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Sketch for designers
Why, when and how to use it
Over the past few years, Sketch has
established itself as the ideal software for
user interface design.
The purpose of this document is to
understand why to use it, in which cases, and
how to make it an effective collaborative tool
to find the best workflow possible.
INTRODUCTION
1. Advantages
1. Constraints
1. Best practices
SUMMARY
ADVANTAGES
EASY TO IMPLEMENT
The Sketch interface is simple and the
software is inexpensive. It’s a far cry from
complicated tools like Axure, Photoshop or
Illustrator, and it enables different types of
users to be able to handle files:
→ A PO can do some tests
→ An editor can make text changes directly
in the mockups
→ A dev can find his assets himself
...
A COMPONENT-BASED APPROACH
This software is perfect for
a component-based approach:
● Each component can be converted into
a symbol, and its responsive behavior
can be defined (fixed, fluid, etc.)
● Sketch gives you the ability to create a
style guide on a separate page and to
manage all the components directly
from this style guide.
A style guide in my Sketch file
THE DESIGN MUTUALIZATION
Sketch enables you to create an element
once and to develop it during the project.
Each piece of the interface can be duplicated
and reused.
● Components can be converted into
symbols which can be configurable
thanks to the override feature
● Shared styles enable us to define a
color or a text style.
Configurable symbols
Color Styles Text Styles
SHARED LIBRARIES
Shared libraries centralize all visual elements
of a project and maintain consistency even
when working with several designers.
● For example, Lingo and Zero height
offer the ability to store all components
in an online styleguide on to use it
directly in your files.
● Sketch now also features a shared
library that enables you to know when a
component has changed and to apply
the change everywhere.
The native library of Sketch
Shared Libraries: which one to use?
See the article
FILES VERSIONING
More and more frequently, several types of
profiles work on the same files (UX or UI
designers, Creatives, PO, Dev, etc.).
Thanks to softwares such as Abstract, it’s now
possible to do file versioning to ensure that
everyone works on the latest version!
Keep an eye on: Figma which also offers
collaborative work (and XD which should
follow)
Abstract: a versioning tool to always
distribute the latest version of the file
RAPID PROTOTYPING
The other advantage of Sketch is the ability to
prototype very quickly using the Craft plugin
that automatically creates an Invision
prototype.
There are also other prototyping plugins :
● Launchpad which converts a Sketch file
to html
● Mirr.io which enables you to prototype
directly in Sketch without using Invision
Quick prototyping in Craft
EASILY SWITCH TO DEV
Building interfaces with Sketch is very similar
to the way developers think, which makes
switching to the development phase easier.
Also note:
● Exporting multiplatform assets in a few
clicks
● Simplifying graphical specifications with
softwares such as Inspect (still using
the Craft plugin), Sympli, Zeplin...
Specs are easily accessible by devs
PLUGINS GALORE
Not able to do something in Sketch ? Well,
someone has created a plugin for you for
sure!
Here are some:
https://medium.com/ux-power-tools/the-ux-designers-
best-companions-for-sketch-2d6cd3c10534
You can find them all here:
https://www.sketchapp.com/extensions/plugins/
Sketch Toolbox enables you to easily manage,
installing and uninstalling Sketch plugins
CONSTRAINTS
MAC ONLY
Yes, this is one of the black marks against
Sketch; it only works for designers working on
a Mac…
This could be a problem, especially if some
team members are on Windows or if a client
wants to be able to open source files...
TEXT MANAGEMENT
The management of text in Sketch is much
less refined than in softwares such as
Indesign or Illustrator for example.
The Sketch team explains type management
concerns well in this article.
Text management in Sketch may appear too simple
compared to classical layout softs.
HIGHT FIDELITY PROTOTYPING
Sketch is not well suited for high fidelity
prototyping (micro-interactions, complex
transitions, etc.).
According to the purpose of the prototype,
you might prefer using Axure or even other
great softwares such as Principle, Flinto or
proto.io.
And for prototypes that are directly exportable
to code, we favor Framer.js
Always ask yourself what is the purpose of your prototype
Article
TREE STRUCTURE
It is sometimes more difficult to get a good
view of tree structure in Sketch.
