[HN Gopher] When Figma starts designing us
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       When Figma starts designing us
        
       Author : bravomartin
       Score  : 199 points
       Date   : 2025-07-06 10:38 UTC (1 days ago)
        
 (HTM) web link (designsystems.international)
 (TXT) w3m dump (designsystems.international)
        
       | adithyassekhar wrote:
       | As someone who has to actually build the crazy parallax-3d-not-a-
       | grid layout the designer may have spend an hour on, I'm glad.
       | 
       | Maybe free flowing designs shouldn't take place in figma, it
       | should only be for the final output. Even then the majority of
       | apps being built everyday are simple crud apps and shouldn't be
       | overdesigned. They are built for people to do their jobs.
        
       | mananaysiempre wrote:
       | So, I'm not familliar with whatever Figma's Auto Layout is, but
       | the complaint still feels somewhat wrongheaded.
       | 
       | Design [?] print design; if you're designing for a reflowable
       | medium, you'll have to design to its constraints. A good
       | prototyping tool should allow you to go outside the constraints
       | for the moment, but for a web or mobile designer to dismiss those
       | constraints as the engineer's concern is about as appropriate as
       | for a typographer to dismiss the constraints of type casting as
       | the moldmaker's: it won't work.
        
         | nicoburns wrote:
         | This is absolutely correct in this case. Figma Auto Layout is
         | just a simplified version of Flexbox, and it's purpose is:
         | 
         | 1. To adjust to size changes
         | 
         | 2. To avoid having to manually position things in a row or
         | column
        
         | d3vmax wrote:
         | An innovative custom designer can use other tools or do manual
         | animations / layout if they require.
        
         | _bent wrote:
         | It doesn't play to the strengths of designers to have them
         | think in terms of Flex layouts and it doesn't play to the
         | strengths of developers to have them translate a design 100%
         | specified to the layout-algorithm and hierarchy of components
         | into code. Yet this is the workflow Figma encourages.
         | 
         | What the author encourages is that the designers work more
         | free-flowing with sketches and wireframes and that the
         | developers take over earlier to bring that into a workable
         | structure. And that the collaboration between designer and
         | developer doesn't stop at an async hand-off, but that they
         | finalize the design together -- in code.
         | 
         | Some of the commenters here seem to be annoyed at designers
         | that make "hard to implement designs" and therefore think they
         | want designers to constrain everything with auto layout. But
         | this doesn't address the cause of the issue, which is designs
         | being made by designers in isolation, which are then being
         | treated as gospel for developers to 100% match. This is the
         | real problem.
         | 
         | In my opinion the gravest issue with Figma encouraging this
         | workflow is actually the feature gap. Figmas feature set is
         | extremely underpowered in comparison to CSS. Figma doesn't even
         | have grids. If designers are now building stuff only with the
         | tools that Figma allows, all the cool and creative ideas that
         | developers could bring in, because they are actually pretty
         | easy to implement on their platform (the designer just doesn't
         | know about it) will go away.
         | 
         | I can only recommend you this talk by Matthias Ott:
         | https://www.youtube.com/watch?v=1Pq7VqNrtk4
        
           | wx196 wrote:
           | Figma actually now has grids: https://help.figma.com/hc/en-
           | us/articles/31289469907863-Use-...
        
             | _bent wrote:
             | those are layout grids and not grid layout (huge
             | difference!)
        
               | wx196 wrote:
               | You're right, I used a wrong link, fixed now. So Figma
               | has both.
        
             | no_wizard wrote:
             | now to get designers to actually use these things.
             | 
             | Figma has a bunch of good tooling, but getting designers to
             | use it, and use it consistently, is the real problem.
             | 
             | Designers exist in a realm seemingly, where outside
             | pressure can't really be put on it from an organizational
             | level to get them to uniformly adopt a set of standards
             | they will always adhere to. Every company I have worked at,
             | big, medium, small, seems to have this problem
        
         | Oarch wrote:
         | It's absolutely trivial to make any element ignore the auto-
         | layout grid.
        
       | yreg wrote:
       | It sounds to me like what the effect that the author dislikes is
       | actually more often than not a good thing.
       | 
       | Of course non-conventional designs have their time and place as
       | well, but I'm not worried about designers being unable to pursue
       | those just because Figma nudges them in the other direction.
        
         | esafak wrote:
         | Isn't that just a guardrail or sensible default?
        
       | sumeruchat wrote:
       | Engineers here will disagree of course but the job of the
       | designer is to dream and your job is to build it
        
         | robertlagrant wrote:
         | Just as the best architects were often engineers, the same is
         | true of design.
        
           | tsunamifury wrote:
           | No this is almost universally untrue. But they do have a
           | solid grasp of it
        
         | asoneth wrote:
         | > the designer is to dream and your job is to build it
         | 
         | You may be thinking of an artist. A designer's job is to
         | understand and solve user problems.
         | 
         | (FYI this is coming from a designer, not an engineer.)
        
           | travisgriggs wrote:
           | Can someone help me understand when this bifurcation
           | happened. As a Mechanical Enginneer who worked their way
           | through college doing software, and then... just kept going
           | for the next 30 years, I find this increasingly role based
           | demarcation difficult to understand/accept. I came out of an
           | era where we called ourselves engineers, but we were
           | designers too. And a whole lot of other things. And the
           | mantra regardless of label, was to solve the right problem
           | for the right people.
           | 
           | I feel like software creation in this decade is increasingly
           | about the creation of beauracracies. Different roles.
           | Different processes. More people than ever before. Everyone
           | vying that _their_ contribution is essential, and that others
           | need to stay in their lanes. I miss the old days honestly. I
           | told myself I would not be like this as I aged. I 'm
           | struggling to execute on that hope. :|
           | 
           | I often call them the D's of organizations. Doers, Deciders,
           | Discussers. We seem to have less and less respect for the
           | plight of the Doer, and more and more desire to legitimize
           | the others in disproportionate amounts. Pournelle's Law I
           | guess.
        
           | n3storm wrote:
           | It should be as you say, but is not happening. I've found
           | many artists using Divi and Elementor producing shit with
           | premade crap blocks.
        
         | jacekm wrote:
         | That's true in the world without budget constraints. Sometimes
         | minimal changes in the design result in drastic changes to the
         | implementation effort. Sure, I can build anything, but the
         | client may not be happy if I spend a couple of months rewriting
         | entire front-end just to accommodate designer's dream.
        
