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302 posts tagged with “product design”

Last December, Cursor announced their visual editor—a way to edit UI directly in the browser. Karri Saarinen, the designer who co-founded Linear, saw it and called it a trap. Ryo Lu, the head of design at Cursor, pushed back. The Twitter back-and-forth went on for a couple days until they conceded they mostly agreed. Tommy Geoco digs into what the debate actually surfaced.

The traditional way we talk about design tools is floor versus ceiling—does the tool make good design more accessible, or does it push what’s possible? Geoco argues the Saarinen/Lu exchange revealed a second axis: unconstrained exploration versus material exploration. Sketching on napkins versus building in code.

Saarinen’s concern:

Whenever a designer becomes more of a builder, some idealism and creativity dies. It’s not because building is bad, but because you start introducing constraints earlier in the process than you should.

Lu’s counter:

The truth only reveals itself once you start to build. Not when you think about building, not when you sketch possibilities in a protected space, but when you actually make the thing real and let reality talk back.

Both are right, and Geoco’s reframing is useful:

The question is not should designers code. It’s are you using the new speed to explore more territory or just arriving at the same destination faster?

That’s the question I keep asking myself. When I use AI tools, am I discovering ideas I wouldn’t have found otherwise, or am I just getting to obvious ideas faster? The tools make iteration cheap, but cheap iteration on the same territory isn’t progress.

I think about it this way—back when I was starting out, sketching thumbnails was the technique I used. It was very quick and easy to sketch out dozens of ideas in a sketchbook, especially when they were logo or poster ideas. When sketching interaction ideas, the technique is closer to a storyboard—connected thumbnails. But for me, once I get into a high-fidelity design or prototype, there is tremendous pull to just keep tweaking the design rather than coming up with multiple options. In other words, convergence is happening rather than continued divergence.

This was the biggest debate in design [last] year

Two designers: One built Linear. One leads design at Cursor. They got into it on Twitter for 48 hours about the use of AI coding tools in the design work. This debate perfectly captures both sides of what’s happening in software design right now. I’ve spent the year exploring how designers are experimenting on both sides of this argument. This is what I’ve found.

youtube.com iconyoutube.com

I’ve spent a lot of my product design career pushing for metrics—proving ROI, showing impact, making the case for design in business terms. But I’ve also seen how metrics become the goal rather than a signal pointing toward the goal. When the number goes up, we celebrate. When it doesn’t, we tweak the collection process. Meanwhile, the user becomes secondary. Last week’s big idea was around metrics, this piece piles on.

Pavel Samsonov calls this out:

Managers can only justify their place in value chains by inventing metrics for those they manage to make it look like they are managing.

I’ve sat in meetings where we debated which numbers to report to leadership—not which work to prioritize for users. The metrics become theater. So-called “vanity metrics” that always go up and to the right.

But here’s where Pavel goes somewhere unexpected. He doesn’t let designers off the hook either:

Defining success by a metric of beauty offers a useful kind of vagueness, one that NDS seems to hide behind despite the slow loading times or unnavigability that seem to define their output; you can argue with slow loading times or difficulty finding a form, but you cannot meaningfully argue with “beautiful.”

“Taste” and “beauty” are just another avoidance strategy. That’s a direct challenge to the design discourse that’s been dominant lately—the return to craft, the elevation of aesthetic judgment. Pavel’s saying it’s the same disease, different symptom. Both metrics obsession and taste obsession are ways to avoid the ambiguity of actually defining user success.

So what’s the alternative? Pavel again:

Fundamentally, the work of design is intentionally improving conditions under uncertainty. The process necessarily involves a lot of arguments over the definition and parameters of “improvement”, but the primary barrier to better is definitely not how long it takes to make artifacts.

The work is the argument. The work is facing the ambiguity rather than hiding behind numbers or aesthetics. Neither Figma velocity nor visual polish is a substitute for the uncomfortable conversation about what “better” actually means for the people using your product.

Bold "Product Picnic" text over a black-and-white rolling hill and cloudy sky, with a large outlined "50" on the right.

Your metrics are an avoidance strategy

Being able to quantify outcomes doesn’t make them meaningful. Moving past artificial metrics requires building shared intention with colleagues.

productpicnic.beehiiv.com iconproductpicnic.beehiiv.com

“I want my MTV!” That is the line that many music artists spoke to camera in a famous campaign by George Lois to get fans to call their cable companies to ask for MTV. It worked.

While MTV’s international music-only channels went off the air at the end of 2025, its US channels still exist. They’re just not all-music all the time like it was in the 1980s.

