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Category: codepen

The Software We Pay For

We did a Web Developer Economics series a few years ago, where we looked at the various costs of being a web developer: Web Developer Economics: One-Off Software Costs Web Developer Economics: Hardware Costs Web Developer Economics: Monthly Service Costs Web Developer Economics: The Wrapup I’m sure some of that software and hardware has changed since then, but the spirit is the same. It costs money to have the things you need to do this job. I just wrote a similar article, but from the perspective of a business paying for the software it needs. That link is to Medium, but it was posted on the CodePen blog originally. Just giving that a shot to see what all the hubbub about Medium is about. Direct Link to Article — Permalink The post The Software We Pay For appeared first on CSS-Tricks....

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Prototyping in the Browser

Prototyping animations and interactions is vital for a number of reasons: they can make your interface feel deceptively fast, they can help focus the user on a specific task, and they can provide a better sense of the current state of your application. Is data being loaded? Is something now unclickable? How long do they have to wait until they can perform an action? At Gusto, I’ve been working on a lot of tiny interaction details and prototypes lately for these very reasons — sadly there’s not much that I can show you all in detail just yet. But, I think the process of how I’m doing this is far more interesting than what I’m actually working on so that’s what I’m going to share here. The problem I’ve faced with prototyping animations comes down to the tools because they ultimately feel restrictive to me. Whenever I’ve experimented with them in the past, I feel like one hand is always tied behind my back. It could very well be that I’m not using them correctly, but I feel that none of them really mimic browser behavior quite right and, although I’ve been fascinated to watch tools like Framer, Marvel, Zeplin and Principle gain traction, I don’t think they’re for me. At least not yet anyway. In my opinion, the best way to prototype a lot of interactions is still...

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