Will Figma become an awkward middle ground?
Designers are increasingly sketching ideas on paper instead of using Figma, raising concerns about Figma's future relevance as AI tools evolve, potentially reshaping design processes and ideation methods.
Read original articleDesigners who can code are increasingly spending more time sketching ideas on paper rather than using Figma, as they find it more efficient to move directly from sketches to code. This trend raises questions about the future relevance of Figma, especially as AI tools evolve. Currently, Figma's popularity stems from the time it saves users compared to coding, but as AI promises to streamline design processes, Figma may become an awkward intermediary. Many AI tools today focus on ideation rather than the critical UX thinking that occurs in the early stages of design, which can lead to a loss of essential design elements.
The article suggests that while AI could assist in generating low-fidelity sketches, true product design is more complex, and designers are already adept at creating quick sketches. A proposed solution is to develop tools similar to Balsamiq, which allow for rapid ideation and provide a structured approach for AI to generate usable code. This would help maintain the critical thinking aspect of design while leveraging AI's strengths in transforming wireframes into code and enhancing design systems. Ultimately, the article posits that vector-based tools like Figma may no longer be necessary in the design process as AI continues to advance, potentially reshaping how designers approach their work.
Related
Figma AI: Empowering designers with intelligent tools
Figma AI enhances designers' workflow with AI-powered features like Visual Search, Asset Search, text tools, and content generation. It aims to streamline tasks, boost efficiency, and spark creativity while prioritizing data privacy.
Figma AI is a rip-off engine
The article criticizes Figma AI for producing designs resembling Apple's Weather app, raising concerns about originality and ethical considerations. Speculation about Figma's future adds to the critique. Potential risks for designers are highlighted.
Figma pulls AI tool after criticism that it ripped off Apple's design
Figma withdrew its AI tool, Make Designs, amid allegations of replicating Apple's design elements without consent. The company acknowledged the issue, citing a rushed deadline and off-the-shelf AI models. Figma plans to enhance its design system and AI training policies for future use.
Figma Retrospective on the "Make Designs" Feature
Figma introduced Make Designs, utilizing AI to generate UI drafts from design systems. Due to issues producing app-like designs, Figma paused the feature, addressing concerns and emphasizing feedback-driven improvements for designers.
Figma explains how its AI tool ripped off Apple's design
Figma faced criticism for AI tool resembling Apple's design. They removed assets, disabled feature, and enhance quality assurance. Users can opt in/out of data training until August 15th. Figma aims to improve processes.
- Many designers feel that Figma has become overly technical and cumbersome, leading them to prefer coding directly or using simpler tools.
- There is a growing skepticism about Figma's ability to effectively bridge the gap between design and code, with some users advocating for a return to more straightforward design methods.
- Some commenters emphasize the importance of collaboration and alignment in design processes, which Figma facilitates, despite its limitations.
- Concerns are raised about the future of design roles as AI tools evolve, with some fearing that reliance on AI could diminish the need for human designers.
- Several users express a desire for Figma to improve its code export functionality to enhance its utility in the design-to-development workflow.
I'm one of these codey designers. The madness that exists in modern design teams (I used to manage a team of 50!) is insane. There's a lot of time spent on "design systems" in Figma. Very generally Figma is not the website, and the effeciency additions of building tools there is a lost cause.
Modern CSS and your JS frontend of choice is a lot quicker and more powerful for component building and general design work. There's way too much to do with media break points and tokenization there. There's a misguided group of designers that are learning a lot of esoteric Figma features that don't translate into something users will ever touch.
10 and 15 years ago designers needed to learn the code part too. Somewhere along the way we put them in a corner and made learn these prototype tools.
1. I work for Figma
2. I work on AI at Figma, as well as on the design systems part of the product
3. Prior to Figma, I spent 7 years as a prototyper teaching designers how to go from idea->code without a design step in between
I love designing in code, and I HIGHLY recommend you do so for smaller projects, but I disagree with some of the assumptions the author is making. The author states, "The reason Figma has over 4 million users is because it takes most people too long to code their designs", which I feel is inaccurate. For less-experienced creators, it's mainly because the UX is more approachable in a design tool. That's less relevant here since the author is talking about designers who can code. For the most experienced designers, it's more about alignment.
