Hi everyone, this video is a warning... be careful what you create... editor, can you zoom in and out like that, be careful what you create. "So what is he talking about?" I'm talking about prototypes and animations... so animations, things you just play through... you don't really do anything with them...
and then prototypes, which we'll be doing in the last few video... where there's like interactiveness... and the warning is just... sometimes you can design things that are impossible to build... or at least very time consuming... which means very expensive...
sometimes it-- they might be outside of the skills... of your engineer or developer... or yourself, if you're going to be making it... so just be careful to not create something... sell it into the client, and then not be, you know, and then it being... either axed, and something they loved, or...
it being something that cost... you know, sometimes some of those interactions, and specialty skills... might end up doubling the price of the job... or doubling the time so just be mindful of it. A good kind of way, like there are times where you need all that stuff... like if you're pitching to a client sometimes you need...
all of the interactions to make it feel and, you know, really sell the concept... it might be for your portfolio piece, go wherever aboard for that... it might be just to impress the boss... there's times where you need to kind of go the level up... but there are lots of times where, actually... I'll start doing something and kind of keep adding stuff, and it's-- and I've doubled the time that it took me to build...
for no real net gain when it comes to the user testing... because that's what we really want to do, we want to build something quick... get it out to the stakeholders, get in the hands of our users, and get feedback... and you know, Figma is rapid prototyping, I'm not sure why they did that... it's rapid prototyping... there's nothing rapid about some of the things we've built here...
just be careful. Have a look at the term Lean UX... it's kind of just, you know, sometimes you can get a bit lost in the details... and sometimes all it really needs is something super quick... super wire frame-ey and sketchy... to get where you need to go and be able to iterate.
So that is it... sometimes you don't need all the level, sometimes you just need a quick thing... and then sometimes you can build stuff that can be really tricky... for the developer or engineer to build, it might not be able to be built. Another thing is that... animation, which we covered in an earlier chapter, we'll do a bit more...
animation in Figma isn't, it's not built for that... you can do some basic animation, we'll do it... because it's fun and it helps us explore the tools, and get really good... but if I'm going to be doing animation for something... something that's going to play on the Home page or the Welcome, or the Hero image... I want some animation going on, I'll do it in another program.
After Effects, it's got a plugin called Bodymovin, which we'll touch on... lottie animations... and you just kind of pick it up and dump it into Figma... it's not really an animation tool... there's plugins that'll help you with animation, timeline animation... just know that, yeah, you can do it other places and just dump it in.
When it comes to prototyping, that this Figma's specialty... so it's really good at interactive prototypes... and doing that kind of fast... there are limits to it as well though, if you do want to go extra special like... I know, photo realistic... I'm not sure when to use these...
but something that looks and feels like an actual app... you might have to then go on to the next step with something like... Protopie is pretty common, we'll touch on that later on... but yeah, there you go, do not design something that can't be built... that is the warning that I wanted to get out here... all right, that is it, I'll see you in the next video.