Tell me what is fundamentally wrong with screenshotting an interface, playing with it a bit, coming up with something you like then turning it into code?
It's a lot of unnecessary, time-consimung back-and-forth that could be easily done in a program like Sketch.
Every approach is unique to its designer, and it's situation. But I have yet to (personally) find Photoshop (or a hybrid approach) more effective and time-saving when you deal with a large project. Artboards are MUCH easier to keep track of and group, and with something like Mirror [1] you will save hours in exporting/slicing/sharing over the course of a project.
Photoshop was not made for UI design. It can do it, but it will rarely be the best tool because Adobe is not catering features for that niche.
> Artboards are MUCH easier to keep track of and group, and with something like Mirror [1] you will save hours in exporting/slicing/sharing over the course of a project.
I'll go against the grain here and say that 80% of the UI design that I do is based in the browser.
Certainly getting a style and architecture down is helpful before hand but the design really doesn't come to life until I get into code. Some might say that this isn't sustainable on a large project but I'd argue that using HTML/CSS and github as a tool is just as, if not more, useful than photoshop/sketch/whatever.
Yes, actually the Sketch Manual [1] (but who reads the manual?) and (my favorite) community resources [2] that you can download, play with, and re-use over and over.
Tell me what is fundamentally wrong with screenshotting an interface, playing with it a bit, coming up with something you like then turning it into code?