       | asoneth wrote:
       | Similar to software developers, there's a difference between
       | meeting a user need with with established patterns and exploring
       | novel ones.
       | 
       | The vast majority of consumer and enterprise products ought to be
       | done with established design patterns. Figma is fine for this.
       | 
       | Whereas exploratory design is about coming up with novel
       | patterns. Most of this work ends up being interesting but not
       | particularly practical, and even when someone comes up with
       | something great it's often not yet clear how and where it should
       | be applied. In my experience only a few companies actually pull
       | this off and the rest would be better off following existing
       | conventions. Also in my experience, people who do exploratory
       | design have a wider skillset and use a much broader and more
       | flexible set of tools like pen and paper, physical prototypes, 3d
       | modeling, computer graphics, video production, software
       | development, etc.
       | 
       | The challenge has been that many designers are hired for the
       | former but would prefer to do the latter.
        
       | meteyor wrote:
       | I think what the author is saying is that we're losing the human
       | touch when doing our initial design work. I've felt the same way
       | the past years working in Figma and seeing new features being
       | introduced. It's a pitty the industry is slowly merging roles
       | together to the point we're losing the personality in design.
        
       | miiiiiike wrote:
       | No, here's the problem: Figma doesn't go far enough.
       | 
       | If you need a free form design tool to sketch, use one. There are
       | hundreds of them.
       | 
       | I need to implement my design system inside of a design tool so I
       | can prototype designs with multiple breakpoints, container
       | queries, modes, and variants. Figma isn't up to the job. Ever
       | tried opening the variables tab on the Material 3 Figma file?
       | Stutter, stutter, stutter, "this tab is unresponsive". You can
       | barely view a long variable list, forget editing one with
       | multiple modes. And, I hope your variable names aren't too long,
       | because you're not going to be able to see them in most parts of
       | the UI.
       | 
       | The problem with Figma isn't that it's too engineer-y for
       | designers, the problem is that it's too designer-y for engineers.
       | I spent a month implementing my design system in Figma before
       | giving up and just doing it in code. With Figma you run into all
       | of the downsides of building the design system in code (deeply
       | nested items breaking when you move/change something) but you get
       | none of the advantages.
       | 
       | Figma is a mound of half-baked (vaguely web-like) ideas, poorly
       | implemented. So many times I've had things just stop working with
       | no way to figure out why. 99% of the time it's just a bug and you
       | have to reload the app.
       | 
       | If there's something better than Figma out there, please, let me
       | know. For now I'm sketching in Figma and building my design
       | system with extensions to Style Dictionary.
        
         | PaulHoule wrote:
         | Yep.
         | 
         | Back in the 1990s there was a huge influx of people into web
         | design who knew how to design for print at a "retail" level
         | (design an ad or a poster) as opposed to a "wholesale" level
         | (create a design system for a magazine) and as a dev I would
         | frequently receive a PSD from a designer and figure out how to
         | abuse the primitive HTML was had then to make something that
         | looked like that.
         | 
         | Today Figma has replaced PSD but the same pathologies remain. A
         | new version of iOS comes out and the armchair quarterbacks want
         | to go over the appearance pixel by pixel but they're not really
         | interested in UX design in the sense of designing a sequence of
         | interactions to attain a goal.
         | 
         | As a dev, what I want from designers is design systems,
         | guidance on what everything is supposed to look like that I can
         | implement whatever I need to implement and have it look like a
         | designer was involved. I blame the tools though less than I
         | blame the designers who are just not inclined to think
         | systematically. CSS was definitely designed to create design
         | systems (css classes used in a disciplined way reflective of
         | semantics) but tools like bootstrap, tailwind, Emotion, and the
         | MUI theming system all represent regressions away from that
         | ideal but I don't think those tools make bad designers, it's
         | the other way around.
        
           | bornfreddy wrote:
           | This! It is bad enough that most designers think they are UX
           | experts too (few of them are), but trying to micromanage devs
           | so that every screen would be "pixel perfect" really takes
           | the cake. Especially when the provided designs (that should
           | be followed religiously) are missing core functionality and
           | the whole flows. Just give me the guidelines please, and
           | please please be consistent with them!
           | 
           | Well, I'm sure they have their own set of gripes about the
           | developers too. ;-)
        
         | sfifs wrote:
         | So one of my teams was struggling with Figma to work with
         | users. Then someone had the bright idea to just prompt an LLM
         | to generate code for the mock UI and made it happen in 2 days.
         | Far better user experience.
        
         | spookie wrote:
         | Yeah...
         | 
         | Just do pictures on the design phase and then code.
        
           | miiiiiike wrote:
           | There's a lot that goes into creating the pictures.
           | Consistent spacing, colors that change depending on platform,
           | breakpoints, containers, and on and on and on.
           | 
           | There's no reason that a tool can't model a design system and
           | make producing consistent designs that use it trivial.
           | 
           | I think the problem with Figma is that it tries to appeal to
           | visual designers, UX designers, and programmers. Good for
           | business, bad for users.
        
         | danielvaughn wrote:
         | I'm actively working on an alternative right now. It's a tool
         | for designing in the browser, using HTML and CSS. Everything is
         | parametric by design, including tokens.
         | 
         | Eventually I'll have a working end-to-end prototype together,
         | but not yet unfortunately.
        
           | desireco42 wrote:
           | Yeah we need that... and more HTML it is, the better.
        
           | ThePatientTiger wrote:
           | That would be awesome, Looking forward to it.
        
             | danielvaughn wrote:
             | Thanks, I can't wait to showcase it on here. It's
             | frustrating because I can only work on it on nights and
             | weekends, and my 15 month old daughter doesn't make that
             | any easier.
             | 
             | I'm incredibly pumped for it, though. It's almost entirely
             | keyboard driven, kinda like Vim. I'm building this rich set
             | of mnemonic commands to build/design UI components. It's
             | like Vim + Storybook + WebFlow.
        
         | screye wrote:
         | Isn't this the problem with all no-code / low-code platforms ?
         | 
         | Code is merely the leanest human-readable representation for
         | loss-less specification of requirements.
         | 
         | We're seeing this same pattern with 'K8s YAMLs' and 'prompt
         | engineering'. There is an entire industry that's re-inventing
         | new DSLs which inevitably converge to a scripting language as
         | requirements get more complex.
         | 
         | Instead of reinventing the abstraction, I'd like to see no-code
         | UX patterns that losslessly map onto the underlying
         | abstraction. That way you can use the UX pattern until it gets
         | too tedious, and occasionally dip in-and-out of the code-view
         | in a non-jarring manner.
         | 
         | Graph UI for manipulating git trees (gitgraph) is a great
         | example. Orchestration UI views (Airflow / Langraph) are
         | another example that's getting there. At a higher level of
         | abstraction, Notion (CRDT UIs) do a good job of representing
         | collaboration-locks using blocks. At the highest view, I'm a
         | big fan of how Gather-town represents remote collaboration.
         | 
         | I'd like to see more of this.
        
