User Experience

165 posts

figma3 min readCurated summary

How to run a design sprint | Figma Blog

Design sprints help teams solve complex problems quickly by combining alignment, ideation, prototyping, and user testing within a fixed timeframe, typically five business days. The method emphasizes one clearly defined challenge, a small cross-functional team, and rapid validation of ideas. Effective preparation is essential: the better the brief, research, agenda, and logistics, the more productive the sprint will be. ## What a Design Sprint Is - A structured process for solving major problems through: - Designing - Prototyping - User research - User testing - Usually runs for five business days with clear goals and deliverables. - Follows six phases: - **Understand** - **Define** - **Sketch** - **Decide** - **Prototype** - **Validate** - Teams may adapt the framework based on their existing knowledge, timeline, and goals. ## Origins of the Google Design Sprint - The methodology was developed at Google to strengthen UX culture and design leadership. - It draws from: - Traditional UX practices - IDEO - Stanford’s d.school - Business strategy - Psychology - Its modern form is flexible and can be tailored to different organizations and challenges. ## Preparing the Sprint Preparation should take roughly as much effort as the sprint itself; teams should reserve planning time before the workshop begins. ### Write a Focused Brief - Define the problem, goals, deliverables, agenda, and methods. - Include relevant project background and existing research. - Focus on one major challenge and frame it as a specific question. - For example, replace “Make our homepage more shoppable” with “Redesign a user flow to increase conversion.” ### Assemble the Right Team - Keep the group to approximately five to seven people. - Include people responsible for implementing the outcome afterward. - Typical participants include: - UX designers - User researchers - Product managers - Developers - Relevant leaders - Larger organizations can divide participants into smaller teams working on the same problem. ### Create the Agenda - Use the six sprint phases as the basic structure. - Adjust the time allocation according to the team’s knowledge and objectives. - For example, a team familiar with the problem may shorten **Understand** and spend more time prototyping. ### Prepare Visual References - Gather screenshots, competitor or inspirational examples, data, research summaries, and other relevant material. - Make these references easily accessible throughout the sprint, whether in a presentation or another shared format. ### Compile User Research - Existing and exploratory research gives the team evidence to guide ideas. - Research can reveal: - What users want - How they currently use the product - Which behaviors or experiences need to change - This information provides the foundation for the **Understand** phase. ### Schedule Lightning Talks - Invite internal presenters or outside experts to provide focused perspectives. - Talks should generally last 10–15 minutes. - Useful topics include customer-support findings, competitive analysis, and product-performance data. - Presenters can join remotely by audio or video if necessary. ### Set Up the Workspace - Choose a bright, flexible space that supports creativity and collaboration. - Ensure there is room for whiteboards, visual references, and rearranged furniture. - Changing locations during the week—such as working from a café or park—can add variety. ### Plan an Icebreaker and Supplies - Use an icebreaker to help participants become comfortable and encourage creative thinking. - Prepare all necessary workshop supplies before the sprint begins. A successful design sprint depends on disciplined scope, the right cross-functional participants, useful research, and thoughtful facilitation. Teams should treat planning as a core part of the process rather than an administrative task.

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Behind the Plugins: Jackie Chui, UX Designer @ Microsoft | Figma Blog

