At the same time, we had to think about multiplayer. What if someone else changed the colour during any of the above – even in the middle of your drag? Or deleted the objects? Or edited the text you were changing?
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We continued cobbling together the prototype with code we were increasingly sure wouldn’t ever make it to production. If you‘re curious, here are all our commits. (I actually became a better engineer thanks to this process – thanks,
@SickingJ!)pic.twitter.com/rezIbdjGpB
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Then we brought the prototype back to crit, and we learned a lot once again.
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Mostly, our decision to decouple gradient colours was wrong – that’s just not how others thought about gradients.pic.twitter.com/JZ2hRp9XIq
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Second of all, it was annoying that you could select and go deeper into a stack of colours, but not have a way to easily get back.pic.twitter.com/u8VJHehono
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There were also smaller things. My overflow icons were confusing (one looked like a checkbox), and our triggering was off. (That was a tricky one, too. Imagine you have just one object with the same Fill and Stroke – should SC show up, or would it be too much?)pic.twitter.com/mRMRF4O87l
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We decided to build Selection Colors for real a few months later, motivated partly by… Auto Layout. We were planning to change the frames to have fills, and that ruined an existing feature where you could easily colorize an icon just by selecting a parent frame.
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Replying to @mwichary
Sometimes (idk ~ 5-10%) I want to change selected colors applied to strokes only / fills only. Have selected colors broken to Selected Fills and Selected Strokes. You had to sacrifice it.
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