In this article, let’s take a closer look at what Figma really has to offer. Here are 20 tips on how to work faster and better with this well-known and collaborative interface design tool.
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In this first part of the series, you will learn how to create a virtual reality scene with interactive game elements. These game elements can later be used for a fully-fledged, multiplayer VR game.
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When it comes to showing the transition, interaction and animation of elements in the user interface, a prototyping tool like Framer X can make a difference in the way you communicate your vision to the team and stakeholders and as a result, boost your efficiency as a designer.
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With the introduction of front-end-as-a-service, and a company like Mason pioneering the way, software development and maintenance doesn’t have to be a time-consuming and arduous process.
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For a while now, Sketch has been the de facto application of choice for UX and UI designers. But in the last year or two, we have seen many new contenders for the Sketch’s crown. Two of them that have made the biggest strides are Figma and Adobe XD. In this article, I’ll try to summarize my thoughts on how these apps compete with Sketch and what are their unique features.
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The z-index property, despite all that’s written about it, is still widely misunderstood and mishandled. Stacking issues in a complex single-page web application can become a major pain. Adhering to some principles, however, we can easily avoid these issues. In this article, Pavel Pomerantsev will recap what z-index actually is and how you can stop guessing whether it might work in any specific case and start treating it just like any other convenient tool.
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In Part 1, Alvin explained the basics of how to design a virtual reality model. In Part 2, he showed how to implement the game’s core logic. In this final part of his tutorial, the finishing touches will be added such as the “Start” and “Game Over” menus as well as a synchronization of game states between mobile and desktop clients. This paves the way for concepts in building multiplayer games. To get started, you will need Internet access, a Glitch project completed from part 2 of this tutorial, and a virtual reality headset.
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Slack has done a lot to bring teams and partners together online. It’s also done a lot to empower developers to build their own custom apps for it. Until recently, however, developers were limited by how much they could do to customize the design of those apps. That’s changing today with Block Kit. Today, Suzanne Scacca is going to talk about Block Kit, Slack’s contribution to building a better collaboration UI.
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If you’ve ever wondered how games with keyboard-less support for VR headsets are built, then this tutorial explains just what you’re looking for. Here’s how you too can bring a basic, functioning VR game to life. In this part, Alvin Wan will implement the game’s core logic and utilize more advanced A-Frame environment manipulations to build the “game” part of this application. By the end, you will have a functioning virtual reality game with a real challenge.
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Virtual reality (VR) is an experience based in a computer-generated environment, and following Alvin’s introduction to programming in VR, this article series aims to introduce more VR concepts in the context of building a game. In this article, Alvin Wan will show you how you can synchronize the game state between two devices which will move you one step closer to building a multiplayer game. He’ll specifically introduce more A-Frame VR concepts such as stylized low-poly entities, lights, and animation.
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