Jackie Chui, a UX designer on Microsoft’s PowerApps team, combines design and coding to build tools that make designers more efficient. After exploring Figma’s API during a 2018 hackathon, he developed numerous plugins, including Find and Replace, Paste to Fill, and Button Resizer. His work reflects Figma’s broader goal of bringing designers and developers closer together through extensible design tools. ## From LEGO Building to UX and Code - Chui’s childhood interest in inventing with LEGO later translated into a passion for UX design. - He learned coding alongside design so he could build and test the products he envisioned. - He finds inspiration by studying other people’s work and connecting ideas across projects. ## Exploring Figma’s API - Chui began experimenting with Figma’s platform more than a year before the interview. - His first plugin project came from Microsoft’s 2018 OneWeek Hackathon, where his team explored accessibility features for design tools. - Discovering API functions that could simulate user actions sparked his interest in plugin development. - He praised Figma’s official API as easy to use and stable. ## Plugins for Faster Design Work - His most anticipated community plugin was **Find and Replace**. - Other projects included: - **Paste to Fill** - **Button Resizer** - Numerous additional productivity tools for Microsoft and the wider Figma community - His goal was to help designers work faster and smarter while encouraging others to build their own tools. ## Building Figma Plus - Chui’s proudest project was **Figma Plus**, which began as browser-only Chrome extensions. - Community feedback revealed that users wanted the tools to work in Figma’s desktop application. - Working with Mirko Santangelo and Ahmad Al Haddad, he expanded the project into a complete platform featuring: - Its own API - A plugin store - A publishing process - The project’s development prepared the team to participate in Figma’s official plugins beta. ## The Future of Design and Development - Chui expects designers and developers to work more closely as design tools increasingly bridge the gap between their workflows. - Because Figma became Microsoft’s primary design tool, building on its platform was a natural way to improve his team’s process and contribute to the broader community. - His plugins were scheduled to become publicly available with Figma’s plugin launch on August 1, 2019. Figma’s plugin ecosystem demonstrates how designers with coding skills can extend their tools, automate repetitive tasks, and create shared solutions for the wider design community.

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Behind the Plugins: Tiffany Chen, UX Designer @ Microsoft | Figma Blog

Tiffany Chen, a Microsoft UX designer, is developing an accessibility-focused Figma plugin that automates the manual work of annotating designs for accessibility. She sees plugins as a way to fill gaps in design tools, make inclusive design more accessible, and encourage people from diverse backgrounds to enter the design field. Her broader work combines technical feasibility with creative experimentation. ## Accessibility-Focused Plugin - Chen’s plugin is an “accessibility-focused order annotator.” - It automates much of the manual process involved in creating accessibility annotations for designs. - The plugin was planned for release to the Figma community on August 1, 2019. ## Why Chen Builds for Figma - Figma’s plugin system and APIs are easy to use, allowing her to focus on creating rather than debugging setup issues. - Plugins let designers build missing features themselves instead of waiting for design-tool companies to add them. - She describes the Figma community as supportive and enjoyable. ## Expanding Access to Design - Chen wants to help people begin nontraditional design careers, including those from psychology, anthropology, international relations, and computer science. - She believes diverse professional backgrounds bring valuable perspectives and knowledge to design. - Her computer science background influences her designs by balancing technical feasibility with novelty. - She views accessible, powerful tools such as Figma as a way to lower barriers to becoming a designer. ## Combining Technical and Creative Work - Chen’s proudest project began by asking people unusual questions, such as what lies they were told as children. - She transformed their responses into illustrated stories for an art-directed website. - Layering and parallax effects helped her combine storytelling, visual design, and technology. ## Designing with Broader Impact in Mind - Chen admires the principles of B Corporations, which require companies to consider effects on workers, customers, suppliers, and the environment. - She believes the design industry needs both greater awareness of inclusive product experiences and more accessible paths into the profession. Chen’s work demonstrates how plugins can support accessibility while also empowering designers to customize their tools. Her recommendation in practice is clear: use approachable, flexible design technology to make inclusive design easier and broaden participation in the field.