           | PaulHoule wrote:
           | From my viewpoint the benefit of low-code is that the average
           | business application is a matter of people filling out forms.
           | If you want to radically lower development time you have to
           | solve _all_ the problems
           | 
           | https://worrydream.com/refs/Brooks_1986_-_No_Silver_Bullet.p.
           | ..
           | 
           | For instance, a 2025 no code platform is likely to have "one
           | click" deployment of a cloud application. That's great if you
           | can accept that but if you require "on prem" this is either
           | disqualifying or requires you to build an environment on prem
           | that can host whatever it is they generate, which could be
           | more trouble than building an application the old fashioned
           | way in an environment you already know how to run.
           | 
           | A conventional analysis is that you should be able to
           | generate a CRUD application out of a schema: you need a
           | little bit more than something that looks at a SQL schema and
           | creates a form to INSERT, UPDATE or DELETE, but that's a
           | start.
           | 
           | One problem is that people write schemas that suck despite
           | there being a body of "commonsense knowledge" about how to
           | the world works. I had a year when I fixed a tremendous
           | number of broken applications and one insight I got out of
           | that was that whether it was a student who went from being an
           | applicant to being enrolled to being an alumni or a pallet
           | that would live in a logistics network and then enter a
           | "reverse logistics" network and be inspected and possibly
           | repaired to be returned to the logistics network the same
           | data model of an object going through a number of states with
           | state transitions was general and much better than the 15+
           | date columns that were added haphazardly to those columns.
           | 
           | Another example that kept turning up was that the ticket "1
           | phone number for a customer is not enough, support 2 phone
           | numbers" is inevitably followed by "2 phone numbers is not
           | enough, support 3 phone numbers" -- it saves time to work the
           | proof by induction up front and just support N phone numbers
           | up front. But talk that way and people think you're a lunatic
           | like Doug Lenat.
           | 
           | Deployment, code generation from schemas, and schema
           | generation from meta-schemas are part of the solution but if
           | you can't solve 100% now getting that last bit is ultra-hard
           | mode because all the essential complexity hidden by the
           | framework is suddenly in your face.
        
             | noduerme wrote:
             | >> an object going through a number of states with state
             | transitions was general and much better than the 15+ date
             | columns
             | 
             | It amazes me that anyone would write a schema with a dozen
             | date columns, but I've seen such things. Once you're
             | dealing with a large database of something like that, it's
             | tempting to just add one more column rather than pitch why
             | you should refactor the whole thing.
             | 
             | I try to keep my schemas relational as possible. Actions
             | and immutable records should obviously be stored in
             | separate tables from the objects they reference. However,
             | this _does_ make the UX form design  / CRUD process less
             | amenable to simple solutions where forms are just generated
             | right out of a schema.
             | 
             | Your phone number example highlights this. In general of
             | course you want to store contacts in a separate table from
             | customers. But that means you're probably going to need a
             | separate contacts sub-form within your customer form,
             | rather than just inline phone fields. Then form will need
             | to be required or inlined for any new customer before the
             | main customer form can be saved. Stuff like that.
             | 
             | Over the last 15 years or so I've built and refined my own
             | form generator, really a DSL for designing forms that fit
             | this type of thing. In its more basic use cases, each form
             | lives as a row in a database, with each form_item linked to
             | it in a separate table. The form runs a pre-fab query that
             | expects N inputs that it binds to :variables (usually in
             | WHERE or HAVING clauses) and then renders a pre-populated
             | visual form with various input types like dropdowns,
             | checkboxes, calendars, etc (based on those form_items,
             | which can all be styled, required/not required, required
             | based on other answers, etc). Each form_item has its own
             | standard validation or custom validation function on both
             | the client and server side. The form knows which table it
             | wants to write to and which bound variable is the id field
             | it's going to target for update. Sending it a blank id
             | field renders the form with nothing populated and then does
             | an insert instead of an update when it's submitted. It's
             | very slim, about 500 LOC of Typescript and 700 LOC of PHP,
             | including most standard kinds of validations on both ends.
             | I've always toyed with the idea of releasing it it for
             | people to use, but here's the rub: If you want to do
             | anything involving _writing_ to more than one table, you
             | need to write a custom final function for those additional
             | insert /updates.
             | 
             | So, it's a lovely system, but someone coming to it naively
             | would run the risk of designing schemas that were not
             | expressive enough, to try to keep the CRUD system happy.
             | And I think this is just an inevitable problem with all
             | low-code solutions: They don't handle multi-dimensional
             | data the way you want a clean schema to handle it. (And
             | neither do users).
        
           | marcosdumay wrote:
           | > Code is merely the leanest human-readable representation
           | for loss-less specification of requirements.
           | 
           | Hum... That's assuming you have a perfect development stack
           | that hides all non-essential complexity.
           | 
           | And well, I have news for you, that's a low-code platform. A
           | generic stack that hides every problem but solves every
           | requirement just can't exist.
        
             | SirHumphrey wrote:
             | While code may no be the leanest human-readable
             | representation, scripting languages are a quite deep local
             | minimum. There is a difference between hiding complexity
             | and blocking you off from complexity. Scripting languages
             | work because when you encounter a problem your library /
             | framework can't fix, there is at least a basic procedural
             | Turing complete language to fall back on.
        
         | NewsaHackO wrote:
         | Are you saying thread product is laggy or your development
         | process? If it's the latter, you sure youdont just need to
         | update your computer?
        
           | miiiiiike wrote:
           | No. It's just not implemented in a way that would let it
           | support a large design system, even on a 16-core machine with
           | 128GB of RAM.
        
         | raincole wrote:
         | > If you need a free form design tool to sketch, use one. There
         | are hundreds of them.
         | 
         | Before Figma, the norm of design tool was Photoshop, not the
         | other "hundreds of them."
         | 
         | So go back in time, if you had been Figma founder developing a
         | tool that appeals to most designers, it should've looked more
         | like Photoshop than like CSS/HTML.
        
           | whywhywhywhy wrote:
           | Fireworks also existed the whole time which had a lot of
           | Figma's features but bizarrely was completely ignored by 95%
           | of designers.
        