That’s where MTV Rewind comes in. It’s a virtual TV where you can relive MTV programming as it was. Built by an artist going by FlexasaurusRex, it’s an archive of Day 1 programming, and then different channels (YouTube playlists) to shuffle through the different shows, including 120 Minutes.

MTV Rewind logo: yellow M with red "tv" and REWIND gradient text on a blue background patterned with pink wavy stripes.

MTV REWIND

Celebrating 44 years of continuous music videos. Stream classic music videos 24/7.

wantmymtv.vercel.app iconwantmymtv.vercel.app

It’s January and by now millions of us have made resolutions and probably broken them already. The second Friday of January is known as “Quitter’s Day.”

OKRs—objectives and key results—are a method for businesses to set and align company goals. The objective is your goal and the KRs are the ways to reach your goals. Venture capitalist John Doerr learned about OKRs while working at Intel, brought it to Google, and later became the framework’s leading evangelist.

Christina Wodtke talks about how to use OKRs for your personal life, and maybe as a way to come up with better New Year’s resolutions. She looked at her past three years of personal OKRs:

Looking at the pattern laid out in front of me, I finally saw what I’d been missing. My problem wasn’t work-life balance. My problem was that I didn’t like the kind of work I was doing.

The key results kept failing because the objective was wrong. It wasn’t about balance. It was about joy.

This is the second thing key results do for you: when they consistently fail, they’re telling you something. Not that you lack discipline—that you might be chasing the wrong goal entirely.

And I love Wodtke’s line here: “New Year’s resolutions fail because they’re wishes, not plans.“ She continues:

They fail because “eat better” and “be healthier” and “find balance” are too vague to act on and too fuzzy to measure.

Key results fix this. Not because measurement is magic, but because the act of measuring forces clarity. It makes you confront what you actually want. And sometimes, when the data piles up, it reveals that what you wanted wasn’t the thing you needed at all.

Your Resolution Isn’t the Problem. Your Measurement Is.

Your Resolution Isn’t the Problem. Your Measurement Is.

It’s January, and millions of people have made the same resolution: “Eat better.” By February, most will have abandoned it. Not because they lack willpower or discipline. Because …

eleganthack.com iconeleganthack.com

Building on our earlier link about measuring the impact of features, how can we keep track of the overall health of the product? That’s where a North Star Metric comes in.

Julia Sholtz writes and introduction to North Star Metrics in the analytics provider Amplitude’s blog:

Your North Star Metric should be the key measure of success for your company’s product team. It defines the relationship between the customer problems your product team is trying to solve and the revenue you aim to generate by doing so.

How is it done? The first step is to figure out the “game” your business is playing: how your business engages with customers:

  1. The Attention Game: How much time are your customers willing to spend in your product?
  2. The Transaction Game: How many transactions does your user make on your platform?
  3. The Productivity Game: How efficiently and effectively can someone get their work done in your product?

They have a whole resource section on this topic that’s worth exploring.

Every Product Needs a North Star Metric: Here’s How to Find Yours

Every Product Needs a North Star Metric: Here’s How to Find Yours

Get an introduction to product strategy with examples of North Star Metrics across industries.

amplitude.com iconamplitude.com

How do we know what we designed is working as intended? We measure. Vitaly Friedman shares something called the TARS framework to measure the impact of features.

We need UX metrics to understand and improve user experience. What I love most about TARS is that it’s a neat way to connect customers’ usage and customers’ experience with relevant product metrics.

Here’s TARS in a nutshell:

  • Target Audience (%): Measures the percentage of all product users who have the specific problem that a feature aims to solve.
  • Adoption (%): Tracks the percentage of the target audience that successfully and meaningfully engages with the feature.
  • Retention (%): Assesses how many users who adopted the feature continue to use it repeatedly over time.
  • Satisfaction Score (CES): Gauges the level of satisfaction, specifically how easy it was for retained users to solve their problem after using the feature.

Friedman has more details in the article, including how to use TARS to measure how well a feature is performing for your intended target audience.

How To Measure The Impact Of Features — Smashing Magazine

How To Measure The Impact Of Features

Meet TARS — a simple, repeatable, and meaningful UX metric designed specifically to track the performance of product features. Upcoming part of the Measure UX & Design Impact (use the code 🎟 IMPACT to save 20% off today).

smashingmagazine.com iconsmashingmagazine.com

I really appreciate the perspective of Lai-Jing Chu here as a Silicon Valley veteran. The struggle to prove the value of design is real.

