InVision, valued at $1.9B, picks up $115M Series F
techcrunch.com
techcrunch.com
Building a large project feels like building a house of cards. I often run into small but infuriating UX issues inside their app. One example of this is uploading artboards from Sketch using the InVision Craft plugin. Uploading a new artboard that has the same name as a previously uploaded artboard overwrites the original without asking or telling you what happened. I spent way to long trying to figure out why one of my artboards wasn't uploading, and then it took me even longer to figure out where it ended up once I realized the problem. When you have hundreds of screens in a project every upload from Craft starts to feel scary.
These little interactions are all over the app and the amount of frustration they cause becomes exponential over time, like a repetitive strain injury.
I've been an InVision user for a long time and it seems to me that the core features have not improved, but have actually degraded over time. I assume because they put all their resources into Studio.
I hope they use some of this money to improve their core offering. Sketch users aren't going away and I think it would be wise to try and keep as many of them as possible using InVision.
Sketch and Figma now have very similar clickthrough prototyping tools built in, and it's probably a question of time until they catch up.
I would also say the inspect feature is a big plus, but that doesn't even play nicely with some sketch plugins right now.
I was giving them the benefit of doubt for a while and waiting for them to get their act together. But all hope was lost when I got their last survey where they had me categorize a boat load of features into four buckets: must haves, should haves, nice to haves, and I think shouldn't haves. I think I categorized 90% of the features into nice-to-haves, and the rest in should haves. Of course, there was no "don't know, don't care" bucket. And not one of the "features" was "improve the existing user experience".
So I feel like they are falling into the usual trap of piling on features to the product, and they are not listening to their existing users to improve the current (core) product.
But I get it, one must feed the beast in order to raise $115M.
You can see there that the Sync buttons for Marvel sit right on top of the list of artboards. Pricing is on point as well.
InVision is cool and everything, but these funding rounds are on the order of 1000 times larger than what a couple of indie devs need to create similar functionality. I would like to live on a beach, or in a cabin in the woods (preferably both, seasonally) and create software remotely. I also need to be left alone for a year so I can create the next-gen tools in the spirit of Firebase, Elixir etc so I can focus on the work instead of the minutia/infrastructure surrounding it.
Unfortunately after writing this, I realized it's all about the customer base so never mind. Actually, can someone create Customer Base as a Service (CBaaS) to facilitate connecting startups with customers?
Someone did. It's called Google, and businesses pay through the nose for a chance to reach customers through it :)
For these late rounds, it's not just about building out the product like Seed/A. These are "win the market" investments that give companies a war chest to go compete or carve out a market niche.
For example, I work with cartographic data and the darn mathies and programmers stole all our words. So I end up performing a map on a Map of maps. Or managing vector of vector layers. Naming is hard but this is ridiculous.
Using mockup tools to make mockup tools probably has its own set of ridiculous collisions.
[1] https://en.wikipedia.org/wiki/Bootstrapping_%28compilers%29
However I apparently added some error in the language and the compiler was then broken, so I couldn't make my fix and re-transpile without checking out a clean version of the repo :D
[edit] Sorry, I typed "Figma" for some reason when I meant to type "Principle."
https://www.figma.com/blog/building-a-professional-design-to...
In any case, huge respect to InVision for being one of the leaders in advocating remote work.
I'm young and still find it invaluable to be able to walk over to Jane in engineering or Bob in marketing to hash things out in-person.
Code exfiltration for trusted employees is as easy as an SCP, an email, whatever. Very few companies have extreme controls around these sorts of thing.
That said, typically remote-only companies will send you a laptop specifically for work that they have control over.
I don't have an answer to your question, but access to cheap capital is just one reason why you may want to fundraise when the money isn't necessary.
I've a girlfriend who wants to start in this area but is pretty clueless. Can anyone please provide a path to follow?
Is this good:
1. Learn UI design in Paint.net/MS Paint
2. Read book on color theory, typography, whitespace
3. Design in dragdrop software like photoshop/illustrator
4. Learn CSS and recreate your design in CSS.
5. Lean some JavaScript for animation and visualization/charts etc...
Is this a decent path? What software tools/books do you recommend for a new self learning student?
She should learn Photoshop/Illustrator (or equivalent software) and recreate famous interfaces. (Facebook, Google Docs, Gmail, etc.) If she can get them to be pixel perfect, she has enough technical skill and can start exploring.
She should work on industry tools right away. She should skip theory - she'll learn more from doing. She can go back to theory if she feels like she's missing something.
The designers that works with fonts well make the nicest and most pleasing designs. Just copying others will ensure you can copy well. Understanding the theory behind those designs will allow you to make anything you want, and do it well.