As an example, most of my side project[1] was designed entirely in code... until it got to a certain scale. Designing in code was amazing early on when every page could be a new pattern. After a while, managing variations of components and ensuring that I wasn't diverging from existing patterns became non-trivial. Things became even harder when I hired another person to work on things. At that point, alignment became crucial. We needed to ensure that designs we were both working on were aligned with each other. Patterns one created needed to be reused, not reinvented by the other. This is something that's very hard to do in code. I ended up creating a mirror of the existing implementation of the site in Figma from scratch. For the iOS app, I ended up starting it in Figma[2] so we could easily compare implementations and land on an agreed pattern. Alignment with patterns and with the team was the #1 reason why we operated in a design tool during this time.
[1] https://non.io
[2] https://www.figma.com/design/im8a7L7axmbj0S0lm27NKa/Nonio-iO...
Also, I feel the rise of React is partially to blame. CSS frameworks were clunky and constraining - but they forced you into a lot of design constraints developed on years of best practices. I can't tell you the number of React-based enterprise tools I have to use on a daily basis that have picture-perfect designs ... that turn clunky and confusing the minute you resize the window or activate an animation.
Right now, I am tasked with building a PoC for a new product my team wants to build by the end of the quarter. We have one big problem - we have no designer on staff. But we do have a design system with a library with re-usable react components and tailwind css, and those are things I am pretty good with. So I have full autonomy when it comes to turning product requirements into a live demo. I was able to accomplish quite a lot in a short period of time with no designer and just my own taste in design + ux. And product stakeholders were pretty satisfied, which means the outcome was productive.
So from my perspective, Figma is not only an awkward middle ground, but not even necessary for me.
So, you end up doing double work. An additional problem is that especially responsive applications with e.g. dark mode support, animations and css transitions, etc. can only be partially modeled in a pixel perfect way in Figma. You can do it but it's just very fiddly to do in Figma. And besides Figma's code export is useless for this; aligning design and implementation is mostly still manual work. And of course users only ever use the code version.
The proper way to use Figma is to focus less on the look and feel and instead use it to prototype UX flows. This is tedious and slow to prototype in code and this is where Figma can shine. Having a good component design system in Figma means that you just reuse the same components and don't have to waste brain cycles on their look and feel when designing a UX flow. It will roughly look like the real thing and you can click together a few new screens in minutes and compare a few alternatives. I work with good UX people and I see them use Figma effectively. Our designs aren't pixel perfect; generally. Though we do use it for e.g. icon design in svg form as well. But design and UX are two separate skills at this point with separate tool sets as well. Figma is alright for icon design but probably not the best tool.
This is of course not a new problem. People were designing web applications in Photoshop at the beginning of the century. UX was not a consideration and the people doing the design were graphics designers. Figma is arguably better but not necessarily aimed at graphics designers. It's a UX tool.
It's an interesting idea. I'm skeptical that, in the real world, you can reliably infer everything you need to produce code from a simple wireframe: how do you deal with specific interactions, specific data, specific operations on that data? Balsamiq-style mockups are all about not getting specific, in order to keep the fidelity low and the velocity high.
In practice, with Figma, the thing I've noticed is that I use low-fidelity wireframes less than in the past, because it's just as easy and fast to use high-fidelity components from my design library. If I'm just stacking Lego blocks together to make a UI, why would I use low-fidelity blocks, if I already have high-fidelity blocks that are much less ambiguous?
In other words, I'm not sure Figma is in the middle ground between sketches and code anymore, I think it's just as easy to think of it as a brainstorming tool that happens to produce high-fidelity results if you use it right.
I don't think the argument works. It imagines AI will be able to do things that our current AI do not.
Our current AI work in terms of what they've been trained on. Natural language to code works as well as it does because coders have been asking and answering questions about code a lot on the internet, that's been collected into data sets, and those data sets have been used to train LLMs.
