t use your files.
Sketch is only available for Mac OS X, sorry PC users, there’s no Windows version and you shouldn’t expect to see one soon.

Sketch vs. Photoshop, Round One: Compatibility. Photoshop still has the upper hand, as it’s not limited to Mac OS X.
If you are a designer you are probably using a Mac anyway, so the next few points ought to make it easier for you to decide if you should try convincing everyone else to switch to Sketch.
If you are planning on using Sketch mostly for wireframes, there is still hope for multi-platform compatibility since you can export files to SVG and PDF format; you can get some editing capabilities back once you open it in Illustrator.
The only other way of making sense of Sketch files on Windows is by employing specs tools, namely Avocode.

Interface

If you are used to Photoshop and Illustrator, you will feel semi familiar because the Sketch interface looks like it was re-imagined by someone who might have worked at Adobe. You can learn everything you need to get started in a matter of hours.
From time to time it does feel like the Sketch team decided to move things around just to differentiate their product from Photoshop.

For example, you have your layers on the left (don’t know why they didn’t leave them on the right side, other than to look different).
Layers panel is pretty much a stripped down version of the Photoshop panel. You will see this area get quickly populated and disorganized as soon as you start working on anything complex. Unlike Photoshop, you can’t organize it into colors or see all the the little effects that you applied, and since you can click through the layers on your board you will quickly forget it even exists unless you want to move an artboard. This might be a good thing since I noticed that I spent more time designing than managing and messing around with my layers (like Photoshop). The right side shows options for specific tools once you click on them.
Since Sketch is more lightweight on features, everything fits on the right. You don’t have to dig around trying to figure out if your settings decided not to show up because you switched to a different layout last time you used it. In Sketch even features that could be considered “hidden” in Photoshop, such as blending options, show up on the righthand panel.
The simplified UI approach works, but it’s not perfect. Things sometimes disappear into Option buttons (even though there is still plenty of space for them). For example, if you want bullet points, Sketch assumes you don’t use them often, so they are tucked away under a gears icon that you end up clicking a lot thinking something else might be hidden there.
You can customize the top toolbar to add hidden functionality, such as rectangle and circle objects, for easy access (until you learn the shortcuts and get rid of them, again).
My opinion? I am fairly happy with the Sketch interface; it’s simple and you will get used to it within a few hours. This is a big deal because designers usually don’t have a lot of time to waste. The ability to try out a new tool and figure out the UI in a short time is a good way to get more professionals to try it ; they don’t have to waste days figuring out the basics, they can do it in a few hours while they work.

Creating Objects

Creating objects with Sketch is one of my favorite aspects. Simply press “R” and you got a rectangle, press “L” it draws a line (yes, Adobe Illustrator has shortcuts too, but they are harder to remember and don’t work as smoothly). By the way there is a great shortcut guide blog post here.
You can quickly jump inside groups (similar to Illustrator, but a lot more transparent) by double clicking an object. This means you are able to throw together a wireframe and adjust things instantly (however, you can’t rotate objects by dragging a corner, for some reason). Resizing an object keeps its properties too, so if you hated how your rounded corners got messed up in Photoshop when you transformed your square, you are going to love this particular aspect of Sketch. The snap-to-grid works a lot better than Photoshop’s or even Illustrator’s; you will actually use it to align things instead of wondering where Adobe came up with those alignment points.
Photoshop still has the upper hand as far as modifying and tweaking objects since it’s part of a more elaborate, full-feature photo editing software suite. If you are working with intricate skeuomorph designs, Photoshop might work better for you since it can do more and you don’t have to learn a new interface.
However, this isn’t really good news for Adobe because design trends are changing, and skeuomorphism is already considered passe. Contemporary design is minimal, clean and flat, making Adobe’s lead in this department a lot less relevant than it would have been a few years ago.