         | cosmic_cheese wrote:
         | As a dev that does a lot of his own design, I've never really
         | understood the need to build a full fidelity reproduction of
         | the layout systems a design is targeting. The limitations and
         | considerations involved are deeply internalized and for the
         | most part, I know exactly where designs tend to break and how
         | to account for them. The layout system is effectively running
         | in my head the entire time I'm mocking things up.
         | 
         | So while it's nice to have tools to help with menial bits like
         | correct spacing, getting every little behavior right in the
         | mockup feels a lot like unnecessary busywork.
         | 
         | Naturally things are a bit different in a team setting, because
         | it can't be assumed that everybody involved has this level of
         | knowledge/experience, but well... maybe it's not crazy to
         | expect designers to carry this set of skills, and it's perhaps
         | not a good thing for parties outside of design and engineering
         | to be able to easily poke and prod at designs directly. Having
         | the design team as a required intermediary helps sanity check
         | changes.
        
           | miiiiiike wrote:
           | I had my UX designer girlfriend read "CSS: The Definitive
           | Guide" and it changed the way she looked at her job. She
           | taught me Figma and it changed the way I look at my job, and
           | hers.
           | 
           | Learn as much as you can. Specialization is for insects.
        
             | cosmic_cheese wrote:
             | I advocate for learning as much as possible as well. It
             | comes naturally with being self-taught. That said I think
             | it's also worth zooming out and giving things a look
             | through a critical eye to ensure that the things we're
             | learning are necessary and worthwhile.
             | 
             | There are still a number of "old school" UI designers out
             | there who've resisted trends and have staunchly stuck to a
             | more traditional workflow, where they start out with a
             | rough mockup made in e.g. Photoshop and then iterate the
             | design alongside an engineer. It would be interesting to be
             | in the room amidst a discussion between one of these
             | traditionalists and a "new age" Figma-type UI designer.
        
             | luckylion wrote:
             | What did you learn about Figma that changed how you think
             | about your work?
        
         | cryptozeus wrote:
         | I have totally opposite experience working on large ds at uber
        
         | The5thElephant wrote:
         | Exactly this. Thank you.
         | 
         | We need a Blender-like design tool specifically for product
         | design. Using HTML/CSS for rendering so it covers most web
         | needs and that usually more than encompasses native app-layout
         | emulation. Open source, technical, and not expected to be
         | picked up in a day or fully understood top-to-bottom by
         | everyone.
         | 
         | The reason Figma is putting us into a design box is because it
         | doesn't have all the CSS features that actually let you create
         | incredible experiences.
        
           | no_wizard wrote:
           | as much as folks hate electron, I think if Figma was
           | electron, it would at least have the entire chromium web
           | engine to work with
        
         | ThePatientTiger wrote:
         | "the problem is that it's too designer-y for engineers"
         | 
         | Exactly! Numerous times I have wanted to start a new personal
         | project however got stuck in figma designing process. Had no
         | other chance except writing in pure html/css - the only things
         | that still "work" for me unlike those stupid frameworks.
        
       | samsolomon wrote:
       | I agree with the general sentiment--over-optimizing for design
       | can both be a poor use of time and lead to less than ideal
       | solutions.
       | 
       | I don't really agree that Figma is forcing designers into a box.
       | The author feels like there's an ideal workflow--a quick sketch
       | that gets translated into code. There's no ideal workflow. It
       | completely depends on the delivery team.
       | 
       | That sketch to code flow probably works well with a small team
       | that is used to working closely together. I've been working with
       | most of the engineers on one of my delivery teams for five years.
       | Frequently, I don't need designs at all! I can just write a JIRA
       | card and because we are so used to working together many times
       | they can pick up on the desired result.
       | 
       | Unfortunately, when the product org gets larger you get a lot of
       | designers and engineers and delivery teams that don't spend a lot
       | of time together. You need the clearest representation of those
       | components--often documented down to the exact props that should
       | be implemented. That is exactly how many enterprise software
       | organizations are using Figma. Design and code components have
       | props (for visual changes) that mirror one another.
       | 
       | Overall, Figma is geared pretty well to how many product orgs are
       | delivering software.
        
       | quacked wrote:
       | I deeply, deeply despise the Figma-style design language that
       | everything uses now, where there's barely any indication of
       | what's clickable vs. what isn't and every screen is an endlessly-
       | scrolling set of tiles and pills.
       | 
       | No borders, no button depth, no hyperlinks, huge swaths of blank
       | monochrome space, menus distributed randomly, and my least
       | favorite software design element of all time--scroll bars that
       | aren't visible unless you're actively scrolling, but there
       | actually are additional options on the list hidden in the
       | borderless flat color below or above the list, so it looks like
       | there's a static menu when in fact it's a scroll list.
       | 
       | I realize that I do not represent the most common user and that
       | most people prefer as few clicked interactions with their
       | software as possible (and also as little reading or learning as
       | is possible), but I have vivid memories of when I could control
       | computers and applications like I was at the command deck of a
       | vehicle, and I greatly miss those days.
        
         | radley wrote:
         | That has nothing to do with Figma. That's all due to Jony-Ive-
         | Deiter-Rams cargo-cult design thinking. I think liquid glass
         | will remedy that specific issue (while introducing all new
         | ones...)
        
           | quacked wrote:
           | Really? Every Figma mockup I've ever seen appears to be
           | imitating that exact style. I don't think I've ever seen
           | something different from any Figma product, even in their own
           | advertisements. I thought it was a classic case of the
           | tool/process constraining the design outputs, like those
           | 5-over-1 designs that every new apartment building looks
           | like.
        
             | radley wrote:
             | Designers were doing minimalism before they were using
             | Figma. Figma is just a tool that spawned in the middle of
             | the minimalism cargo-cult era.
             | 
             | FWIW, minimalism was a super-convenient solution that
             | helped developers avoid responsive skeuomorphism. The issue
             | at hand is simply due to designers who poorly execute
             | minimalism, either through ignorance or fanaticism. It's
             | kinda like people who still, enthusiastically, stand in
             | line for new iPhones.
        
       | renerick wrote:
       | It's not like Figma forces to use those features, right? And
       | also, hot take, "limits the possible expressions" is a good thing
       | for application design. Application is not art, first and
       | foremost it must solve user's use case, be accessible,
       | discoverable, ergonomic and practical to implement. Aesthetics
       | must serve and complement those purposes, not be the focus of the
       | design
        
       | Towaway69 wrote:
       | Generalising the point the author is making: how do tools and
       | programming languages shape/influence our thinking. I think this
       | something we all should be asking ourselves.
       | 
       | It's important to remember that certain concepts simply don't
       | occur to us as programmers because the language(s) we use.
       | 
       | For example how many JavaScript programmers know what an Erlang
       | supervisor pattern is. How can they if JavaScript doesn't support
       | it. Perhaps the problem I'm facing in JS would be best solved
       | using a supervisor but since it isn't available, I don't use it.
       | 
       | Even the language we speak influences our thinking, so do the
       | tools we use and perhaps we should be aware of that.
        