Tell her to download Adobe XD, it's free right now and that's the standard in the industry.
#3, I wouldn't call that dragdrop but at this point, it'd make more sense for her to learn a vector program for the things that Adobe XD can't do. That would require Illustrator and would be a better use of her time.
For #4 you will have to have a good understanding of HTML to be able to do anything with CSS- that has to be the foundation before she learns CSS.
Skills learnt in one tool should be fairly transferable, so it doesn't matter too much. Just don't use photoshop.
2. This is a good start, but if she wants to get into UX she should start by reading articles at Neilsen Norman[0], UX Planet[1], or Interaction Design
3. See #1, although frankly it pays to do wireframes on paper before even touching a mouse/trackpad.
4. I would say at this point that HTML/CSS is a "nice to have" skill. I believe that Figma now contains a basic interaction design suite (i.e. tap, swipe, scroll) that lets you go between different screens.
5. I'd say to stick with learning how/when different charts should be used rather than trying to jump into something like HighCharts or D3.
For the tools, it's like in software engineering, you need pick the your "stack" (which wil depends on the goals and deliverable). Do NOT use Paint / Photoshop to build mockups, you will waste your time and hate your job. Get a Sketch License, find a good tutorial online (Udemy and co).
To master the field, study the fundamentals: cognitive sciences, human factors, cognitive ergonomics and design patterns, the goal is to understand how the brain works, perception, memory, decision making, limits...
Basic computer science is going to give an edge.
Basic knowledge in experiment design will be necessary to test your design with rigor (UX Researcher).
Start by trying to replicate UI designs in the wild, it is incredible helpful! It helps you develop your taste and understanding of relationship between different elements, spacing, layout, grids… soon enough you start to see patterns emerge, which you can use when working on your own designs.
Focus on learning typography: it’s no secret that UI is mostly typography, if you get it right that is the job! Get a good book such as “The Elements of Typographic Style” by Robert Bringhurst – although is focused on print design, the core principles are transferable to digital.
Hope that helps!
2. Yes, and also grids and Google's Material Design. The MD spec is the most coherent document on a design language I have ever read. While it's not necessary to follow it to the letter, studying it would be definitely helpful.
3. Figma is better (and free for a single user).
> nVision, the startup looking to be the Salesforce of design, has officially achieved unicorn status with the close of a $115 million Series F round,
You are no longer a startup when you are on series F
The company you describe I would describe as any typical corporation. In my head I still see start-ups as a scrappy, small team in a fairly young business.
The dictionary definition says:
1 : the act or an instance of setting in operation or motion 2 : a fledgling business enterprise
Both of these definitions suggest it really just describes 'new' ventures.
No. The designers have to build the designs in a very particular way in order to get anything useful from invision. Good luck telling your design team that the way they build their sketch files is all wrong.
I have used invision professionally for 2 years now, it is a glorified screenshot host. It's biggest pitfall is that you have to use it in a very particular way, otherwise it's totally useless.
We've been testing most of the tools on the market (Zeplin, UX Pin, Avocode...). InvisionApp beat all of them.
The CSS specs invision spits out aren't helpful. If you are developing with a framework like React or Angular, and use a CSS preprocessor like SASS, then you have to rework everything invision gives you. It would be far easier if my designer would just email me a list of hex codes and some basic rules for font sizing and whitespace.
Indeed, I ran a survey on 8 devs, and I've been monitoring how they typically use it over the years (Invision, Zeplin, basic screenshot hosting...). Some Devs won't use the specs at all, sometimes delivering something off. Others, love it since it will reduce the back and forth during audits.
You're right, specs will only be usefull to provide the dimensions and colors. However, this part is automated on the UX side, it prevents us from writing it down, which would be a waste of time: Mockups always change, we'd have to manually update the said specs so many times... This wouldn't scale well.
Now I start to understand why people like InVision! I've always preferred Avocode
I wrote a prototyping application (https://www.ux-app.com/dev/editor). It's on life support at the moment and brings in only a couple hundred $ per month.
I think it's a lot more powerful than inVision and many of the other successful tools. If you have time then add a mobile table view to see how powerful the editor is.
Why is it failing so hard? Any ideas?
Thanks, Eli
From my quick survey of your marketing site, there's a lot of work that needs to be done to improve the UX on mobile. I would suggest working with a designer to improve the graphics and checking that the layout works on different browsers/OSes/breakpoints. Might be easiest just to start over with a premade template for the marketing site.
InVision seems to me to be a company without a vision. I think their tools are only useful for prototyping things that are so simplistic that they don't require a prototype. I know art directors that like it for sharing visual designs with clients. I despise it for prototyping complicated applications. The workflow is disjointed, confusing, and under-powered.