Comment by jjcm

11 hours ago

Worked at Figma for 5 years. The author uses Figma as an example, but I think misses the point. They're so close though. Note these quotes:

> Both are very well-designed from first principles, but do not conform to what other interfaces the user might be familiar with

> The lack of homogeneous interfaces means that I spend most of my digital time not in a state of productive flow

There are generally two types of apps - general apps and professional tools. While I highly agree with the author that general apps should align with trends, from a pure time-spent PoV Figma is a professional tool. The design editor in particular is designed for users who are in it every day for multiple hours a day. In this scenario, small delays in common actions stack up significantly.

I'll use the Variables project in Figma as an example (mainly because that was my baby while I was there). Variables were used on the order of magnitude of billions. An increase in 1s in the time it took to pick a variable was a net loss of around 100 human years in aggregate. We could have used more standardized patterns for picking them (ie illustrator's palette approach), or unified patterns for picking them (making styles and variables the same thing), but in the end we picked slightly different behavior because at the end of the day it was faster.

In the end it's about minimizing friction of an experience. Sometimes minimizing friction for one audience impacts another - in the case of Figma minimizing it for pro users increased the friction for casual users, but that's the nature of pro tools. Blender shouldn't try and adopt idiomatic patterns - it doesn't make sense for it, as it would negatively impact their core audience despite lowering friction for casual users. You have to look at net friction as a whole.

Good point, I think in case of Figma the idiomatic design was set by Sketch and other UI design apps, which in itself was a step away from the idiomatic design established by Photoshop.