Designers are used to thinking with their hands.
That sounds sentimental until you’ve spent time moving hierarchy and spacing around in a canvas. Some thinking happens because the thing on screen moves when your hand moves. It’s visual.
Quinn Keast, a designer writing in UX Collective, is getting at the cost that appears when that gestural loop becomes an instruction loop. He starts with the body, leaning on MIT design theorist Donald Schön:
Every tool becomes an extension of the user’s body. The user develops a spatial relationship with each tool.¹ In design school, we learned how to use pencils, pens, brushes, knives, and a whole bunch of materials and mediums before we were allowed to touch a computer. Mastery of one tool carries forward into other tools, but every tool has its own shape and movements that must be learned.
There’s a feedback loop where information comes back through your hands as you work and direct and change the course of creation. Schön describes this as “a conversation with the materials of a situation.”²
When the things you’re designing are themselves spatial — relationships of hierarchy and attention and movement — manipulating those things spatially is engaging with the problem directly, such that the moving is the thinking.⁴
This is why the “AI is faster” argument can feel too flat. Speed is one dimension. The other is the kind of attention the tool asks from you.
Keast’s distinction is not “old tools good, AI tools bad.” It is that the channel changed:
Big tool shifts have happened before, from the graphic designer’s drawing board to Photoshop, from hand-drafting to AutoCAD, even from Sketch to Figma. Each meant reskilling and churn and fatigue. You might argue these already introduced abstraction; the mouse is an abstraction of the pencil. But each still stayed continuous with the hand: I move, the proxy follows, and feedback still came through.⁵ The making-feel carried through each of these shifts, because the channel was still gesture.
The agent is the first shift that moves the making out of gesture and into language. I no longer manipulate a proxy whose movements mirror my own; I describe an outcome, and hand off the specifics to a system that decides them. The change is from gesture to instruction. It’s not another kind of canvas or another kind of pencil, but rather handing the pencil to an assistant and describing what you want the pencil to do.
That matters for design-to-code work because the thing we’re judging is no longer just the screen. Agents are good at producing a testable surface, but they can hide decisions that a canvas would have forced into view.
I appreciate that Keast doesn’t turn this into nostalgia for Figma. Keast brings in chemist and philosopher Michael Polanyi to name the cost of turning tacit judgment into language:
The act of prompting forces you to articulate into language what the hand knew without speaking — and, as Polanyi observed, “we know more than we can tell,” so that articulation is always incomplete.⁶
Making-feel is generative, where the thinking happens in the producing. Result-feel is evaluative, where I react to the result and how it feels to use. It’s no less engaged, but it’s a different type of engagement.
There’s two questions in my tiredness, and they have different answers.
If it’s a mismatch, in reaching for the agent when the problem wanted the canvas, will that fade, as I learn which problems belong to which layer, and prompting becomes a more well-worn tool?
Or is it a permanent cost, the tax that comes of translating tacit knowing into explicit instruction, of forcing what the hand knew into spoken words, every time, even when the agent is the right tool? That cost wouldn’t fade with skill, because it’s inherent to the tool itself.
I think it’s both — and it’s the latter that I keep thinking about.
For designers working with agents, the question is where prompting helps and where the work still needs the hand in the loop. Which I’d argue is still at the beginning.

The gesture and the instruction
Making-feel, result-feel: two kinds of design work, two kinds of tired.






