         | cultofmetatron wrote:
         | > For example how many JavaScript programmers know what an
         | Erlang supervisor pattern is. How can they if JavaScript
         | doesn't support it.
         | 
         | I've been running into the opposite issue. we built a project
         | in liveview and the state management is not quite how I'd like
         | it. pretty much everything is a callback to handle_info on a
         | single object where you set the value to socket.assigns but no
         | canonical way of organizing it. The pieces are all there to do
         | some kind of stream based pipeline with an async reducer but no
         | one has done it yet.
         | 
         | JS devs of course already know redux so this is a solved
         | pattern in the js world
        
           | Towaway69 wrote:
           | sounds like a gen_redux is needed.
           | 
           | hm ... why not actually? What would go into a gen_redux ...
           | gen_event and gen_statem and some coordinated message
           | passing!
        
       | karohalik wrote:
       | Yes, we should be cautious about tools shaping the way we think.
       | But I'd argue that blaming Figma for narrowing the design process
       | is like blaming Photoshop for bad photo editing. It's not the
       | tool, it's how we use it.
        
       | zelphirkalt wrote:
       | It is a shame, that so few designers actually know the medium
       | they are working with well, let alone the primitives, that they
       | are operating on top of (CSS layouts). If they did, I think we
       | would have many less shitty website designs. Personally, I would
       | expect someone who calls themselves a "web designer" to know HTML
       | and CSS of course, and in a more or less up to date fashion.
       | Well, not really would expect, but would hope. Building flying
       | air castles in Figma is not really a work that requires high
       | qualification, and reality catches up with those fantasies, when
       | the web dev is told to implement them.
        
         | H1Supreme wrote:
         | How many web designer (ie. strictly HTML + CSS) roles are out
         | there anymore? Anytime a position is posted with "HTML and CSS"
         | in the requirements, you can almost guarantee a Javascript
         | framework of some sort is in there as well.
        
           | ricardobeat wrote:
           | That's not the point - it's been at least a decade since "web
           | designer" means doing graphic/interaction design, and not
           | coding in HTML and CSS.
           | 
           | What they are saying is that, in the same way a car designer
           | cannot do a great job without having decent knowledge of
           | aerodynamics and the physics involved, good design for the
           | web requires some understanding of the underlying
           | technologies.
        
       | dmix wrote:
       | Translating Figmas from designers who don't understand web design
       | is always the root problem, not the tools. They should be
       | concepts of a design, but are often treated as what the final
       | website should look and function like, even though they always
       | overly value static aesthetic design over the chaotic nature of
       | browser sizes, accessibility, variable font sizes, etc.
       | 
       | Which is why quality teams will have designers who have actually
       | made websites before, outside a design or UX tool.
        
       | bbx wrote:
       | Having designed websites with Dreamweaver, Photoshop, Illustrator
       | and Sketch, I absolutely love Figma and especially Auto Layout. I
       | don't think people realise how annoying it was to design a list
       | of repeatable items. There already was a concept of "smart
       | object" or "component" that could be duplicated in instances with
       | variations. But laying them out was really cumbersome: if one of
       | the instance had a different height, it would mess up the design
       | because all subsequent items would need to be repositioned. The
       | gap between them was also not a value: it was just space that
       | wasn't used, so you couldn't interact with this gap.
       | 
       | Auto Layout fixes all those issues: you have a list of items of
       | variable height with a fixed gap. You can very easily
       | add/remove/reorder items, without breaking your design. You can
       | even make it wrap, with different column and row gaps, and thus
       | replicate a flexbox layout with "flex-wrap: wrap".
       | 
       | Each item can either hug its contents, have a fixed width, or
       | grow. That's essentially flex-shrink and flex-grow in Figma. So
       | useful.
       | 
       | You'll also notice that prototypes have a "responsive" mode, and
       | it's amazing how Auto Layout will easily adapt to _any_ screen
       | dimension. If you create a data table with one column that
       | "fills" the space, you have a responsive prototype right out of
       | the box.
       | 
       | Also, you can now drag an Auto Layout and it will fill it with
       | component instances and replace its text content, essentially
       | allowing you to fill your design in seconds. Incredible.
       | 
       | If the author still wants to manually place frames around, they
       | still can. Just use fixed dimensions frames, with fixed
       | positioning. That's similar to using "position: absolute" in your
       | CSS. It's just a different type of design. Nothing forces you to
       | use Auto Layout.
        
         | GenerWork wrote:
         | I'm glad to see that someone else took issue with the Auto
         | Layout part of this article. The shape, text, and grouping
         | tools are all there and nothing is stopping anybody from using
         | them to create new interfaces that have approximately zero auto
         | snapping.
        
       | pyrale wrote:
       | Completely agree with the author.
       | 
       | > This is contrary to my belief that any digital design process
       | should start with rough sketches, but move quickly into code and
       | iterate from there.
       | 
       | As a dev, this is the point I resonate with the most.
       | 
       | To me, the ideal dev <> designer interaction is collaborative and
       | iterative. But the current state of affairs is one where all the
       | design is done upfront, and little is done in terms of explaining
       | why some choices were made. Mockups are not a good medium to
       | spark discussions in the team, because developers are left in the
       | dark about intent.
        
         | andrewingram wrote:
         | Ditto.
         | 
         | To me, one of the dirtiest words in dev <> designer interaction
         | is "handoff". There's always a point in the lifecycle of any
         | design tool where they start talking about it -- even if they
         | quietly disagree with it in principle. My impression is that it
         | normally happens when they're trying to acquire customers who
         | (unfortunately) practice such dysfunctional team dynamics.
         | 
         | As a developer who designs, I've always found myself jumping
         | between code and visual design tools; but rarely based on the
         | current stage of the project and more often based on what kind
         | of thinking I want to do. If I want to engage with the
         | constraints I more often do it in code, if I want to explore
         | tangents, I open up the design tool.
        
         | graypegg wrote:
         | Ive really warmed up to the lowercase-a "agile" way of working
         | in this way. Earlier in my career I just wanted design to have
         | everything fleshed out and ready to go, that was their "job".
         | I've now seen that fail multiple times.
         | 
         | It can be hard to communicate it to coworkers sometimes, but a
         | lot of this would be much smoother if we all understood our
         | jobs as making the product we ship. The design isn't a product
         | and nor is the repo. The designer might hold the pencil, and I
         | might hold the brush but we're both working on the same canvas.
        
