It’s 2018 already, and countless front-end developers are still leading a battle against complexity and immobility. Month after month, they’ve searched for the holy grail: a bug-free application architecture that will help them deliver quickly and with high quality. I am one of those developers, and I’ve found something interesting that might help.
We have taken a good step forward with tools such as React and Redux. However, they’re not enough on their own in large-scale applications.
There is some confusion about what the overall objective of the onboarding process should be. Many view onboarding as an opportunity to get new users up and running. However, I prefer to think of it as laying the foundation for a long-term relationship with your brand or application. Particularly for software companies, it’s crucial to focus on your retention rates if you want to be in business for the long-term. Effective user onboarding is an essential first step in achieving this. The best way to ensure that new sign-ups become active users is by delivering value. Your onboarding process should…
When you develop a game, you need to sprinkle conditionals everywhere. If Pac-Man eats a power pill, then ghosts should run away. If the player has low health, then enemies attack more aggressively. If the space invader hits the left edge, then it should start moving right.
Usually, these bits of code are strewn around, embedded in larger functions, and the overall logic of the game is difficult to see or reuse to build up new levels.
Creating a clock in Sketch might not sound exciting at first, but we’ll discover how easy it is to recreate real-world objects in a very accurate way. You’ll learn how to apply multiple layers of borders and shadows, you’ll take a deeper look at gradients and you will see how objects can be rotated and duplicated in special ways. To help you along the way you can also download the Sketch editable file (139 KB).
This is a rather advanced tutorial, so if you are not that savvy with Sketch yet and need some help, I would recommend to first read “Design a Responsive Music Player in Sketch” (Part One⎪Part Two) that cover a few key aspects in detail when working with Sketch. You can also have a look at my personal project sketchtips.info where I regularly provide tips and tricks about Sketch.
In many projects, responsive images aren’t a technical issue but a strategic concern. Delivering different images to different screens is technically possible with srcset and sizes and <picture> element and Picturefill (or a similar) polyfill; but all of those variants of images have to be created, adjusted and baked into the logic of the existing CMS. And that’s not easy.
On top of that, responsive images markup has to be generated and added into HTML as well, and if a new image variant comes into play at some point (e.