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Product design portfolio tips from a Figma recruiter | Figma Blog

A strong product design portfolio should be built around the needs of its audience: busy design leaders who may spend only seconds or minutes reviewing it. The goal is to make your abilities, experience, and approach immediately clear through focused project selection, simple navigation, and consistent presentation. Tailoring the portfolio to the role is more effective than trying to represent every project in your career. ## Understand Your Audience and Goal - Portfolios are commonly reviewed by design managers, creative directors, heads of design, or VPs of design. - These reviewers quickly look for: - The type of design you do - Your talents and interests - Relevant experience for the role - How you approach design problems - Your overall design ability - The portfolio should emphasize information relevant to the specific position rather than requiring reviewers to search through extensive content. ## Make the Landing Page Easy to Scan - Use a cohesive system for project thumbnails: - Keep logos or screenshots consistent in size. - Apply similar styling, such as matching backgrounds or drop shadows. - Label projects consistently with details like company, role, and medium. - A clear, orderly layout reduces the mental effort required to understand the portfolio and encourages reviewers to explore more projects. - Creative layouts are acceptable when differences are intentional and help communicate priorities rather than appearing arbitrary. - Put project previews directly on the landing page so visitors can reach the work in one click. - Avoid unnecessary navigation steps such as separate “About” pages, work icons, or project-selection screens before showing the portfolio. ## Choose Projects Strategically - Select projects according to your career goals: - Highlight mobile, web, or virtual-reality work when targeting those fields. - Emphasize relevant industries, such as fintech or healthcare, when changing sectors. - Do not attempt to include the full breadth of your career; hiring managers may not have time to review everything. - Older work from prestigious brands should not automatically be included if it no longer represents your current abilities. - Use the résumé to show the range of companies you have worked with. - Include older work only when it remains especially notable or relevant. - If you lack experience in the medium or sector you want to enter, create side projects to build targeted examples. - For example, a mobile designer seeking web work should develop web-focused projects. - Similar transitions apply to print designers moving into UX/UI, visual designers pursuing research, or engineers moving toward front-end ideation. ## Practical Recommendation Treat the portfolio like a design challenge: identify the audience, define the goal, and present only the clearest evidence that you are suited to the role.

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Bring your Figma prototypes to life with GIFs | Figma Blog

Figma introduced animated GIF support in prototypes, allowing designers to add motion, video elements, and subtle animations without leaving the prototyping workflow. GIFs remain static in the editor but animate when users click “Present.” The update also adds customizable cover frames, improved momentum scrolling, and touch cursors for mobile prototypes. ## Using GIFs in Figma Prototypes - Add a GIF to a Figma file using tools such as ScreenFlow, LICEcap, Principle, or After Effects. - Click **Present** to view the animation in the prototype. - GIFs appear as static images in the editor. - Designers can open the GIF properties modal and scrub to select a representative cover frame. - Custom cover frames are useful for GIFs with blank opening frames or multiple similar animations. ## Improvements for Mobile Prototypes - Mobile prototypes now include OS-aware momentum scrolling. - New touch cursors make interactions feel more like a real mobile device. ## Design Inspiration The article highlights several effective uses of animation: - **Uber:** Animated splash screens serve as both welcome moments and loading states. - **Slack:** Rotating loading quotes make waiting more engaging. - **Material Design:** Simple linear and circular progress indicators communicate activity clearly. - **Headspace:** Illustrative onboarding animations help explain the product and maintain user attention. - **Hyperlapse:** Video-based onboarding demonstrates practical product scenarios. - **Mapbox:** A looping hero animation shows the capabilities of its location technology. - **Mailchimp:** Subtle animated illustrations add texture and personality to web pages. Designers can experiment with Figma’s starter file or consult the support article for setup instructions.

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5 ways to level up your prototyping workflow in Figma