For AIs that work like our current ones to be great at the things the author envisions, they will need a lot of examples of those things, and of a high quality too.
The author wants AI to turn natural language into wire frames, let the designer adjust and improve the wireframe, and then turn the improved wireframe into production code.
But I don't think the training data for those two transformations exist. What even is the intermediate wireframe format? AU will produce and consume it, but it also needs to be in a form human designers can iterate on.
Since the training data doesn't exist, it would need to be created. Is that feasible? If you can't harvest the internet for it for almost nothing, it would cost a great deal to create, and I wonder about the quality of the result.
On the flip side, I've seen developers that just about need a functional example to work out anything and will still have issues with real functionality. So YMMV.
However, I don't quite understand what the role of a design engineer is. If a PM is the "what", design is the "how", and eng is the implementation. Where would a design engineer fall? I'm sure it is very much a spectrum, but I'd be interested in hearing from some folks who have filled this role.
Are you focused on the "how", but using code to achieve that? Are you focus on the "how" and it simply turns into the implementation? Are you focused on the implementation, but with the background and skills of a designer?
Disclaimer: I'm a product designer who is very skeptical of the enthusiasm around AI as I can see a future where product will instead rely on AI instead of designers to create interfaces.
That type of middle ground to me, isn't awkward because usually before I want to implement, I am trying to increase the velocity of me trying to play around with ideas before doing raw implementation. ...but that's just me.
If it’s just you, you don’t strictly need it. Personally though, I find it really useful precise because I’m not a great designer. I can fiddle around with sizes and layouts in figma until I get it the way I want it, then I turn that into code. I could jump straight from scribble to code, but having that middle step where I can exercise the idea without screwing with components or css feels nice.
When she does draft in design tools it’s usually more graphic in nature (branding etc).
They never really successfully landed things that we used to call "major version bumps" and it's devolved into quite a mess. Not anywhere near Photoshop-level, but...it's a strange situation to me because you could build a successful business based on the premise of "that, but only 60% of it, with 5% of the headcount"
Their components aren’t code exactly but I think that’s because they will ultimately directly output / sync full components to a variety of platforms from their abstracted representation.
Well, that’s because they can code.
For the rest of designers, or designers working in a team. Figma will remain where it is
why would I want to use figma when I could use a non-laggy product that can convert my designs to code?
I'm not saying that I'm a unicorn and that my idea-to-code-to-design execution is flawless, but I certainly believe that in this situation, if I hadn't done it this way, I wouldn't have done it all. However, doing this would be wasteful or dumb in almost every other situation that requires my design output.
People pay for Figma precisely because it's a middle ground. It was a middle ground before, and it will continue to be unless something fundamental changes.
Related
Figma AI: Empowering designers with intelligent tools
Figma AI enhances designers' workflow with AI-powered features like Visual Search, Asset Search, text tools, and content generation. It aims to streamline tasks, boost efficiency, and spark creativity while prioritizing data privacy.
Figma AI is a rip-off engine
The article criticizes Figma AI for producing designs resembling Apple's Weather app, raising concerns about originality and ethical considerations. Speculation about Figma's future adds to the critique. Potential risks for designers are highlighted.
Figma pulls AI tool after criticism that it ripped off Apple's design
Figma withdrew its AI tool, Make Designs, amid allegations of replicating Apple's design elements without consent. The company acknowledged the issue, citing a rushed deadline and off-the-shelf AI models. Figma plans to enhance its design system and AI training policies for future use.
Figma Retrospective on the "Make Designs" Feature
Figma introduced Make Designs, utilizing AI to generate UI drafts from design systems. Due to issues producing app-like designs, Figma paused the feature, addressing concerns and emphasizing feedback-driven improvements for designers.
Figma explains how its AI tool ripped off Apple's design
Figma faced criticism for AI tool resembling Apple's design. They removed assets, disabled feature, and enhance quality assurance. Users can opt in/out of data training until August 15th. Figma aims to improve processes.