Figma x Adobe

On September 15, 2022, Figma “has entered into an agreement to be acquired by Adobe.”

The initial shock sent me into a whirlwind of Adobe – capitalism – monopoly – subscription services – walled-up knowledge – losing access – what does this mean?

But now, a couple of days removed from the event, I believe it is important to take a step back and analyze this strong reaction. My first step was to look at Figma, specifically at their about page.

As an educator in graphic design, I am well aware of the nuance that is placed in the crafting of a brand’s about page. This semester, I am teaching a digital media course where I focus on UX/UI, basic coding, and graphic design. Therefore, I was able to revisit some readings, theories, and ideas about experience design, digital experiences themselves, and interface design.

The main book I use to teach this class is “Don’t Make Me Think” by Steve Krug. On pages 155 – 159, the author talks about key attributes of usability: delightful, learnable, and memorable. Delightful websites/apps do cool things which in turn create an engaging experience. Learnable websites/apps are easy to understand, and memorable websites/apps allow for a seamless return to use.

But anyways… Let’s go back to Figma’s about page.

I have three words for it: I love it. It is such a fun experience scrolling down on it. I believe seeing it on a desktop/laptop delivers the best experience. The colors are fun, the animations are smooth and “juicy,” and it tells their story cohesively while delivering their vision, mission, and values. As an experience, it has hit the mark for me.

As a product, my experience with Figma has been much more positive than my experience with Adobe xD. I’ve found it delightful, learnable, and memorable. Whereas, Adobe XD failed to check those boxes in my experience using and teaching it.

Adobe is to the design industry as wheels are to cars. If you watch the documentary Graphic Means (which I’ve just done with my graphic design I classes) you will see Paul Brainerd mentioning how the digital revolution in the industry stood on a “three-legged stool: Aldus, Apple, and Adobe.” So it isn’t wrong to say that Adobe has been the design industry standard.

I have been studying graphic design since 2012, so I was there when Adobe XD launched. I started using it as soon as it was available. At that time (2014-2015), Adobe had started to shift the design of their interface for the first time in quite a while and XD was one of the first programs that got the “new” look.

Adobe Photoshop from the aughts.
Adobe Photoshop today – – not much has changed.
Adobe XD – light mode, a simplified interface, and a contextual properties panel.

Another thing that Adobe and other services were doing at the time was releasing “under development” products. Meaning, that they relied on community feedback to improve the products. There is a lot to be talked about that in itself, but, for the sake of this discussion, I want to focus on my experience using a product like that.

Adobe XD was not on my top 5 used Adobe products (the list goes: Illustrator, Illustrator, Illustrator, Photoshop, and AfterEffects). Since I didn’t have to use it so often, every time I opened XD it looked different. Every time there was a new feature, a change of panels, or even how to save the files changed. All these changes made me relearn the app every time I used it.

If we remember the attributes of usability, memorability is one of them. If users don’t remember how to use something and have to relearn it, they lose their good faith in your product. At least that is what happened to me. Even though I had already heard of Figma, I had chosen to stick with XD because of my perceived familiarity with Adobe products. But given how it did not meet my expectations I just avoided using it as much as I could.

A couple of months ago I needed to prototype an interface and sticking with my XD-avoidance, I decided to give Figma a try. As the kids say: I was shook! On my first time using Figma I was able to create a prototype that looked professional in an easy-to-use way and it did not take five hours. Of course, it had been years since that first time using XD, but I had to teach it in 2020 and 2021, and those were not good experiences either.

Figma was a breath of fresh air. It knows what it is and what it has to offer and delivers that experience. It is no surprise that it has become so successful. So let’s talk about Figma, the product.

“In 2015, the first design tool that combined the accessibility of the web with the functionality of a native app was born.” It was one of the first times people could work on the same design project at the same time. Of course, other tools existed for online collaboration, but none that was so robust in terms of graphic design capabilities. Add to it how, five years later, this type of collaboration was made more relevant than ever with the Covid-19 pandemic. Working-from-home measures forced technology and people to collaborate online. Here, I would like to offer an anecdote to exemplify this new mentality of digital, seamless collaboration.

During the spring semester of 2022, I gave students a project to make a booklet using Adobe inDesign as the tool. One of my main complaints was how difficult it was to collaborate. Students that have used OneDrive or Google Drive tools for years were expecting a similar experience, but were hit with a door of version control and navigating collaboration in a way that seemed archaic.

I am sure that Adobe has been aware of these issues in their programs. It is part of the design of these programs to be closed. Adobe started by selling specific software (remember physical software?); closed-up products. They were not programmed with interconnection in mind. From a programming perspective, I can’t even imagine what the code for those programs looks like, let alone reprograming them for these new functions. To do such things, one needs to disturb the core structure of these programs and, basically reimagine them.

All of this brings us back to September 15, 2022 – Figma and Adobe. Adobe purchasing Figma; a product already focused on seamless digital collaboration. Now what?