Artboard Workflow

So, the next thing that a Photoshop and Illustrator user will be familiar with are artboards.
Artboards in Sketch may be described as a mix between Photoshop artboards and Illustrator’s. They are really easy to create, like in Illustrator, and show up as sections in your layer panel, as in Photoshop.
You can also have separate pages; think of it as tabs, all within one document. So you can have a page for your mobile artboards and a page full of desktop artboards, all in one document without bunching everything into a single space. Objects can be placed outside the artboards, just as in Illustrator (although it doesn’t work as well; I quickly discovered that this particular feature is still a bit buggy).
For example, I can drag an object from one artboard to another and it will sometimes disappear into nothingness because it’s still, technically, part of the other artboard group (good luck finding it in the layer panel!). Oh, and sometimes this works as it’s supposed to, thus creating awesome workflow frustrations.

Symbols (Aka Photoshop Shapes or Smart Objects)

Another semi-convenient thing in Sketch is the use of Symbols, a concept Photoshop users will be familiar with, but Adobe likes to call them Shapes. I got super excited when I clicked on the shapes icon and I got the following drop down:

Symbols are, basically, a group of objects, sort of like smart objects in Photoshop. In Sketch, symbols get their own drop down menu. All symbols are unique to an open document. Built in Sketch templates place them on their own separate page by default (although you don’t have to), so you can easily switch to it and see all the symbols that are at your disposal.
Here is why this is all only “semi convenient:” The first thing I did is something many designers do when they try out a new tool; I downloaded a bunch of free icons with hopes of speeding up my workflow.
This is where the fun stopped. Sure, you can import symbols, but they will be regular objects in your document by default, even if I drop them into the symbols designated page, as you see i did above. Unfortunately, you have to manually convert each item into a symbol, and spend time organizing them, in order for them to show up in your drop-down, so you will likely end up pasting them, just as you did in Illustrator, instead of utilizing the fancy symbols drop down menu. This time you are just pasting from a different Sketch page.
Of course, you can spend hours setting up a perfect starter template to avoid this. I like how Photoshop does it: You simply download a shape file from the internet and load it as you need it; shapes will be available all the time for all documents.

While we are on the subject of symbols, it’s really easy to accidentally modify a symbol, where it replicates in all your artboards, in Sketch. Yes, you can watch out for it and make sure you convert it to “no symbol” when you are editing this object, but trust me, you will do it at least a few times. You will be surprised to see stuff move or change on something you already finished. The most common problem I encountered was editing the button text and then forgetting to check the “exclude text value from symbol” option, consequently finding half my buttons renamed.
If it were up to me, I would advise Sketch developers to include some sort of a warning, or a lock feature, making sure that people don’t edit them accidentally. Photoshop is better in this respect because it opens a separate window when you need to edit your smart objects.

Styles Done Better

When you add a text box and you are working from a template, Sketch automatically adds a style to it. It is also easy to create and define new styles. So easy, in fact, that you will be accidentally overriding them half the time and then watch in horror as your changes propagate to all your artboards. (Actually, most of the time you won’t notice it until you are presenting.)
This is when you pray the Undo button actually works (more on that later). I would say styles implementation is better (since you are forced to use them) than Adobe’s, where I have to spend time manually setting up styles and then forget to use them, anyway.
You will eventually learn to check if the styles dropdown is highlighted before you make any changes. However, you can still trigger it, maybe by resizing an element with text in it, thus changing the font size and triggering a global style change. It would be cool if there were a way to prevent this, maybe through some sort of lock button that you have to press before messing with styles. Or, perhaps, style application is cleared if you change an object (as in Photoshop), or only allow style changes from the designated Symbols / styles page.

Exporting

Yes, it’s easier and faster to export in Sketch. Simply drag artboards to your desktop and it saves them, and it’s easy to specify the resolution, such as 2x, for Retina-class tablet displays and so on.
Not that you can’t do these things in Photoshop, which now has a “quick export to png” option when you right click on items; it’s just a little faster and better implemented in Sketch. However, you can’t export your entire screen, only artboards (as in Illustrator). It’s something to remember before you draw arrows between artboards to guide the wireframe flow.
Another significant plus for Sketch is that it’s a vector-based tool, just like Illustrator. Your design will look good on all devices and assets, it won’t be as huge as your Photoshop files, and you can even save them as SVGs.

Sketch vs. Photoshop, Round Eight: Exporting assets. Step aside Adobe, Sketch wipes the floor with Photoshop.