Figma prototyping can be made faster and more realistic by reusing connected components, managing scrolling content centrally, and simulating natural interaction timing. The post presents five techniques that reduce repetitive setup while improving testing, presentation, and collaboration workflows. ## Master Components for Repeated Connections - Turn persistent navigation, such as tab bars or hamburger menus, into master components. - Link each item in the master component once; new instances inherit those prototype connections. - For components from a team library, place the library instance inside a new local master component. - Deep-select nested layers to create links without detaching the instance. ## Components for Scrolling Content - Convert long scrolling content into a component to preview how different device viewports initially crop it. - Set constraints for internal elements and enable **Clip content**. - Configure the desired scrolling direction through **Overflow Behavior** in prototype mode. - Place and resize component instances within designs to compare viewport-specific views while managing content centrally. ## Timed Delays and Overlays - Use the **After Delay** trigger to make transitions feel less abrupt. - Combine timed delays with overlays to simulate loading states or intermediate feedback. - For example, a form can show a submission state, brief loading sequence, and success message before navigating to a confirmation page. ## Table of Contents for Multiple Flows - Create a table-of-contents frame as the prototype’s starting screen. - Link each option to a different user flow, allowing one shared URL to present multiple design alternatives. - All flows must be located on the same Figma page. ## Observation Mode - Use Observation Mode to follow a collaborator’s view in the editor or prototype. - It supports remote user testing by showing where users are and how they interact with the design. - It is also useful for helping meeting participants follow along during presentations. These techniques make Figma prototypes easier to build, reuse, test, and present. Centralizing repeated behavior in components and using realistic timing and navigation can significantly streamline the workflow.

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We refreshed Figma's UI: An inside look at our process | Figma Blog

Figma’s 2019 UI refresh aimed to modernize the product without disrupting users. Rather than redesigning its structure, the team focused on visual inconsistencies in typography, layout, color, and iconography, using extensive research and internal discussion to guide decisions. The process began by cataloging problems, then organizing them into broader themes. ## Why Figma Needed a Refresh - The interface had evolved piecemeal as the product expanded. - Teams created custom components when existing patterns no longer fit, producing inconsistent: - Tables, buttons, and input controls - Shades of gray, red, and blue - Visual and interaction patterns - The original UI foundation predated major features such as Multiplayer and Components. - Both users and employees increasingly noticed the inconsistencies. ## Step One: Brainstorming the Problems - Figma held a two-hour session with the entire design team. - Designers explored the product firsthand, documenting quirks, shortcomings, and successful patterns with notes and screenshots. - Findings were collected in a shared Figma file and text document. - Strong group reactions—such as an “oh shit, that’s bad” response—helped identify issues likely to have broad impact. - The team deliberately paused for several days afterward, allowing opinions to settle and new insights to emerge. ## Step Two: Organizing and Synthesizing Findings - The team revisited the brainstorm after the reflection period and debated which problems mattered most. - Designers converted detailed observations into broader post-it themes. For example: - Several notification inconsistencies became “We need a system for how we handle notifications.” - Notes were grouped by similarity, such as: - Color - Legibility - White space - Notifications - This clustering reduced noise and revealed larger systemic issues, including typography, icons, dialogs, toolbars, sharing, layers, components, and file browsing. - Figma found that grouping was useful but overly complex classification was not. - The team abandoned an additional “visual to foundational” axis because it made the framework harder to use. ## Lessons from the Process - A visual refresh often becomes necessary gradually rather than because of one decisive moment. - Broad, understandable categories are more useful than abstract or overly narrow ones. - Time between brainstorming and synthesis helps teams reassess initial reactions. - The refresh prioritized surface-level improvements so users could benefit from a more coherent interface without learning an entirely new product.

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Bulb Shines Bright with Solar as its Design System | Figma Blog