       | Lalabadie wrote:
       | I'm seeing lots of opinions from people in different roles who
       | wish Figma would serve _them_ , but I agree with the author.
       | 
       | Assuming Figma is meant to serve the design process, it tries to
       | stretch far into implementation territory, but does it at the
       | expense of the exploratory phase. Everything Figma adds either
       | screams MAKE IT READY FOR DEV or GET ALL YOUR MANAGERS A FIGMA
       | SEAT(tm). Those are not concerns for the early exploration and
       | research stage. If Figma is one of the first tools I boot up in
       | my design process, I'm immediately running into a conflict of
       | priorities.
       | 
       | I put it in contrast with old-school Photoshop UI work (younger
       | devs: yeah, it was pretty much the one option, plus the only
       | thing taught at design schools). Photoshop was great at the
       | exploratory phase. I would sketch ideas with my Wacom tablet and
       | eventually translate hand-drawn wireframes to actual mockups. I
       | still miss that workflow, it was great. The tradeoff then was
       | that "final" documents were static, fixed dimensions documents
       | that usually left technical issues to be discovered later during
       | the dev stage.
       | 
       | Photoshop shaped the design process just as much as Figma does
       | now. That's what the readily available tool does to someone using
       | it regularly.
        
         | zdragnar wrote:
         | Unless you're building content-marketing or similar- you don't
         | need a lot of the exploratory phase to be done freeform.
         | 
         | Trying to implement designs in a product where every single new
         | design stretches or modifies the design system is mind
         | bogglingly annoying as a developer, especially if you've got a
         | small team trying to crank out new features. We don't need a
         | tenth variation of a call to action, we don't need to use a
         | new, tenth shade of blue or green for just this one place, we
         | don't need a twentieth exception to the existing padding rules.
         | If it is one size on desktop and another in mobile everywhere
         | else, then those are how the sizes should change in this new
         | feature too.
         | 
         | Once you've got a design language in place, leave it alone
         | unless the change to the semantics is meaningful and
         | consistent.
         | 
         | Having done the slice and dice of Photoshop files in years gone
         | past, I'm very glad we have better tools for collaboration now.
        
           | et-al wrote:
           | Agreed 100%. This op-ed on a site called design systems is
           | ironic.
           | 
           | The purpose of design systems is for visual consistency. If
           | someone needs to freehand some ideas, bust out a blank sheet
           | of paper or Illustrator, but when designing a new page for a
           | app, we want all that baggage of existing components and
           | layouts.
        
           | Lalabadie wrote:
           | These are complaints about the designer you are working with
           | and the deliverables they're choosing to give you, are they
           | not?
           | 
           | Figma isn't/shouldn't be the arbiter of what's possible in
           | the project, that's a major point of the article.
           | 
           | My role as a designer is to explore options and _then_ narrow
           | down to a sensible solution (diamond-shaped process, etc
           | etc). My developer colleague is concerned by the second part
           | of that process, and I should make sure to provide her with
           | consistency and sensible use of exceptions. That doesn't
           | change my responsibilities to the exploratory part, and I
           | can't exclude it from my consideration when choosing and
           | critiquing tools.
        
             | no_wizard wrote:
             | >These are complaints about the designer you are working
             | with and the deliverables they're choosing to give you, are
             | they not?
             | 
             | It is, to some degree, but the tools don't help any related
             | party enforce consistency that will translate to the
             | broader output of that work, that doesn't help matters very
             | much.
             | 
             | In addition, designers themselves by and large don't seem
             | to care _enough_ about consistency like this. Engineers
             | have design systems (ideally) that they pull from, but I 'm
             | still shocked in 2025 there is no good 1-1 communication of
             | imposing the constraints of a design system in the designer
             | <> engineer workflow.
             | 
             | Not to mention, for every designer I know that does adopt
             | features of the tool that make this easier, like auto
             | layout, there's a much greater number of designers that
             | refuse to use them.
             | 
             | Seemingly, engineers hold themselves to a higher standard
             | of consistency than designers do. I've seen this pattern
             | too many times and its the only reasonable conclusion I've
             | been able to draw. I was even hired to help streamline
             | engineering and design work together and share as much as
             | possible to get a corporate design system adopted, and I
             | always had a hell of alot more resistance and argument with
             | the design side of that equation on this.
             | 
             | edit: after seeing someone from Figma comment, I feel its
             | unlikely it will ever have any of these types of features,
             | which is a shame
        
       | jjcm wrote:
       | PM on Design Systems here at Figma.
       | 
       | There's an element of truth to this post, but I think the
       | author's conclusions are incorrect.
       | 
       | First is the truth - we are working on things that allow designs
       | to be closer to code (allow here is the key word, not enforce).
       | We've always seen Figma as being at the center between Freeform
       | and Structured design - I talked about it in depth during our
       | keynote at Schema 3 years ago: https://youtu.be/Yo7rL0pvHTk?t=147
       | 
       | Our goal is to enable both, not push designers towards one or the
       | other. The author notes:
       | 
       | > You can't drag things around freely or try odd combinations of
       | layouts. You can't simply paste something into a frame without it
       | snapping to the bottom of the stack.
       | 
       | What the author is seeing isn't _Figma_ restricting your ability
       | to design, it 's _other designers_ adopting it as part of their
       | process. I 'd encourage the author to dive into the why of that.
       | What we've found is that often times these structured design
       | approaches can accelerate even freeform design - rarely do you
       | want a menu that doesn't have equal gaps between similar items,
       | so quickly adding that logic can let you move faster. More
       | importantly though, quickly moving past those repetitive parts of
       | the design can let you more quickly focus on the more creative
       | parts.
       | 
       | All that said, these structured approaches can be overbaked,
       | which is what the author might be seeing. Knowing when not to use
       | features such as autolayout can be just as important as knowing
       | how to use them. The most important thing though is you can
       | always detach from them. One of the top requests we've had from
       | Design Systems authors for a while now is to prevent detaches,
       | but it something we've never implemented, mainly because we
       | always want a way to allow the designer to fully go back to that
       | freeform design mentality. You can always remove an autolayout,
       | you can always detach an instance, you can always break a
       | variable. They're optional features, not handcuffs that bind you.
       | If you want to go a step further, there are plenty of plugins out
       | there that _fully_ detach all restrictive elements on a
       | selection, making all colors a hex code, all autolayouts removed,
       | and everything absolutely positioned so you can just drag things
       | around. We don 't provide a native feature to do this (since it's
       | a fairly extreme measure that removes a lot of helpful metadata),
       | but we also don't prevent actions like this if people really want
       | to go to the creative extremes.
       | 
       | Happy to answer any questions about any of this though - this is
       | my bread and butter.
        
