Murphy Trueman isn’t worried that AI makes bad design. She’s worried that it can make passable designs, enabling designers to bypass contact with the material that teaches them how systems actually behave:
UI is starting to feel disposable in a way that unsettles me. Not as a complaint about quality. Structurally.
The pace of generation means nobody dwells in a screen long enough to notice whether it’s actually considered or just plausible, and plausible is increasingly good enough because the bar for “does this look designed” keeps dropping when the tools do the designing. The decisions are still there, technically, but the attention that turns decisions into craft has somewhere else to be.
You can produce a lot of considered-looking work without any of it being considered.
This is the craft problem hiding inside the productivity story. The danger isn’t only that teams will ship screens faster. It’s that they may lose the habit of noticing the small decisions that make an interface hold together after the first glance.
Trueman gets more specific about what Figma gave her:
But the specific thing that made Figma matter to me wasn’t efficiency. It gave me a way to hold abstract structural ideas in my hands — the relationship between a component and a style, between a token and a decision, between a change made in one place and every instance that inherits from it, made visible, made editable, made something you could touch and understand by touching it. That’s how I learned to think about the work.
That’s the part I don’t want AI tools to flatten. The best design tools don’t just make results; they make relationships inspectable. You learn by manipulating the system, getting it wrong, and seeing which decision moved. Difficult to do in code and see it cascade in the product.


