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Product design @Paperlesspost Joined over 9 years ago
Paperless Post is looking for a senior level product designer for our office in downtown manhattan.
There's a generic posting up on the jobs page right now - https://www.paperlesspost.com/jobs, but we're mainly looking for people who have a few years under their belt designing a product across different platforms.
Please get in touch (email@example.com) if you'd like to know more about the role or team here!
You can check out online invitation sites that do weddings. Most of the sites have advanced functionalities like having a headcount, exporting guest lists to spreadsheets, allowing guests to leave messages for the host, host being able to follow up with guests at a later time, etc.
Some companies that do this are Paperless Post, evite and punchbowl
Hello Cap, thanks for doing this ama, i really enjoy reading your blog posts!
Can you tell us a bit about how you're scaling out the design team at Etsy? as in, how much importance do you give to end to end designers as compared to people who might have a couple of really strong points (say, high interaction design and user research skills but not-that-good visual design or prototyping, or vice versa)?
Also at Etsy's size, when you're hiring, do you tend to hire just generally smart people, or people who will fit specific roles that have opened up?
Im curious as to why they decided to move away from their standard flipping interface. That interaction pretty much defines flipboard for me and feels like the core of the product.
I am interested in knowing more about this as well. I have tried the usual way of screen capturing the animations and then turning that recording into a gif in photoshop, but the file sizes are just too big. I wonder if there are any good rules of thumb when it comes to the number of frames in your gif and the settings in which we should be exporting them.
Framer is equally good, if not better for desktop compared to mobile. I have been using it for all kinds of desktop interactions and its really valuable because you are technically working on the same technology that your devs are working on. This means that if you ever run into issues you can always ask them and if they are wondering how you did some crazy animation magic, they can simply look at how your code is working in the browser.
You can also try qcdesigners.com Its not aimed exactly at Origami, but everyone there is familiar with it, and should be able to help you out.
There are a lot of assumptions baked into this argument, a lot of which probably shouldn't be generalized to this extent.
The article assumes that working on wireframes means the process is a one way communication "waterfall" model, and that they provide too much information too early.
If organizations are, in 2014, still using wireframes in this manner, with pages after pages of annotations and documentation explaining how transitions happen, yes, its a problem. However speaking to colleagues in various startups, tech companies and design agencies, this really doesn't seem to be the case, and regardless is not a reason to shun the practice of wireframing altogether.
The author doesn't speak about the reasons people started to use wireframes in the 1st place (which was to quickly get broad conceptual ideas into visual form so that its easier to talk about them and share with others).
The "4 primary tenants" of rapid prototyping listed out in the article are not limited to just rapid prototyping. They apply equally to all parts of the design process (including wireframes).
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