         | no_wizard wrote:
         | >allow here is the key word, not enforce
         | 
         | Is there any way you can get a global toggle to change that?
         | Because enforce is what is often desired but its not possible
         | to put sufficient guard rails in place to do so. Engineers have
         | tests and linters, there's no allegory to that in the design
         | world, and it desperately needs one
         | 
         | >The most important thing though is you can always detach from
         | them. One of the top requests we've had from Design Systems
         | authors for a while now is to prevent detaches, but it
         | something we've never implemented, mainly because we always
         | want a way to allow the designer to fully go back to that
         | freeform design mentality. You can always remove an autolayout,
         | you can always detach an instance, you can always break a
         | variable. They're optional features, not handcuffs that bind
         | you. If you want to go a step further, there are plenty of
         | plugins out there that fully detach all restrictive elements on
         | a selection, making all colors a hex code, all autolayouts
         | removed, and everything absolutely positioned so you can just
         | drag things around. We don't provide a native feature to do
         | this (since it's a fairly extreme measure that removes a lot of
         | helpful metadata), but we also don't prevent actions like this
         | if people really want to go to the creative extremes.
         | 
         | Its not always useful to be able to let people do this though,
         | if you're implementing a feature in applications design side,
         | and it needs to best represent the constraints of the team who
         | will need to implement it on the engineering side, shared
         | constraints would be _amazing_ so they don 't diverge too much,
         | and you can get actual consistency.
         | 
         | What you're basically saying is: fuck consistency, this tool
         | doesn't care about an organizations need to enforce that on a
         | tool level
        
           | jjcm wrote:
           | > Is there any way you can get a global toggle to change
           | that? Because enforce is what is often desired
           | 
           | I agree with your premise, but not with your conclusion. A
           | way to block detaches would not bring this closer to code -
           | there's no real concept of "detach" in code, but you can
           | always simply create a new component. In the same way, we
           | want designers to have the capability as well. You do land on
           | the correct way to address this however:
           | 
           | > Engineers have tests and linters, there's no allegory to
           | that in the design world, and it desperately needs one
           | 
           | Linting on handoff, aka process, is the way to solve this,
           | not dogmatic restrictions. You should always provide freeform
           | design, otherwise your design language never evolves to
           | changing requirements, but doing so should be an explicit
           | choice and part of a process. Completely locking that down
           | will also lock down creativity. This is what I was talking
           | about in the talk I linked above about balance - going too
           | far on either end will harm the overall process.
        
             | no_wizard wrote:
             | >Linting on handoff, aka process, is the way to solve this,
             | not dogmatic restrictions. You should always provide
             | freeform design, otherwise your design language never
             | evolves to changing requirements, but doing so should be an
             | explicit choice and part of a process. Completely locking
             | that down will also lock down creativity. This is what I
             | was talking about in the talk I linked above about balance
             | - going too far on either end will harm the overall process
             | 
             | Process is fine, but enforcing process is what is desired.
             | Being able to express constraints globally (IE,
             | organizationally) may limit creativity in an absolute
             | sense, but within constraints you can have your own kind of
             | creativity.
             | 
             | That means not designing features that don't fit within the
             | bounds of a layout for example. Not the easiest to 'process
             | lint', but the tool would know instantly. Thats what I'm
             | talking about. Hand waving that away as a 'process human
             | problem' is disingenuous and I'm rather frustrated thats
             | the response Figma has to this.
             | 
             | So called "dogmatic restrictions" exist for a reason.
             | Though, to say being able to enforce consistency by being
             | able to say, only allow auto layout and associated
             | features, isn't really 'dogmatic'. Just like linters catch
             | features of a language nobody really should use anymore
             | (like JavaScript's `with` for example) is the correct way
             | to solve this problem. Thats not really dogmatic, its just
             | good hygiene.
             | 
             | If Figma doesn't care about any of these real problems,
             | than fine, then make yourself plain and say so explicitly,
             | otherwise the tool has a huge gap in functionality that
             | makes it irritating to actually evolve with.
             | 
             | I imagine this is why Figma has no concept of a staging
             | area either, or a proper VCS, nor a review pipeline, which
             | are also gaps in functionality that would relieve so many
             | issues
        
           | drewbeck wrote:
           | I've never worked in an org where this would be necessary but
           | I can see the use case. If you only want to give your
           | designers building blocks and expect them to use them only,
           | then preventing detach makes a lot of sense.
           | 
           | If there's any flexibility in your designers' work, though,
           | preventing detach would be very frustrating: to create a new
           | thing we'll (designers) often pull from an existing component
           | and detach it in order to harvest it for parts. Not being
           | able to do that would drive me batty.
        
         | martinald wrote:
         | FWIW I think you're mostly on the right track. I have noticed
         | the "implementation ability" of designs that have came over
         | from designers since figma had autolayout massively improve.
         | 
         | Maybe there is an argument that it is stifling creativity
         | (though I'm not entirely convinced of this), but it is saving
         | SO MUCH eng time on implementing (or going back and forth) on
         | 'non standard' elements that are often not very intentional nor
         | have the designers realised the impact of them, especially when
         | it comes to responsive design.
         | 
         | FWIW I think the next big improvement (from eng side) would be
         | some sort of (simplified?) git style version control for figma.
         | For big projects with many people collaborating this would be
         | hugely helpful, but would actually be hugely useful even with
         | small teams.
         | 
         | We often spend so much time as engs implementing designs to
         | find out they were one revision behind or hadn't actually been
         | signed off, especially working remotely.
        
           | jjcm wrote:
           | > I think the next big improvement (from eng side) would be
           | some sort of (simplified?) git style version control for
           | figma
           | 
           | FWIW, we do have a simplified version of version control
           | already - there's both version history as well as branching &
           | merging in Figma. There are some restrictions with it however
           | that make it less compatible with the way engineers think
           | about versioning - namely you can't tie it to a version
           | number, and you can't have multiple versions in use at once
           | (ie you can't publish both a 2.0 and a 3.0 version of a
           | library). We are looking at improving this, but as I think
           | you caught on, there's a balance between making it equivalent
           | to eng flows while also simple enough for more casual
           | designers.
        
             | martinald wrote:
             | Ah this looks great and exactly what I had in mind - but
             | only available on organization plans.
             | 
             | Right now I'm generally working with smaller
             | teams/contractors for design stuff (I think this is very
             | common btw that you have one designer and at most a couple
             | of FE engineers actually working on this) - even in larger
             | organisations I've collaborated with doing dev
             | implementation for them I'm not sure many have upgraded to
             | enterprise, but I get a somewhat limited view of Figma from
             | the outside.
             | 
             | It would be awesome if you could enable this with a limited
             | number of branches or something (even 2 would be a start -
             | master/staging vibes) for pro plans. But I do understand
             | that you need to push people to a higher tier - but I
             | imagine it would really help adoption if I could push back
             | to everyone saying please use branches. It's good to know
             | though for future this exists!
        
