I've always felt like I was slightly fighting against the Pen tool in most vector drawing apps, especially when drawing Bezier splines. The direct manipulation looks like a massive improvement, and would also be more intuitive with a touch or stylus interface.
Secondly, this is one of the best examples I've seen of genuine UX and HCI research put into a tool that everyone else thought was "good enough".
Looks like a very intuitive way of connecting paths together in a more powerful way than just having lines. I like the way you can draw part of a segment and then go back and add more line segments afterwards: the line cap for three meeting points is a lot more impressive than it looks.
The ability to fill sections and then punch out holes makes it really easy to see what's happening as well.
The post has a number of animated gifs which show how these work: it's worth reading to see them.
The only thing that sucks is the name. Essentially it's a tool that has more impressive path editing functionality than I have seen in other vector editors. The name of this post doesn't do it justice.
I Googled "Vector Networks" and it also seems to be a term that they invented. Figma (their product) is sadly a UI mocking tool and not a vector graphics editor. "Pathfinder" (the tool in Adobe products that calculates fills based on winding order) is notoriously unusable. I'm sure that graphics designers would gobble up tool that had sane path finding.
I'd love to see some literature on how these vector networks work.
I'm not sure why you see a strict delineation. One of the few reasons most designers prefer purpose made graphic design tools is for the pen tooling. The other big one is color management. If Figma can nail both in a UI design tool there's no reason it can't be used for graphic design.
People already use Sketch for some graphic design despite its reeaaallly unimpressive path tooling, typography tooling, and color tooling.
Speeding up the 90% usecase goes a long way.
That said, I haven't actually seen Figma so maybe it really is more purpose built than I'm imagining.
Well that is good news! From what I saw on the website it seemed more aimed at UI mocking, but if it's going to be taking on Sketch well I'm definitely convinced!
Nice advert. Shame it's just more SaaS. Not sure if it's just because I'm in .au and have laggier connections to all the fancy tools in the US, but I just don't find web tools that fulfilling.
I've been having a great time with Serif's Affinity Designer lately. Same sort of bezier tools as everyone else, but feels a lot nicer to use than say, Illustrator.
Edit: downvote for calling it an advert? Or is disliking SaaS the unpopular point of view? ;)
I agree, I'm also not at all a fan of in-browser apps. The benefits all seem to accrue on the maker's side: faster deployment & distribution, single codebase for multiple platforms, assurance of common versions across the user base, and not least easier and more complete monetization. The drawbacks are all for us users to suffer: idiosyncratic UX, unpredictable performance, poor interoperability with other apps, limited offline use, everything's gone if the company fails.
Reminds me a lot of Ivan Sutherland's Sketchpad (https://en.wikipedia.org/wiki/Sketchpad), which had a similar interface and an iterative constraint solver.
Seems like a superset of graphs. On a graph, you only care about what's connected to what. This takes the empty space between into account, as well (fills). I would say it's a separate concept that happens to build on graph theory.
Also isn't it really a segment network? I always think of vectors as having direction and unless I misunderstand, it sounds like this is directionless.
Meshes are closer but vector networks also attach specific attributes to edges which is not usually the case with meshes. Examples: control handles (for curves), stroke weight, dash pattern.
Secondly, this is one of the best examples I've seen of genuine UX and HCI research put into a tool that everyone else thought was "good enough".