Bulb adopted Figma to create and maintain Solar, a shared design system for its rapidly expanding range of products. The system addressed inconsistencies caused by different agencies, codebases, and design patterns while preserving Bulb’s collaborative culture. By centralizing components and standards in Figma, Bulb enabled designers, developers, researchers, writers, and stakeholders to contribute throughout the design process. ## Building a Consistent Design Function - Bulb’s 13-person design team supports multiple product groups and disciplines. - Its five or six products had originally been designed and built by different agencies. - Although Bulb’s visual brand was cohesive, products contained inconsistent interfaces, codebases, and design patterns. - Establishing a design team from scratch gave Bulb the opportunity to define a unified design system and workflow. ## Collaboration Across Disciplines - Bulb selected Figma because it supported the company’s culture of transparency and collaboration. - Project pods typically include a designer, researcher, content writer, and developer. - Non-designers can access files, suggest changes, and stay informed without requiring permission from a designer. - Engineers and designers use Figma together to discuss designs and verify that work follows shared standards. - Researchers also use Figma for brainstorming, sketching, and prototyping with designers because its interface is accessible to non-designers. ## Creating the Solar Design System - Bulb wanted a single source of truth for design consistency across its products. - Figma team libraries allowed changes to master components and styles to propagate across designs. - The team began by documenting every product page in Figma, creating a visual site map that exposed inconsistencies. - Designers and other collaborators established design principles to evaluate and normalize components such as buttons, checkboxes, and dropdowns. - Standardized patterns were gradually rolled out across eight products. ## Keeping the System Simple - Bulb deliberately limited Solar to a small color palette and a modest set of design patterns. - The team’s guiding principle was to start small and keep the system manageable. - A more complex design system requires more effort to maintain and can undermine consistency. Bulb’s experience suggests that a successful design system depends on both the right collaboration tool and disciplined scope. Organizations should begin with a small, shared set of principles and reusable patterns, then expand only when necessary.

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How we built the Figma Design team | Figma Blog

Figma grew its design team from one full-time product designer to eight designers in about a year. The company argues that thoughtful hiring requires clearly defining team needs, aligning on evaluation criteria, and continually evolving those criteria as circumstances change. By making the process collaborative and structured, Figma established a stronger design culture built around critiques, ownership, and transparency. ## Building the Team - Figma initially struggled to keep pace with its engineering team because design responsibilities were spread across one full-time designer and several part-time contributors. - Because each hire significantly affects a small team’s culture and working style, the company prioritized deliberate growth rather than hiring quickly without a plan. - Within a year, the team had grown to eight designers and developed: - Collaborative design critiques - Clearer objectives - Defined areas of ownership - A more established team culture ## A Structured Hiring Process Figma adopted a three-phase framework for building its hiring criteria: - **Learn:** Study job descriptions and consult experienced design leaders to understand valuable skills and traits. - **Analyze:** Create a broad skills list, then narrow it to capabilities the company needs, the Design team should own, and every designer must possess. - **Evolve:** Revisit the criteria as team or company needs change, while developing existing employees when possible. The designers independently outlined their expectations for a new teammate, then merged their ideas in Figma to reach consensus. This helped distinguish essential requirements from desirable but negotiable skills. ## Reducing Interviewer Bias - Figma created explicit criteria for both product-design capabilities and cultural alignment with its values: **Be Bold, Be Inclusive, and Have Fun**. - The team used these criteria directly in Lever, its recruiting tool, to guide interview feedback. - Structured prompts reduced vague assessments and made it harder for interviewers to unconsciously change standards to match personal biases. - Existing team members evaluated themselves against the same criteria, revealing few surprises but ensuring they did not judge candidates on abilities they could not assess in themselves. ## Recruiting as a Team Effort - Defining the role did not eliminate the need for sourcing, networking, and extensive conversations with candidates. - Figma embedded its recruiter, Korin, into the design team by having her attend critiques and team meetings. - This gave her firsthand knowledge of the team’s work and helped her represent the role and identify suitable candidates more accurately. ## The Designers’ Backgrounds - The team included designers with varied experiences and strengths rather than identical profiles. - Lucy brought motion and visual-design expertise, along with experience spanning agencies, websites, and hardware interfaces. - Marcin contributed extensive UI experience from organizations including Google, Medium, and Code for America, as well as a strong attention to interaction and visual details. Figma’s experience suggests that small design teams should define their needs collectively, use consistent interview criteria, actively guard against bias, and involve recruiters closely in the team’s daily work.