             | drewbeck wrote:
             | As a designer, having the ability to lock certain pages
             | from editing or component updates would get us really far
             | imo. As it stands creating a canonical version requires
             | versioning related components or breaking the component
             | link to prevent inadvertent changes to the design. This
             | could work per-frame as well - if it's 'ready for dev' then
             | it is uneditable and doesn't receive component updates.
        
       | valencamacho80 wrote:
       | You've perfectly captured my frustration with Figma, thank you.
        
       | ranie93 wrote:
       | Tangential: I have similar thoughts about Jira. The ticket-
       | fication of organizational goals. At least it would be useful to
       | pen any negative repercussions of this
        
         | graypegg wrote:
         | I know it's trite to just say "you aren't holding it right!"
         | when it comes to JIRA, but I do think there's a sensible tool
         | underneath layers of self-inflicted pain. (Self = Atlassian and
         | its users)
         | 
         | User stories, when they're actually a real problem a real user
         | would need solved, are fine. If you start there, and figuring
         | out how to solve that problem is open to anyone on the team,
         | and you keep the complexity to a minimum (aka, just
         | todo/inprogress/done statuses, and you only try to solve the
         | problem in the story) it's totally cromulent...
         | 
         | ...for start ups who need to ship yesterday and have money to
         | burn.
         | 
         | So IMO not like, the best way to do work, but to do something
         | as fast as possible with people motivated by the problems
         | you're solving, I like it.
        
           | marcosdumay wrote:
           | > User stories, when they're actually a real problem a real
           | user would need solved, are fine.
           | 
           | Some times. Other times they are detrimental, you need an
           | algebra of composable operations up-front and any abstraction
           | you put on the process of designing those will make people
           | design a broken UX.
           | 
           | User stories are useful mostly for "flux-based" applications
           | where the user has little freedom.
        
             | graypegg wrote:
             | > User stories are useful mostly for "flux-based"
             | applications where the user has little freedom.
             | 
             | I'd say basically only useful for those sorts of
             | applications! If you're going by user stories, there should
             | only really be 1 way of solving any 1 issue, and users
             | should get rail-roaded into it. There's always a solution
             | to problems you've closed user stories for, but that's it.
             | Anything outside those is unconsidered and might not even
             | have a "hackable" solution since you're building everything
             | up organically rather than as a designed system.
             | 
             | Great for start ups (saved time and money building the
             | impactful flows, your product only needs to do a few
             | things) but awful for enterprises (users have no freedom to
             | warp your product to their needs, your product needs some
             | predictable structure/rules they can build on... those
             | composable operations you're mentioning.)
        
       | user9999999999 wrote:
       | this is why using atlassians old tired products will also leak
       | into your apps ux
        
       | drewbeck wrote:
       | The author wishes for a specific workflow that is neither
       | determined nor prevented by Figma. Our tools shape us, yes, but
       | it's the organization and leadership that actually has the power
       | to create the workflow the author wants, not the tool.
       | 
       | There's no tool that designers can use that will force
       | organizations to adopt this preferred workflow.
       | 
       | The tools shape us, undeniably, but the agency lies with us.
       | Blaming the tool misses the true story of who has the power to
       | make the world you want.
       | 
       | And as a designer who has to contend with a design system and
       | building consistent UI ... this vision of sketch-code- iterate is
       | beautiful but does not work at scale. Is every feature meant to
       | be a greenfield new idea maximizing my creativity? No. That's not
       | the job. The job is to create consistent elegant interfaces, and
       | reusing components and tokens and utilizing auto layout is
       | absolutely critical to ensure this. (Okay, I did it before Figma
       | but it took 5x as long and was very difficult to mantain!)
        
       | dmackerman wrote:
       | Nothing forces you into using Auto Layout. If you want to drag
       | frames around during ideation, the tool supports that. This is a
       | non-issue.
        
       | travisgriggs wrote:
       | Wow. Trying to work with a design for hire house lately, who
       | insists that Figma is THE TOOL we must be ALL IN on. This
       | paragraph
       | 
       | >> Another feature is Dev Mode, which, in theory, is the missing
       | bridge between the design specification and the technical
       | implementation. However, it enforces a mindset where designers
       | polish designs far away from the technology they are designing
       | for, and where enormous amounts of time are spent on building
       | complex prototypes, only for them to be discarded and rebuilt in
       | code...
       | 
       | really strikes home.
        
       | ThePatientTiger wrote:
       | The "problem" is not figma. It is design in general. Everybody
       | are coping each other which makes sense: You cannot copyright a
       | design and also copying is much easier - and looks better - than
       | designing from scratch.
       | 
       | However while designers will definitely think this as a "problem"
       | which would kill creativity, I as an engineer think that it is
       | the path that would happen later if not now. You can't really
       | blame companies if they want to copy other successful designs -
       | it works.
        
       | rorylaitila wrote:
       | I never really got the almost code, but still not code appeal of
       | figma. Like the author, I get the design into real code asap.
       | I'll even use a sketch CSS library just so the client can
       | interact and give real feedback. Clicking through an interactive
       | but fake UX is just not real enough for me. Too much bike
       | shedding.
       | 
       | As far as web application design, there are only so many useful
       | idioms. Iterating over actual working interfaces I find the most
       | rapid and satisfying way to design. I built my last app this way.
       | Albeit I'm in ultimate control of the design and build.
       | Experience may differ if these are separate responsibilities.
        
       | iamcalledrob wrote:
       | As someone who's worked in this field and seen it evolve for 20
       | years, this article really captures how I feel too about how
       | tools shape your mindset and what you create.
       | 
       | The tool you have at hand has a huge impact on how you think.
       | "When all you have is a hammer, everything looks like a nail" and
       | all that.
       | 
       | Nothing shuts down a feeling of exploration and creativity more
       | than loading up a Figma file made up of components assembled with
       | auto-layout. Sometimes you just want to play, rules be damned.
       | That's when the magic happens.
       | 
       | This is not a dig at Figma. It just happens to be that Figma has
       | become huge, and so the opinion its UI has about what you should
       | be designing has a huge impact on the industry.
        
       | n3storm wrote:
       | Thanks to this threads I feel less alone about how uncomfortable
       | using figma is.
        
       | JoeSugma wrote:
       | Figma balls
        
       | deepsun wrote:
       | Curious why previous discussions are [dead]?
       | 
       | https://news.ycombinator.com/from?site=designsystems.interna...
        
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