One of the most powerful features of Adobe Fireworks is that you can extend its functionality. Almost anything you can do through Fireworks’ interface — and even some things that you can’t — can also be achieved by writing a simple JavaScript extension.
Fireworks extensions are of two main types: commands and command panels. If you find yourself repeatedly performing a tedious task, you could write a command to automate the process and save yourself a lot of time. Alternatively, if you are missing a particular feature that would improve your workflow, you could write a more complex extension — a command panel — to implement it.
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Pattern libraries are a great source of inspiration and education for designers. But common practice doesn’t always equal best practice. In this post, we’ll look at why many common tutorial patterns are ineffective and how you can leverage game design principles to increase user engagement.
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In the previous article in this series, I discussed our ideation and initial prototyping process. In this article, we’ll share how we used Adobe Fireworks in our iterative visual design process, along with other useful tips.
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In this tutorial, we will create a new “brand” entity in Magento that can be managed through the admin panel. Once we are finished, you will be able to create, update and delete brands that can be viewed in the front-end independently, much in the same way that you can interact with existing entities such as “products” and “categories.”
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I started with style guides like any other obsessive-compulsive designer: with the desire to make it simple to maintain and grow a design. Plus, knowing which component to use in a given situation is nice, too, right? Since making this a regular practice, I’ve found it’s been like having a nice combination of a CSS class and a pattern library all in one.
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In this article, we’ll go over the concepts and techniques required to build a command line tool using Node.js and PhantomJS. Building a command line tool enables you to automate a process that would otherwise take a lot longer.
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Water lilies are beautiful flowers and ideal tutorial material. To get to our result, we’ll be doing a lot of clever actions, mostly rotating and duplicating, and we’ll have a lot of room for experimentation as well.
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There are many ways to create wireframes, click-throughs and prototypes. In the end, what matters is that the process of creation is fast and accurate and that the output is of a high enough fidelity to generate the appropriate level of feedback.
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After following the steps in Part 1, we now have everything to start building the prototype. But first, Shlomo explains how to create a “live” iOS prototype.
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Did you know that you can use Fireworks in combination with other tools to create complex iOS prototypes (for both the iPhone and iPad) with similar ease?
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