![]() Because they are just sketch files, we can easily drag icons into mockups. Just add another Sketch file with a couple artboards for different weights and the script takes care of the rest. #TRELLO ICON UPDATE#It also means we’re able to go back and undo mistakes.įor the design team, it’s easy to update and add icons. Everything lives in a repository under version control, so we can see what changed and when. ![]() We can compare the icons side-by-side for visual consistency and test to make sure the output is clean. It also runs a small web app that lets you see all the icons together.We also output the full SVG and an icon font for each weight. For example, small Android icons will be in /build/weights/100/16pt18box/android/. Then it formats the output for Android, iOS, and the web. We have a gulp script that takes the exports and cuts different sizes for each weight.Heavier weights are used on the web and thinner weights are used on mobile. There is an artboard for each weight, the weight being the thickness of the line in the icon. To take the pain out of the process, I wrote a little script, which turned into a big script, which turned into a codebase. Exports? File formats? Versioning? Visualization? That sounds like computer work. We also had to cut different sizes for various places in the app. Overwriting a file was destructive you couldn’t go back to an old version of the file. On mobile, we updated files individually and the source was kept in a shared folder. On the web, we used an icon font and we had to use special (and expensive) font editing software that not everyone on the team had. Secondly, it wasn’t easy to update or import icons. Sometimes we weren’t even visually consistent within the same app. Some icons were simple and filled, some had hard edges, some had a thick outline, and some were hairline thin. Android, iOS, and the web all had different icons made by different people at different times. First, our icons didn’t have any visual consistency across apps. ![]()
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