Personally, I hope that Adobe acquiring Figma works for the best. Figma is a great tool that has further democratized access to graphic design tools. But it is difficult to keep up hope when Adobe has been known as the expensive/pay-to-use tool that has kept creators from accessing tools under the shroud of capitalism.

The future I want is one where access, sustainability, and collaboration are at the center (I see some of this in the promises of Web 3.0). If Adobe wants to be part of that future and remain relevant (not that my hot take would lower Adobe’s relevance…) I would like to see a good faith move in this purchase. Or at the least, not close Figma up or prune its capabilities. If anything they could add the sound-playing capabilities that XD has that Figma lacks.

And while we are at it, there are other software out there that strive for openness and collaboration – Affinity Programs, DaVinci Resolve, GoDot, Blender, and more. Regardless, that’s all my opinion and point of view. Leave a comment and let’s start a conversation.

Graphic Design Oracle – a teaching tool

I made this small box for quick in-class prompts for exercises.

In the box, there are three categories of information:

Students are to randomly pick from the decided color and then utilize that information as part of an in-class exercise.

For this first version, the quotes, artists, and tips came from my own readings and interests. However, as this project expands, I want to reach out to other design educators to populate these categories with different artists that represent the diversity in the discipline. Hopefully, it can become a website and collaboration can be streamlined.

Photo of the box and cards.

Here are some of the ways I hope to use this “oracle” in class:

  1. Pick an artist – research it – make a presentation – share it with the class.
  2. During work-time, students can pick one of the tips and see how they can apply it to the project at hand.
  3. To practice layout and grids, students can pick a quote and design it within certain limitations.

I hope this can become an interesting way of teaching design!

Taking stock

I was pointed to this book from this video by Rebecca Watson:

Last year, I set a goal of reading more fiction. I have counted this book toward that goal, even though it hits very close to home at times.

Another great read has been this book:

Image of a physical copy of The Typographic Medium by Kate Brideau.
I do, however, recommend the digital version for ease of access to the footnotes. They are plentiful and very informative.

Following Ellen Lupton on Instagram is where I get most of my reading lately.

On some quicker media, here’s a video I really enjoyed. It is a great research starting point.

Here are other videos I have been enjoying:

PoP, the font in … The Faculty Biennial

Last year I created Pop. A font that explores high-contrast strokes, bold colors, and basic shapes.

Its creation coincided with my assignment to teach typography in Spring 2022 at Illinois State University. So I started to think of new assignments I could apply to my students.

I arrived at extracting shapes from Pop in 2×2 squares, and triangles too, and later developing patterns from those shapes.

As I experimented with this activity at home I got an email inviting all faculty from the Wonsook Kim School of Fine Arts for the Faculty Biennial. I hadn’t shown my work in a gallery setting in quite a while and I thought what I had going with Pop was quite unique.

For the exhibition, I chose three patterns that reminded me of the creative process. From organized to messy and back again.

One thing I wanted to bring to this set of posters was movement. So I decided to bring back a skill I picked up for the BFA exhibition: making origami octahedrons!

So I made a mobile of multiple octahedrons hanging from a wooden frame.

I find that the effect of all these elements together gives the viewer an interesting experience.

The next step for me is to add Augmented Reality to the posters. I think there is much to be explored there too.

I hope you enjoy.

Debord and TikTok

“The alienated production of abstract commodities becomes secondary to commodity consumption. With the arrival of the ‘Information Revolution’, alienated consumption has become as much a duty for the working class as alienated production. The sum total of industrial production and consumer consumption is then sold as complete commodity, whose production must continue at all costs – the reproduction of the spectacle.”

“The Society of Spectacle” Guy Debord 1967
Page 38

This quote has me thinking about the new movement of social media platforms to make short videos a big part of their content delivery.

Vine was the first to use short (6-second) videos to create engagement. Today we have TikTok, with its catchy songs and sound bites. It is undeniable the success of TikTok among the younger crowd. I had a person tell me that they’ve spent 4h scrolling through TikTok in a day.

Seeing this success with the younger generations, Meta and Google did not want to be left behind. Google launched Shorts on YouTube and Meta added Reels to Instagram. Of these two additions, Instagram’s has become the most insidious. As of this month, once you start scrolling through your Instagram feed you will see reels, videos, and posts from people you do not follow and a lot of sponsored content which have made the candid images from your friends become rare to find.

Based on these strategies of adding short-videos to feeds, it is safe to say that companies have found a way to keep users’ eyes on their platforms for longer, therefore, exposing them to more targeted ads.

This is where I find the connection between TikTok and Debord’s quote where alienated consumption has become the duty of the working class.

Scrolling through countless amounts of content just to get shown more ads that might increase your probability of engaging in capital exchange is the final goal of the internet today. It has become another vector for consumption and mindless entertainment and, given its newness, there’s much to be studied on the effects of this user experience in cognitive development. After all, these experiences are designed to be addicting.