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Animate your Figma designs with our new Principle integration | Figma Blog

Figma introduced an integration with Principle that lets designers turn static Figma files into advanced, interactive prototypes without coding. Designs can be imported into Principle, animated with realistic transitions and interactions, and later synchronized with Figma while preserving those animations. The integration combines Figma’s collaborative design workflow with Principle’s simple but powerful motion-prototyping tools. ## Importing Figma Designs into Principle - Open Principle, choose **Import**, and authorize Figma as a design source. - Imported designs can be enhanced with: - Scrolling pages - Swipeable image cards - Interactive button states - Spring, ease-in, ease-out, and linear animations - These features help static designs behave more like real mobile applications. ## Principle’s Visual Prototyping Approach - Principle provides a visual interface intended to feel familiar to interface designers. - Users can create realistic prototypes without learning to code. - Its balance of simplicity and power helps designers remain focused on visual creativity rather than switching into an engineering mindset. ## Synchronizing Changes Between Figma and Principle - Designers can continue editing the original Figma file after importing it. - Principle detects Figma changes and merges them into the imported prototype. - For example, resizing a button in Figma automatically updates its size in Principle while retaining the animations already assigned to it. ## API-Based Integration - The integration was built using Figma’s web-based API. - Principle’s creator used Figma’s API documentation and API Explorer to understand and test how individual files and objects are represented. - The API Explorer lets developers enter a Figma file ID and inspect the resulting API calls, making it easier to experiment with the platform. The integration is recommended for designers who want to add sophisticated motion and interaction to Figma designs quickly. Import a Figma file into Principle, refine its animations visually, and use synchronization to keep the prototype aligned with ongoing design changes.

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Google’s AR Design Guidelines suffice while Apple’s fall short | Figma Blog

Mobile AR platforms from Apple and Google made immersive 3D experiences accessible to mainstream app developers, but their design guidance remains limited. The author argues that Google’s guidelines are more practical and comprehensive than Apple’s, particularly for object placement and onboarding, yet both focus mostly on simple single-scene experiences. Designers must therefore develop their own best practices for complex, interactive, and collaborative AR applications. ## AR Design Becomes Mainstream - ARKit and ARCore shifted 3D UX from specialized VR hardware to mobile devices potentially reaching hundreds of millions of users. - Designers accustomed to mature 2D workflows faced unfamiliar 3D concepts and fragmented tools borrowed from gaming, film, architecture, and engineering. - Apple and Google responded with dedicated augmented-reality design guidelines. ## Where Both Guidelines Fall Short - Both focus primarily on simple object placement and sticker-like experiences. - They do not adequately address: - Object selection and hidden-object interaction - Conditional behaviors - Branching storyboards and scene flows - Teleportation and portals - Physical gestures - Multi-scene applications - Triggered or timed animation - Shared and collaborative AR environments - This narrow scope limits guidance for creating deeper personalization, state changes, and immersive interaction. ## Google’s Guidelines Compared with Apple’s - Apple’s guidance is relatively brief and concentrates largely on placing objects on detected surfaces. - Google provides more practical coverage, including: - Tap-to-place - Drag-to-place - Free placement - Realism and basic physics - UI components - Onboarding and experience design - The author questions Google’s assumptions that objects should generally be placed within the user’s reach, since AR may also involve throwing, pointing, or interacting with distant objects. - Despite its gaps, Google’s guidance is considered the stronger starting point and appears to be evolving. ## Designers Must Define New Best Practices - Official guidelines cannot keep pace with the breadth of experimentation by AR designers and developers. - Individuals such as Unity designer Bushra Mahmood have created more extensive independent AR guidance. - Other teams are assembling new workflows from existing tools to prototype functional AR applications. - This grassroots experimentation may help establish 3D UX conventions before immersive headsets become widespread. Apple and Google provide useful foundations, but neither adequately supports complex AR design. Designers should use Google’s more developed guidance as a starting point while actively creating and sharing patterns for multi-scene, interactive, animated, and collaborative experiences.

