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If you look at companies like Dropbox, Google, and Twitter you’ll notice that they each have their own unique aesthetic. Across all their products, both mobile and web, there is a sense of consistency and uniformity in their design.The way that companies and products achieve consistency is through styleguides. A styleguide is a set of standards that aligns designs with… Read More →

This article was co-written with Angela Nguyen  You passed the initial phone interview and now comes the final test to show potential employers what you are capable of: the portfolio presentation. Portfolio presentations are the norm for any design position. It shows employers your thought process through design problems and how well you communicate to others. It’s the perfect opportunity… Read More →

‘Design Sprints’, ‘Agile’, ‘Stand Up’, ‘Lean’ – Is ‘Design System’ just another one of those buzz words we hear? It really depends on how you choose to look at it. I find that everything that’s ‘trendy’ or ‘buzz-wordy’ is usually so for a reason. There is a lot of innovation in the design systems space at the moment hence why… Read More →

Introducing a brand new series directly from the Marvel dev team. You’ll find us back here every month at the same time, dropping some details on what we’ve shipped the past 30 days. We’ll leave the big launches out of these updates, you’ll see enough of those in various mediums on all our channels. These will be focused on the… Read More →

We’re super excited to announce our integration with Microsoft Teams, a platform that combines workplace chat, meetings, notes and attachments. We’ve incorporated plenty of ways for you and your team to access Marvel projects and features directly within the app. With our Microsoft Teams integration, you can now: Access and organise your Marvel dashboard directly from Microsoft Teams Open interactive… Read More →

Recently I started seeing a trend where fellow designers skip wireframing/low-fidelity-mockups and jump straight into their UI work. While for “some” tasks this might be okay, I believe for majority of your tasks, this will hurt your final design. First, what do I mean by wireframing? When I say wireframing, I am not really talking about fancy wireframes built pixel… Read More →

To build prototypes in Marvel, all you need to do is import your designs. Whether they’re low-fi wireframes you drew on paper or hi-fi prototypes you built in Sketch, you can add these as static images to a project and make them interactive by adding hotspots. These hotspots link together your designs to create a flow which in the end… Read More →

In the world of digital design, we have a lot of different tools that make the process of prototyping really simple. But still pen and paper remain the most useful tools for UX designers. Paper prototyping can be extremely helpful during the early-stage conceptualizing — when a team needs to explore a variety of different concepts and choose the one… Read More →

Recently at Marvel we launched our Platform API. We wanted to harness the power of integrations and place it directly into the hands of the creative community of people that use Marvel every day, so that we can work more seamlessly -work- with the other tools that serve them on a daily basis. Here I’ll write about some of the… Read More →

As a support team we love hearing from our users how new features could help speed up their processes. Plus, it means we get to see first hand how Marvel users can help influence and shape the platform. Feedback and feature requests are essential to deciding the next steps we take at Marvel and often work their way into our… Read More →

Luckily there are a lot of articles about why psychology is important in UX/UI design. But unfortunately, only a few of them provide practical knowledge. What I mean by practical knowledge is those daily designs that exemplify the impact of psychological rules on design. Collecting more examples and techniques that can immediately be applied into designs is why I started… Read More →

Labeling bad decisions as “unforeseen consequences” is no longer an excuse. Here’s how designers can proactively ensure that their products are ethical in every stage. This is the second part of a two part series. If you haven’t already, check out Designing Ethically Pt. 1 for a high-level overview on why ethics in design is necessary, how to redesign our design… Read More →