To maintain an overall view, you can use the
Userflow plugin.
Tree structure on axure
COLLABORATIVE DESIGN
It isn’t possible for several designers to work
on the same Sketch file and to see
modifications made by other in real time yet.
We expect a lot from the Picnic plugin which
promises this and, for those who are
impatient, you can also use the Figma
software that manages it perfectly.
BEST PRACTICES
THINK BEFORE STARTING
Sketch is indeed easy to use, but this is not a
good reason to jump into the software right
from the start of the project…
So don’t forget to make:
- Sketches to quickly rough out the
request
- A workflow to define the journey
- Zonings or wireframes to refine the
need
A paper prototype: mandatory before starting!
PAGES
Pages enable you to structure the file. There
are several approaches :
- One page per sprint
- One page per key functionality
- One page per journey
- Etc.
From my point of view, I prefer to have only
one “design” page showing all the journeys
(to maintain an overall view), a “Style Guide”
page, and an “Assets” page. Note : The Symbol page can quickly become a real mess and It’s
useless to try to organise it… Instead, you can use this very cool
plugin: Symbol Organiser
SYMBOLS
Symbols enable you to mutualize your
design. If conceived well, they can be
responsive and dynamic (overrides of texts,
icons, colors, etc.)
Best practices:
- Name your symbols carefully
- Use “/” in the names to create files
- Make a symbol as smartly as possible, in
anticipation of potential reuse
Best practices for symbols
LAYERS
Files are rarely handled only by one person.
The goal is therefore for anyone to be able to
understand the structure.
Models must be:
- Well named
- Well organized
- Grouped
It is also possible to search by layers in order
to select them rapidly.
KEYBOARD SHORTCUTS ARE YOUR FRIENDS
To work more quickly, it is helpful to use
keyboard shortcuts.
The main shortcuts you should know
All Sketch keyboard shortcuts
AND, AS A BONUS...
Lots of resources (plugins, icons, kits…)
to get off to a good start:
http://sketch.fordesignrs.com/
and
Videos to train yourself:
http://learnsketch.com/tutorials
Audrey Hacq - October 2017

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Sketch for designers why, when and how to use it - backelite-nov2017

  • 1. Sketch for designers Why, when and how to use it
  • 2. Over the past few years, Sketch has established itself as the ideal software for user interface design. The purpose of this document is to understand why to use it, in which cases, and how to make it an effective collaborative tool to find the best workflow possible. INTRODUCTION
  • 3. 1. Advantages 1. Constraints 1. Best practices SUMMARY
  • 5. EASY TO IMPLEMENT The Sketch interface is simple and the software is inexpensive. It’s a far cry from complicated tools like Axure, Photoshop or Illustrator, and it enables different types of users to be able to handle files: → A PO can do some tests → An editor can make text changes directly in the mockups → A dev can find his assets himself ...
  • 6. A COMPONENT-BASED APPROACH This software is perfect for a component-based approach: ● Each component can be converted into a symbol, and its responsive behavior can be defined (fixed, fluid, etc.) ● Sketch gives you the ability to create a style guide on a separate page and to manage all the components directly from this style guide. A style guide in my Sketch file
  • 7. THE DESIGN MUTUALIZATION Sketch enables you to create an element once and to develop it during the project. Each piece of the interface can be duplicated and reused. ● Components can be converted into symbols which can be configurable thanks to the override feature ● Shared styles enable us to define a color or a text style. Configurable symbols Color Styles Text Styles
  • 8. SHARED LIBRARIES Shared libraries centralize all visual elements of a project and maintain consistency even when working with several designers. ● For example, Lingo and Zero height offer the ability to store all components in an online styleguide on to use it directly in your files. ● Sketch now also features a shared library that enables you to know when a component has changed and to apply the change everywhere. The native library of Sketch Shared Libraries: which one to use? See the article
  • 9. FILES VERSIONING More and more frequently, several types of profiles work on the same files (UX or UI designers, Creatives, PO, Dev, etc.). Thanks to softwares such as Abstract, it’s now possible to do file versioning to ensure that everyone works on the latest version! Keep an eye on: Figma which also offers collaborative work (and XD which should follow) Abstract: a versioning tool to always distribute the latest version of the file