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Multiplayer, IRL | Figma Blog

Figma launched Local Communities to help designers connect, learn, and collaborate in person after successful Design System Meetups across eight cities and four continents. The initiative began with groups in more than 20 cities, supported by regional Designer Advocates who gather feedback and help organize events. Figma’s goal is to build communities around members’ real local needs—not just product tips and workflows. ## From Meetups to Local Communities - Design System Meetups sparked deeper conversations about: - Running effective design critiques - Open design culture - Everyday challenges and successes - New professional partnerships - The events showed Figma that its community wanted more opportunities for in-person connection. - Local Communities launched in cities including Accra, Amsterdam, Berlin, Boston, Copenhagen, Lagos, London, New York, San Francisco, Seattle, and Tel Aviv. ## A Community Shaped by Local Needs - Cities were selected based on factors such as: - Existing Figma evangelists and meetup organizers - Concentrations of Figma users - Geographic diversity - Communities are intended to support learning, networking, and sharing beyond basic Figma instruction. - Members can suggest workshops, pitch events, or request a new community in their city through an online form. ## Regional Designer Advocates Figma created three Designer Advocate roles to support communities across different regions and time zones: - **Tom Lowry — North America** - Previously a senior UX designer at OpenText. - Created Figma tutorials, component architecture guidance, and the Material Design resource kit. - Also taught an online course about building design portfolios. - **Zach Grosser — Europe** - Former communications designer at Square, where he created executive presentations and the IPO roadshow deck. - Introduced Figma to Square’s design team in 2013. - Joined Figma to support design education after becoming an early product adviser and moving to Amsterdam. - **Namnso Ukpanah — Africa** - Organized a Lagos design systems meetup that attracted more than 300 designers and developers. - Helped onboard 21 Figma ambassadors across 11 cities and seven countries. - Continued this community work while serving as lead designer at Hotels.ng. ## Community Participation - Designer Advocates act as Figma’s local representatives and help turn community ideas into events. - Figma encouraged members to propose topics such as: - Hiring diverse design teams - Speed networking for freelancers and organizations - Workshops and other city-specific events - The program remained open-ended, with Figma relying on local participants to identify what their communities needed most. Figma’s recommendation is to participate actively: share ideas, propose events, or help establish a Local Community where one does not yet exist.

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Figma Feature Highlight: Sketch Import | Figma Blog

Figma’s Sketch Import feature helps designers move from Sketch to Figma without rebuilding existing work. The post argues that it supports migration, cross-platform collaboration, and hybrid workflows while preserving much of a Sketch file’s structure and fidelity. Users can import files through drag-and-drop, the toolbar, or keyboard shortcuts. ## Why Sketch Import Matters - **Eases the transition to Figma** - Designers switching from Sketch can bring over previous projects instead of recreating them. - This lowers the cost and friction of adopting Figma. - **Supports cross-platform teams** - Sketch is Mac-only, while Figma works across platforms. - Developers and teammates on Windows or Linux can import Sketch files to review designs and specs. - **Enables flexible workflows** - Designers can continue working independently in Sketch and move files into Figma for critiques, comments, and collaboration with remote stakeholders. ## Fidelity and Design-System Support - The importer preserves: - Pages - Resizing constraints - Vectors and other design elements - Sketch symbols are converted into Figma components. - This is particularly useful for teams creating or maintaining shared design systems. - Figma presents the importer as highly accurate, while recommending in-app support if a file does not import correctly. ## How to Import a Sketch File Users can import Sketch files in three ways: - Drag and drop the file into Figma. - Use the import option in the toolbar. - Use: - **Command + Shift + K** on Mac - **Control + Shift + K** on Windows Figma automatically creates a new Figma file containing the imported content. Sketch Import is a practical bridge for teams adopting Figma: it preserves existing work while making collaboration and cross-platform access easier.

