12 May 2022

Digital agency internships

We're pleased to announce that our summer internship programme has re-opened after a 2 year Covid induced hiatus. 

We're committed to helping the next generation of digital superstars get a foothold in the industry so if you're thinking of applying please check out our careers page to see what's on offer.

We interviewed super-talented design student Léna Paleczny about her experience of moving over from l'Ecole de Design in France to join our Creative Team in London for her placement back in 2019, in a pre-Covid world.

We're looking forward to welcoming the next generation of digital superstars in 2022!

What made you want to work with us?

Since I only had work experience in a really small design agency in Nantes, I wanted to take advantage of this new 4-month internship to discover how a larger award winning agency works. It was also a way to work with a full team, from Project Managers to Developers.

I got really enthusiastic looking at Catch clients: Bodyshop, SES, Vistaprint. But what really made me want to send my resume was to see that they were carrying their own projects driven by the willing to design intuitive and user-friendly services.

What also made me want to work with Catch is the fun atmosphere. One of the biggest clichés about British people is their awful sense of humor. Then I discovered the Game of Thrones chatbot and I felt relieved: Catch took time to design a pop culture based service and even made it funny and useful. 

What did you work on?

During those 4 months, I had the chance to work on a new SaaS product, including UI, UX and data visualization. I also worked for the world-leading satellite operator SES, re-designing a 3D platform to discover the coverage of SES satellites.

I was also trusted to add my creative touch to other projects like Bodyshop, Vistaprint, University of Salford.

What did you learn?

Because of the great diversity of projects I have worked on, I improved a lot of different skills like UI, a lot of UX, but also data visualization, interaction design, animations etc. The Catch team gave me the opportunity to present my work directly to clients, teaching me useful tips on how to go showcase my work.

As a French native, I also learned a lot about British culture and British daily expressions, we even created a collection of professional lingo.

What was it like being in the studio?

The team always makes your work days funnier, without giving up on efficiency. Friday catch ups are the best: you discover what everyone has been working on during the week, with some Prosecco and vinegar crisps.

What was the highlight?

The Christmas party of course! The Catch team never miss an opportunity to enjoy great food and handmade cocktails. 

What’s next?

My year is going to be busy: I will continue my Master's degree working on Tangible Interfaces at l'Ecole de Design Nantes Atlantique. After my studies, I am willing to begin my career as a UI/UX designer and work with teams as great and open-minded as Catch!

01 Dec 2021

Figma and our design process

When our design team made the move from Sketch to Figma in 2019, the tool showed promising features to help with our design process. 2.5 years later, it’s not even a fair contest anymore. Some of us use Figma all day every day, 5 days a week, it’s become so good we could even have a go during the weekends. 🤓 

2.5 years is a long time, and we’ve slowly but surely discovered every new feature, submenu and plugin Figma has to offer, always trying to make the most of it and make our process as smooth and consistent as ever. Now, how can a design tool make our lives so much easier you ask? Let me explain.

Auto layout and wireframing

It all starts with UX. Although we still love our Mural boards for workshops, we now create our wireframes exclusively in Figma.

On projects that are fully component-based, we start by creating all the different paragraph types and page headers, as part of our process of delivering platforms with Drupal.

The auto-layout feature has allowed us to focus on design first. Once components are set up, Figma can take the back seat and our designers can freely play around with layouts, making changes on the spot when exchanging with clients or users. This helps with the ideation process, as well as making sure consistency is kept throughout : even in UX, every component is an instance of a master component, on which changes affect all the different pages.

Variants & design system

As good as Figma is with wireframing, it really shines when creating the final product UI that will be handed over our own in house development team. The first step has always been creating a consistent and accessible design system, and Figma has made it easier than ever.

It is of course an amazing tool for creating libraries, grids, colour and text styles. But some features have allowed us to take our game to the next level when creating all sorts of components: CTAs, inputs, dropdowns, tabs and many more.

The first is one we've already mentioned, Auto-layout. It has become the default way to build any component of a design system, so that we never have to worry again about resizing, padding, margins. But when the Variants feature dropped over a year ago, this took things to the next level. Each state/screen size/colour of a component can leave under the same master component, as variants. This allows for much cleaner and tidier libraries, as well as allowing us to quickly change between variants when putting screen together. Oh, and it's also a game changer for prototyping, but more on that later...

Constraints, auto-layout & components

Once those design system foundations have been put together, our team can start looking at designing bigger components (called organisms in an atomic design system). And once again, by combining the use of auto-layout, variants and constraints, we are able to build responsive, adaptive and consistent components, ready to be mocked up with any content, in any situation.

This allows us to communicate behaviours in function of screen width to Front-End developers, as well as allowing us to quickly and automatically mock up those components in any situation, without having to worry anymore about manually updating the component’s height when adding a lot of text for example (yes, this was how it was done not so long ago 👀).

Overall, we now have design systems with components that adapt to their content, can easily switch between states and overall makes having a consistent and well built UI simpler than ever. Yes, it’s a game changer.

Interactive variants & prototyping

Once the designs are complete, the last part of our UI process is to create prototypes of components with complex behaviours. This helps communication with Front-End developers, sharing information about micro-interactions, transition animations - does the transition appear with a fade-in? Appear instantly? Should motion easing be applied to it? These are elements that will help the user’s interactions with UI elements, lead the eye to the next element, help with decisions. It’s finessing, but eventually makes the difference between a journey that feels smooth and one that can feel confusing at times. This makes prototypes a tool of communication between designers and developers.

By making prototypes as close to the final product as possible, it will also help designers and clients to run testing sessions with users or internally. To either validate a solution or to ideate further on the user’s journey.

The introduction of the interactive variants feature in Figma has made this process much easier, and goes a long way into helping us prototype the most realistic interactions possible. It allows us to set interactions between master components that will affect all instances of the component in the prototype. This means pickers can each automatically have their own hover state for instance, and we also have been pushing the feature with the use of custom delay animations, to replicate the behaviour of a text input cursor. All together, this helps give prototypes a lot of realism, and replicate the feeling of using the final product.

Just over 5 years ago, designers would build screens and components in Photoshop. Then we moved to tools custom made for product design, starting with Sketch, and our workflow drastically improved. We have been using Figma for more than 2 years now, and we can’t wait to see what the future holds, test new tools, features, to bring designs closer to reality, users, clients, developers… 

No tool will be perfect, but we’re having more and more fun using them, that’s for sure.

Start a conversation

0207 494 3554
or
newbiz@catchdigital.com