  • 10. RAPID PROTOTYPING The other advantage of Sketch is the ability to prototype very quickly using the Craft plugin that automatically creates an Invision prototype. There are also other prototyping plugins : ● Launchpad which converts a Sketch file to html ● Mirr.io which enables you to prototype directly in Sketch without using Invision Quick prototyping in Craft
  • 11. EASILY SWITCH TO DEV Building interfaces with Sketch is very similar to the way developers think, which makes switching to the development phase easier. Also note: ● Exporting multiplatform assets in a few clicks ● Simplifying graphical specifications with softwares such as Inspect (still using the Craft plugin), Sympli, Zeplin... Specs are easily accessible by devs
  • 12. PLUGINS GALORE Not able to do something in Sketch ? Well, someone has created a plugin for you for sure! Here are some: https://medium.com/ux-power-tools/the-ux-designers- best-companions-for-sketch-2d6cd3c10534 You can find them all here: https://www.sketchapp.com/extensions/plugins/ Sketch Toolbox enables you to easily manage, installing and uninstalling Sketch plugins
  • 14. MAC ONLY Yes, this is one of the black marks against Sketch; it only works for designers working on a Mac… This could be a problem, especially if some team members are on Windows or if a client wants to be able to open source files...
  • 15. TEXT MANAGEMENT The management of text in Sketch is much less refined than in softwares such as Indesign or Illustrator for example. The Sketch team explains type management concerns well in this article. Text management in Sketch may appear too simple compared to classical layout softs.
  • 16. HIGHT FIDELITY PROTOTYPING Sketch is not well suited for high fidelity prototyping (micro-interactions, complex transitions, etc.). According to the purpose of the prototype, you might prefer using Axure or even other great softwares such as Principle, Flinto or proto.io. And for prototypes that are directly exportable to code, we favor Framer.js Always ask yourself what is the purpose of your prototype Article
  • 17. TREE STRUCTURE It is sometimes more difficult to get a good view of tree structure in Sketch. To maintain an overall view, you can use the Userflow plugin. Tree structure on axure
  • 18. COLLABORATIVE DESIGN It isn’t possible for several designers to work on the same Sketch file and to see modifications made by other in real time yet. We expect a lot from the Picnic plugin which promises this and, for those who are impatient, you can also use the Figma software that manages it perfectly.
  • 20. THINK BEFORE STARTING Sketch is indeed easy to use, but this is not a good reason to jump into the software right from the start of the project… So don’t forget to make: - Sketches to quickly rough out the request - A workflow to define the journey - Zonings or wireframes to refine the need A paper prototype: mandatory before starting!
  • 21. PAGES Pages enable you to structure the file. There are several approaches : - One page per sprint - One page per key functionality - One page per journey - Etc. From my point of view, I prefer to have only one “design” page showing all the journeys (to maintain an overall view), a “Style Guide” page, and an “Assets” page. Note : The Symbol page can quickly become a real mess and It’s useless to try to organise it… Instead, you can use this very cool plugin: Symbol Organiser
  • 22. SYMBOLS Symbols enable you to mutualize your design. If conceived well, they can be responsive and dynamic (overrides of texts, icons, colors, etc.) Best practices: - Name your symbols carefully - Use “/” in the names to create files - Make a symbol as smartly as possible, in anticipation of potential reuse Best practices for symbols
  • 23. LAYERS Files are rarely handled only by one person. The goal is therefore for anyone to be able to understand the structure. Models must be: - Well named - Well organized - Grouped It is also possible to search by layers in order to select them rapidly.
  • 24. KEYBOARD SHORTCUTS ARE YOUR FRIENDS To work more quickly, it is helpful to use keyboard shortcuts. The main shortcuts you should know All Sketch keyboard shortcuts
  • 25. AND, AS A BONUS... Lots of resources (plugins, icons, kits…) to get off to a good start: http://sketch.fordesignrs.com/ and Videos to train yourself: http://learnsketch.com/tutorials
  • 26. Audrey Hacq - October 2017