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The University of the Arts London’s Accidental Path to a Design System | Figma Blog

UAL’s fragmented history across six colleges created inconsistent digital experiences and made collaboration difficult. Midway through a website redesign, the UX team switched from Sketch to Figma, gaining real-time collaboration and a shared source of truth. That change unexpectedly led to a flexible design system that aligned designers, developers, stakeholders, and external agencies while accelerating delivery. ## A Fragmented Digital Identity - UAL consists of six colleges, each with its own history, identity, and website practices. - Individual teams preferred implementing their own styles, resulting in inconsistent digital experiences. - As part of a 2017 Digital Transformation Program, UAL began redesigning its core website to become more user-centric. - Although a design system was not initially the main objective, it emerged naturally during the project. ## Switching from Sketch to Figma - The team struggled with Sketch’s siloed files, versioning problems, syncing delays, and limited collaboration. - These issues were especially difficult because stakeholders and agencies were distributed across 14 campuses. - Figma enabled browser-based, real-time collaboration and allowed the team to import Sketch files easily. - Designers, developers, executives, and other stakeholders could work from one centralized source of truth. - The shared workspace improved transparency and helped repair the disconnect between design and development. ## Building the Design System - Since the website had to be built largely from scratch, the team prioritized creating reusable design-system foundations. - The design system was intended to unify not only the website but also UAL’s broader digital channels. - Workshops with students and business partners helped identify essential features, components, and inconsistencies. - The system had to support UAL’s complex brand, including variations in color, typography, and visual personality. - Figma’s team libraries created a living, accessible version of the brand guidelines. - Figma Styles allowed color, text, and effect styles to be managed independently, providing additional flexibility. ## Faster Delivery Through Reusable Components - The team used components to create base pages that served as templates for future pages. - Developers could build new pages more quickly and see how designs translated into code. - Designers and developers worked from the same system, reducing communication gaps and improving coordination. - The design system became both a visual foundation and a practical workflow for speeding up website production. UAL’s experience shows that a design system can emerge from solving everyday collaboration and consistency problems. Centralized tools, reusable components, shared libraries, and close designer-developer collaboration helped transform an unwieldy redesign into a faster and more unified digital process.

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#FigmaTip Roundup 10.0 | Figma Blog

#FigmaTip Roundup 10.0 highlights practical features that make everyday design work faster and cleaner. Inspired by Charli Marie’s independent review of Figma, the post shows how shortcuts, automatic cleanup, selective property copying, flexible image fills, and vector networks reduce friction compared with tools such as Sketch and Illustrator. ## Faster Layer Arrangement - **Command + Left Bracket** moves layers backward, while the corresponding bracket shortcut moves them forward. - The shortcut mirrors Photoshop’s controls and avoids manually rearranging items in the layers panel. - Figma’s menus display keyboard shortcuts, making them easier to remember. ## Automatic Cleanup of Groups - Figma automatically deletes a group when all of its contents are removed. - This prevents empty groups from accumulating and keeps design files organized. - The behavior addresses a common source of clutter in Sketch documents. ## Selective Property Copying - Designers can copy all properties from one object or transfer only specific attributes. - Individual properties include fills, fonts, and strokes. - This makes it easy to reuse a successful style without overwriting unrelated settings on the target shape. ## Image Fills Instead of Masks - Imported images are placed as fills inside rectangular shapes. - Cropping, tiling, and positioning can be adjusted through the fill settings. - This avoids creating multiple masks merely to size or manipulate images. ## Complex Shapes with Vector Networks - Figma’s vector networks allow a point to connect to more than two paths. - This differs from traditional vector tools and supports more complex shapes. - The feature can reduce the need to switch to Illustrator for advanced vector work. The roundup presents these small workflow improvements as evidence that learning Figma’s built-in behaviors can make design work quicker, cleaner, and less dependent on other applications.

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