![]() If your goal is to have a reliable, scalable production workbench as a designer - the place where your design system, documentation, generative research artifacts, etc exist, Figma is the go to. With Framer, learn a little scripting and the world is yours. #Framer vs protopie codeProtopie is a close second, but still keeps you at arm's length from the code being compiled at runtime, so the sky is not quite the limit. Interactive prototypes for the digital products of tomorrow. There is plenty you can do out of the box with the tools they provide you in the GUI, but if your goal is to create many prototypes with persistent data state, complex interactions that are outside the scope of static image prototypes, Framer is unparalleled. UI design tools or start from scratch in Framer. For example, the first comparison, Adobe XD vs Sketch, makes sense especially for the similar interface which. With Framer, the true superpowers are unlocked if you can stomach learning and writing their JSX-inspired syntax in the in-app IDE. Overall, just a lot of fluffy assertions here and not a lot of usable takeaways for OP. If the developer says "Well I plan to implement this with CSS Grid Layout since that's how we compose all our other layouts"? So much for that flex-wrap annotation then. In Framer you can write functions and apply them to any element on your canvas. Why would Figma markup a UI mockup created by a non-technical designer with CSS selectors with flex-wrap? You are telling the developer what their job is at that point. Framer has an infinite number of possibilities when it comes to code overrides. How do you know they are better? Both Figma and Framer are, at their core, web-apps that are in fact rendering real HTML/CSS, so I assume what you intended to say is that there are other tools that abstract the need for scripting prototypes away using a GUI? None of those tools have even come out of beta. ![]()
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