Skip to content

Emil Kowalski, a design engineer at Linear, takes the case for designers who can articulate why a choice works one step further. Once you can explain it, you can hand the rule to an agent.

An engineer has never been more leveraged than today thanks to a fleet of agents. But when it comes to more visual work, like animations, coding agents don’t quite know what great feels like.

My way of getting there is to create a skill file for each aspect of the interface. If you know what great feels like, describe the rules, then give them to your agents so they can follow them.

Kowalski shows two animations side by side, one scaling from scale(0) and one from scale(0.95), and walks the reader from “this feels right” to a real-world reason why:

With enough experience, you can not only tell what feels better, but also why. By then you’ve not only built your taste, but also the ability to articulate it.

The correct animation below feels right, because it animates from a higher initial scale value. It makes the movement feel more gentle, natural, and elegant.

scale(0) on the left feels wrong because it looks like the element comes out of nowhere. A higher initial value resembles the real world more. Just like a balloon, even when deflated it has a visible shape, it never disappears completely.

This is what Ian Guisard at Uber does as a design systems lead: encoding expertise, writing agent skills, defining validation rules, deciding what “correct” means. Nick Babich’s piece on agentic product design covers what makes an agent an agent; Kowalski’s piece shows what an agent actually runs on.

That’s the why. There’s no magic involved. Almost every “taste” decision has a logical reason if you look close enough. This applies to any other discipline really.

Of course the more creative part of the job is still up to you, but the more you can package into a skill, the more leverage you can get out of your agents.

Subscribe for updates

Get weekly (or so) post updates and design insights in your inbox.