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Make your students just dangerous enough to use Figma. There's a fair amount of content included in the text accompanying the lesson. While these steps are important, this is really intended to serve as reference material leading into our first big project at the end of this module.
If you remember our initial HTML lesson in the previous module, the big thing to keep in mind was you staying patient with the students; same is true here. There's a lot of shiny objects and buttons to press in Figma...kids (and adults for that matter) are easily distracted.
We're going to start class with a collaborative mind-mapping activity. Essentially, this is an exercise that will be replicated later on, but we're going to give them some practice up front. Give them this prompt: What is the perfect class experience?
They need to think BIG picture and focus on broad ideas. Let them reference the first illustration in this lesson as an example. Give them five minutes to work in groups and then spend the remainder of this portion of class discussing together.
You have several choices here; this is dependent upon what kind of classroom environment you want to cultivate for the remainder of this course. Why? We're going to begin technical lessons wherein students are expected to use different pieces of software to complete assignments and projects. You can:
Realistically, you're probably going to mix and match the different options above. Our recommendation: err on the side of caution and be more supportive earlier on. Then, as their experience and comfort grows, slowly scaffold away the support until they come to you for help.
This is our first lesson that could utilize an activity. If you think they're up to it at the end of your instruction/their exploration, assign this first assignment!
Take the formative assessment and work towards mastery.
This lesson and the one immediately following are intended to work in tandem. As a student, you can expect to be in this phase of our 'sprint' for about a week. The more time and effort we front-load on this project, the easier the prototyping and development will be later on. During this phase, you can expect to:
By the end of this phase, you'll have designed a representation of an app that you'll eventually prototype and pitch.
Whether you're coming up with your own idea for an app, or you've been given a brief, or set of instructions, from a client, the first step in our design-development process will be brainstorming. What are we trying to brainstorm? Well, the first step would be to think of things you want to be true about the app. For example, "easy to use." Or, "warm interface."
We can achieve this by creating a mind map. While pen and paper, or a whiteboard, work well for this, a great tool with no barrier to entry is Excalidraw (it's what we use for all our illustrations in this text!).
A good first phase is just throwing everything out there and seeing what sticks. With your team, you can have one scribe documenting everything being said by the team; check out the first step's example below.
After you all have everything out, start to organize it. You can see how we go from step one to step two by categorizing the different sets of information.
At this point, you should have a pretty good idea of what your app is and, more importantly, what it isn't. From here, we'll take our base of ideas and start to map out what a user will experience from end-to-end when using our app.
Storyboards are meant to create a simple prototype for the experience a user will have while using your app. When they first arrive, what will they see? What types of steps or sequences will they move through to get from their initial screen to the end? Is there an end?
This is really the first time we've begun to think about the user experience (UX). We want to check all the required boxes from our brief or our own ideas, but we also don't want to overwhelm the user to the point of rage-quitting our app and moving to a competitor. While aesthetics play a role in a user's experience, the feel for how the app is 'treating' them when they interact with it is vital.
We can storyboard something like what's below for an app to order food from a table at a restaurant.
A big portion of design is research. The twentieth-century artist Pablo Picasso is credited with saying, "Good artists copy, great artists steal." Your research should essentially be an exploration of what different designs and experiences you can find in the wild match your own ideas and give you inspiration. Like the way a nav looks? Take a screenshot and store it away for later. Love a particular typeface? Make a note and research where you can find it. A certain color scheme jumps out at you? Note the hex or hsla values and keep it in your back pocket.
In reality, we weren't meant to categorize and index all this information in just our heads. As we'll see in the next lesson, Figma is a great tool for the design and prototyping phase of our process; within it, you can create a stylescape that easily captures all the content that influences you.
Figma does require an account. However, you can use existing Google accounts or simply enter your email address and a password to sign up. The easiest way to get up and running with Figma is to watch the video below. In our next lesson, we'll go into more detail and actually start creating a design system based upon our research and influences.
VIDEO
While we feel good about the above video, Figma's documentation and community are incredible! Check out the Figma Docs.
DEVFLIX
Lunchroom: Chopped