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I agree with you - most designers are still pretty disconnected from the business side of things, and making design that might solve the visible problem but doesn't make any business sense.
Whenever possible, I provide them the specs, either in text form, or timeline form, so they know exactly how each elements should be animated. So far this has been working quite well and the dev team are pretty happy about it.
I covered this during my talk at Paris about Design Tools https://youtu.be/_yIsiEiBk5s?t=18m2s
I think it does make sense to have such course focused on Framer X, especially since React is so huge that it can be hard to start for some non-technical designers. I personally would take the course if it's properly focused on what we do day-to-day and how it can improve the communication between design and dev :)
Hey Linton! It's been a while!
Yeah, I am having the same thought, but wanted to see if they have something else under the sleeve since they emphasize on the designer-developer collaboration, although I wouldn't expect everything will be covered, but at least if there is something to reduce the gap/improve the flow, that'd a good start :)
That's interesting - looking forward to that!
Just curious - when you say design/developer gap - is it for specific platform? Let say if it's about Android and iOS, is it something Framer X will cover?
Just played around with it and it's pretty awesome!
By one device, do you mean the app is absolutely ONLY running on this device in a controlled environment? If it's not, then it is not reasonable to only design specifically based on that device.
By 1x, what I meant is to design the app at the base resolution (the default is 360x640). Since you didn't mention about which device is that, so I didn't know the pixel density, but let's assume that it is a Pixel XL/Nexus 6P with 3.5x pixel density, you can design the app at 412x732 (suggested by Marc) which you should be able to accurately preview your design on the device using the 1x assets from Material team.
But as I mentioned, if the app is not specifically running on that device itself only, then it's best to design the app at 360x640 to ensure the best layout compatibility with many devices out there.
If you have some confusion for pixel density, resolution etc, this is a great read: http://sebastien-gabriel.com/designers-guide-to-dpi/
There is not need for the stickersheet to be available in other sizes, and you should always design at 1x with the base resolution to ensure everything fits in the base screen space, and for devices with larger width and/or height, the layout and design will be adapted accordingly.
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This is why when designing for iOS and Android, it must start with the smallest device size (iOS = 320x568, Anroid 360x640) because the UI will be able to fit well for larger device from a small design (if the design is done with responsive in mind), rather than the other way round.
I'd say if you want the best result out of this, you should redesign all the screens in iPhone SE size (320x568) again so you (and the dev) will be able to see how each element are responsive to the screen size, and they can code accordingly.
EDIT: Just to add that a 'direct' scale down will not work because that's not how it works in the mobile development. The text size for example, in the same point size, will appear 'almost' similar in physical size on any iOS devices, regardless of their pixel density. If you just scale down the iPhone X design to iPhone SE, your dev will have a lot smaller pt sizes for everything, and you can expect to see the app become a mess since they are become smaller than the initial design.