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by taybenlor
4795 days ago
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We've had some of our designers at work use this approach. I think it's quite good for illustrating intentions. But then building on top of the designed Storyboard doesn't quite work out. Storyboards work well for simple apps with standard UI. Once you start building something custom or complex they are a poor tool. If you have a designer then they're likely going to be making custom UI which will need code (maybe lots of it). The Storyboard quickly becomes a crazy mess of placeholder views, implementation details, arrows and blank screens. The designer can no longer use it to demonstrate their ideas and you've probably completely ripped out their original work. If your only intention is to make a interactive demonstration of screen progressions - then this is perfect. But don't think that this has the same reusability as making a HTML+CSS+JS mockup. |
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The app I work on also does a great deal of custom drawing instead of relying on a truckload of assets. This has given us incredible speed and flexibility where we can tweak, refine, and polish without tiresome trips to our designers for assets (perk: your designers don't hate you for the endless grunt work). None of this fits well into a Storyboard-based workflow.
There is, IMO, a lot to be said for proceduralizing your UI instead of a reliance on a massive bundle of assets. It's a topic I do not see being covered in the iOS community but confers incredible speed and flexibility (and download size, oh man the download size).