Figma is a solid design tool to craft the UX design concepts/solutions for digital products. For printed marketing materials such as brochures, marketing flyers, press releases, etc, other design tools such as Adobe Illustrator, Photoshop, or InDesign might make more sense to use for those use case scenarios.
Sketch may still be a solid tool, especially for Mac-based designers focused on high-precision design and creating static design systems. However, Figma excels in real-time collaboration, cross-platform support, and interactive prototyping. If you need features beyond simple vector design—like collaborative prototyping or working across different operating systems—Figma is a more comprehensive solution.
Tappable overlaid layers - bugs on fixed components, such as an app navigation footer in a prototype
Swapping a component but retaining inputted copy or imagery.
Performance on prototypes to work better in UserZoom - having to delete hidden layers manually, optimize images, and streamline the file, in general, is time-consuming
Folder structures - larger teams need multiple layers of folder structure to help find things.
Branch performance - we need better, more user-friendly solutions to get designs to merge better.
Branch performance - branching with the option to choose which pages you want in the branch without deleting each page you don't need.
Default sharing options need improvement.
Responsive ratios' in prototyping without having to recreate pages.
Better collaboration with Jira to bring in links in the design mode not just dev mode.
The Sketch interface can feel a bit clumsy when you're working with a document that has many pages. As an example, I regularly work in a document that captures 10 different aspects of a product. Sketch doesn't allow me to organize all those pages into any type of folder hierarchy. I have to scroll through the complete list of pages to try and find the page I want. You can drag pages into a different order in Sketch, but that doesn't remove the lengthy list or provide visual demarcation between groups of related pages.
Nested symbols are extremely useful, but the interface available on the right panel of the screen to manipulate a nested symbol in a canvas is not clearly organized to find what you're looking for quickly. It displays as a list of items in your nested symbol with no visual delineation between objects, so it can be a bit of guesswork to make sure you're making changes to the correct element.
It would be nice if Sketch offered the ability to create a workflow with automatic connection of objects via lines and arrows, like a sitemap or process flow. I use Sketch to create all my screens, but still need to leave the app to create my visual diagrams in a separate app.
A fresh take on the UI to better delineate things visually would be a great help. As mentioned, pages can't be organized, nested symbols are cumbersome to read through, etc. Separating the main central area of the app where canvases are displayed visually from the tools on the left and right would make for a cleaner work environment.
Figma is a pretty cool tool in many areas. My team almost uses it on daily basis, such as, brainstorming on product/design topics, discussing prototypes created by designers. We even use it for retrospectives, which is super convenient and naturally keeps records of what the team discusses every month. Furthermore, I do see the potential of the product - currently we mainly use it for design topics, but it seems it is also a good fit for tech diagrams, which we probably will explore further in the future.
Sketch is a core tool for us and the cost to keep it going with our teams is low. It provides a good alternative to other screen design tools for our team members who prefer to use it.
It's easy to use for designers who are familiar with design terms and functions from Photoshop and Illustrator. However, non-tech and non-designer collaborators have a hard time figuring out how to leave comments and apply changes, compared to other online design tools like Canva and Squarespace. Even simple drag-and-drops and rearrangement of certain blocks become too complicated due to uncommon functions like Hug and Lock.
At the end of the day, it's just simple. This goes a long way in design and goes even further when your talking productivity, intuitive design and turnover rate. It's not difficult to figure something out even if it's not something your directly familiar with, i.e. if you want to export in certain file formats or change the size of the canvas, you don't have to delay your end product trying to figure it out. Similar situations took me less than 30 seconds to solve without a Google search. That's Usability.
I haven't used their support lately but in the past, they had a chat that I used often. They often responded in a few hours and were able to give a satisfactory solution. I would imagine it's less personal now but the community has expanded drastically so there are more resources out there to self serve with a bit of Google magic.
The support is relatively decent, and they are quick to respond. However, their releases are not great. Sketch could use more robust testing of their software before releases. Over the last four years, I have had many days lost while waiting for Sketch to patch issues with their releases. It's actually a running joke in our office. So, support, good. Releases in the first place? Not great.
In-person training has its own benefits - 1. It helps in resolving queries then and there during the training. 2. I find classroom or in-person training more interactive. 3. Classroom or in-person training could be more practical in nature where participants can have an hands on experience with tools and clarify their doubts with the trainer.
Online training has its own merits and demerits - 1. Sometimes we may face issues with connectivity or the training content 2. The way training is being delivered becomes very important because not everyone is comfortable taking online training and learning by themselves. 3. With the advancement of technology online training has become popular but there is a segment of people who still prefer class-room training over online one.
I learned UX Design using Sketch and my team was using Sketch when I joined. We no longer use Sketch, and therefore I cannot compare its current functionality to Figma, but at the time of our switch, Figma just had more advanced capabilities- better collaboration, auto-layout tools, prototyping, etc. From what I can tell, it remains best in class for UX Design tools.
I constantly use various tools, selecting the right one for each task based on my experience and understanding of their strengths. This allows me to combine the advantages of each tool to complete tasks more efficiently and achieve better results. For example, I primarily use Figma at work, but if I need to draw an icon quickly, I prefer Sketch and then export it to Figma.
Saved time -- Intuitive interface saves us lots of time/money because it is reliable and easy to use. Other programs have caused serious confusion, leading to project delays.
More captivating wireframes -- Stakeholders have been finding it easier to visualize potential “final products” with vector-based Sketch designs. Because of this, we’ve been able to have more targeted, focused discussions that lead to improved final products (with fewer immediate post-launch revisions!).
Increased productivity -- Because Sketch is so easy to use, our designers have had more time to do more work. Rather than finagling difficult tools in previously used products, our designers feel no hesitation with Sketch, and are producing more often and more creatively.