Making the design process more efficient with Sketch

Leading the change to a standardised design tool

Redgate was founded with the principles of User Centred Design at its core. This philosophy informed the hiring of User Experience Designers; people who were able to understand how humans work with software.

Designers were (and still are) diverse in the disciplines in which they trained; HCI, psychology, visual design, industrial design, architecture and technical writing to name a few.

Each Designer works closely with their development team, their customer and their product. Helping the engineers understand the needs of the user (ie. what to build), alongside design requirements for the product (how to build it) is a critical part of the job.

Prior to this project, everyone had their preferred design tool to help them acheive this.

Situation

Somewhere along the line, Redgate’s customers began using different product combinations to solve larger business problems.

Two things happened:

Through design field trips, we’d seen these problems solved with standardised pattern libraries delivered through the same design tool (Sketch). The outcome for them? Less time on prototyping interaction design and usability testing, and more time for research and identification of user needs.

Challenge

The difficulty was that almost every designer was using a different design tool (Axure, Illustrator, Photoshop, Balsamiq, even Paint). So converging on Sketch wouldn’t be simple.

On the Knoster Model (a model for leading and managing complex change), we had:

What we didn’t have covered was:

The Knoster Model - image from billcarozza.com

Solution

As it happened, at least four of the design team turned out to be learning about Sketch in their own time. They were drawn to it because it was just as powerful as the software they used at work, but cheap enough to pay for themselves.

I took the time to learn about what each of them had been learning to do - in their spare time - with Sketch.

Each person was doing something different, but between them it looked like they’d covered probably 99% of what we’d need to be able to do and that we’d need to teach to the rest of the design team.

In March 2017 I encouraged them to each put together a small presentation and demonstration of what they’d done, organised an afternoon Sketch “show and tell” (using our own hardware and software) and invited the whole company.

A still from the recording of our show and tell session

Outcome

The show and tell acted as a catalyst, and we were able to build on that momentum in order to demonstrate our ability to develop the “Skills” necessary to formally adopt Sketch. Designers set aside time to teach and learn specific skills from one another.

Redgate’s Designers now have access to a complete Design Toolkit - implemented in Sketch - as part of our Honeycomb Design System.

Importantly, inviting the company to the show and tell, we’d also been able demonstrate a solution to a real business problem, justifying the investment in a MacBooks and Sketch licenses for the whole team.

Today, we’re OS agnostic and our entire R&D team creates OS-agnostic software from their MacBooks.