When starting a project, it's good to have an idea o where the difficult parts are. Where do most people quit? From there, what will you do differently than the rest?
Might even be good to ponder: where/when will you quit?
Been a lil' bumped working on ohsnapp.co, mainly cos I haven't figured out distribution. But, will stick to making progress everyday, regardless how tiny.
So today's progress is revamping our demo image, check it out 👇!
[4/N] In the end, I combined #1 and #3 to get the following: 1. A text box to preview your annotations. Click on it to copy to clipboard. 2. A checkbox to zip your annotations as a .txt file along with your image file.
[2/N] I knew that the user flow has to check the following in order to be intuitive: ✅ One-click copy to clipboard ✅ One-click to export both image and text ✅ Easily see what you're copying/exporting
imo, *sounds* and *haptics* are commonly overlooked when designing great mobile #uiux. Recently realised that Twitter's pull-down-to-refresh comes w a nice lil' audio feedback.
@cutajar86 Hmm, insights… I’ve learnt NOT to be too quick to kill an idea/MVP. Sometimes it takes time to iterate while trying to get as many eyeballs on your launch as possible. Give your prods a solid chance before pulling the plug.
#buildinpublic fam: when and how did you realise that someone out there actually found what you’re building useful? Is it as simple as someone being willing to pay for your product?