Speed And Stability

This is a big one. Yes, Photoshop can be slow, so you need a lot of RAM, processing power and fast storage if you want to open a dozen artboards simultaneously. That said, Photoshop runs fairly well on my Macbook Pro 2013, and even though things get a little sluggish from time to time, I didn’t feel like these performance issues hinder my workflow. Yes, this can be a nuisance, but it’s not a serious problem in most situations. You are also more likely will have Illustrator open alongside, to import vector objects, which further adds to the overall Adobe speed footprint on your computer.
The great thing about Photoshop and Illustrator is that they are polished products and I am willing to trade speed for stability, any day.
Sketch may be described as the opposite. Sketch has a smaller footprint, it’s really fast, and allows me to have 40 artboards on screen and quickly move things between them without a hint of sluggishness. Unfortunately, this is where the good news come to an end. Despite being around for a few years, it still has a lot of bugs . Some users (including me) feel like they are using a beta product, and stability can be a deal-breaker for many people.
Thankfully, I never had it crash on me. However, you should expect some unexpected behavior like the undofunction not working (this particular bug has been documented for a month now), or undoing some random step on some random art board without the ability to get it back. I actually had to stop using undo in my workflow because of this bug. In one instance, undo completely deleted one of my artboards and everything in it with no way of getting it back. This is not the only bug, although I found it the most frustrating. You should also be ready for inconsistent line spacing and text resizing. I remember one time I loaded a file for a client presentation and half my objects were moved to the right by about 20px, making me look like a noob designer who can’t align things.
Let me be clear. Sketch is buggy, but it is not buggy enough to be considered unusable or unsuitable for serious work. Having said that, I think many users will reach a point where these minor glitches start to annoy them to a point they consider switching back.

Plugins

Sketch has a lot of cool plugins, such as those that allow users to automatically populate text fields, and so on. There are also pretty extensive plugin databases out there, and most of them are free. Like Sketch App Rocks. Also, most plugins are geared towards simplifying workflow and performing certain actions faster.
Photoshop has a range of plugins to choose from, too, however, they are not as focused on UX/UI design (because it’s a photo editing tool) and they are scattered around the Internet. However, I must stress that the best and most commonly used plugins are available for both platforms such as the awesome Free Invision Labs plugin that allows you to easily create repeated elements and add filler content. Sketch is the new hip thing, so new plugins and sites dedicated to it are popping up everywhere.

Sketch vs. Photoshop: Conclusion

For me, it’s a tough choice. I really wanted to fall in love with Sketch, however some of its limitations keep me from jumping ship. Yes, Sketch is faster and feels a lot more like an actual UI design tool than Illustrator or Photoshop. You will be able to build things much more quickly, even if you just moved from Photoshop and Illustrator.
Still, bugs will push the otherwise excellent speed back a notch, and Mac-only support really limits the scope of projects. For now, I am using Sketch solely for wireframes and smaller projects, and sticking to Photoshop for my main UI mockups.

Bottom line? You won’t go wrong with Photoshop or Sketch. Both have excellent use cases, and neither will miraculously turn you into an ace designer.
You should ask yourself questions such as, “Do I enjoy using buggy, but cutting-edge software?” or, “Do I want to fall for the hype?” If the answer is, “Yes,” then go for it! If you are an Adobe veteran, you can probably afford to wait a few months for Adobe Comet to launch. By the looks of it, Comet will pretty much do what Sketch does, plus animation and artboard linking. Ultimately, these are just tools for your workflow. They are not going to make you a better designer, they might just speed up your workflow, and that’s all.
Personally, I have added Sketch to my toolbox, even though I have to check my files each time I open them to make sure they didn’t get changed by one of its bugs while I was asleep. Things will get better, there’s no doubt about that, but the question is when? Sketch managed to gain a huge following, yet it failed to iron out all the kinks. I only hope that the imminent launch of Adobe Comet will create a new sense of urgency and force the Sketch team to address more bugs in the coming weeks and months.
This article was originally published on Toptal
About Author
Alex Gurevich
Alex has built, managed, and led a company that provided web solutions, branding, and marketing consulting services. He grew it from a small startup to one of the best design firms in the city in less than eight years.
Email: 
jordan.lyons@toptal.com 



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