I don’t know another function or role in the tech industry where it seems like we have to do our jobs at the same time as — and I will avoid saying “demonstrating value” here because it’s more than that — we carry out some sort of divine duty to make the product (let alone the world) a better place through our creativity.

Instead of more numbers like ROI calculations, Chu argues for counterintuitive approaches for advocacy, “not more left-brain exercises.”

Chu introduces us to W. Edwards Deming, an influential management consultant who wrote:

The most important figures needed for management of any organization are unknown and unknowable, but successful management must nevertheless take account of them.

One strategy she offers is to ask leadership a common-sense question: How would you grade the design?

Because when was the last time anyone did the most basic thing — to stop for a moment, hold the product in their hands, and take a good hard look at it? These questions throw the ball back in their court. It makes them wonder what they can do to help. Because chances are, most leaders want their product to have a good user or customer experience and understand that it makes a difference to their business success. You don’t just want buy-in — you want them to have true ownership.

I admire this approach, because chances are, leaders are already hearing about UX issues from customers. But to put this into practice in, let’s say, at any startup post-Series A will be an issue. There’s a lot of coordination and alignment that needs to happen because exec-level attention is much harder to come by.

What can’t be measured could break your business

What can’t be measured could break your business

Burned out from proving design’s value? Let’s change the conversation

uxdesign.cc iconuxdesign.cc

Here is a good reminder from B. Prendergast to “stop asking users what they want—and start watching what they do.”

Asking people what they want is one of the most natural instincts in product work. Surveys, interviews, and feature wish lists feel accessible, social, and collaborative. They open channels to understand and empathise with the user base. They help teams feel closer to the people they serve. For teams under pressure, a stack of opinions can feel like solid data.

But this breaks when we compare what users say to what they actually do (say-do gap).

We all want to present ourselves a certain way. We want to seem more competent than confused (social desirability bias). Our memories can be fuzzy, especially about routine tasks (recall bias). Standards for what feels “easy” or “intuitive” can vary wildly between people (reference bias).

And of course, as soon as we start to ask users to imagine what they’d want, they’ll solve based on their personal experiences—which might be the right solution for them, but might not be for other users in the same situation.

Prendergast goes on to suggest “watch what people do, measure what matters, and use what they say to add context.” This approach involves watching user interactions, analyzing real behaviors through analytics, and treating feature requests as signals of underlying problems to uncover genuine needs. Prioritizing decisions based on observed patterns and desired outcomes leads to more effective solutions than relying on user opinions alone.

Stop asking users what they want — and start watching what they do. - Annotated

Stop asking users what they want — and start watching what they do.

People’s opinions about themselves and the things they use rarely match real behaviour.

renderghost.leaflet.pub iconrenderghost.leaflet.pub

AI threatens to let product teams ship faster. Faster PRDs, faster designs, and faster code. But going too fast can often lead to incurring design and tech debt, or even worse, shipping the wrong thing.

Anton Sten sagely warns:

The biggest pattern I have seen across startups is that skipping clarity never saves time. It costs time. The fastest teams are not the ones shipping the most. They are the ones who understand why they are shipping. That is the difference between moving for the sake of movement and moving with purpose. It is the difference between speed and true velocity.

How do you avoid this? Sten:

The reset is simple and almost always effective. Before building anything, pause long enough to ask, “What problem am I solving, and for whom?” It sounds basic, but this question forces alignment. It replaces assumptions with clarity and shifts attention back to the user instead of internal preferences. When teams do this consistently, the entire atmosphere changes. Decisions become easier. Roadmaps make more sense. People contribute more of themselves. You can feel momentum return.

The hidden cost of shipping too fast

Speed often gets treated as progress even when no one has agreed on what progress actually means. Here’s why clarity matters more than velocity.

antonsten.com iconantonsten.com

One of the most interesting things about design systems is how many of them are public—maybe not open source, but public so that we can all learn from them.

The earliest truly public, documented design systems showed up in the early 2010s. There isn’t a single “first,” but a few set the tone. GOV.UK published openly and became the public‑sector benchmark. Google’s Material landed in 2014 with a comprehensive spec. Salesforce’s Lightning started surfacing around 2013–2014 and matured mid‑decade. IBM’s Carbon followed soon after. Earlier frameworks like Bootstrap and Foundation (2011) acted like de facto systems for many teams, but they weren’t a company’s product design system made public.

PJ Onori says that public design systems are a “marketplace of ideas.”

Public design systems have lifted all boats in the harbor. Most design system teams do the rounds to see how other teams have tackled problems. Every system that raises bar puts healthy pressure on others to meet or exceed it. This shared ecosystem may be the most important facet of the design systems practice.

Onori also says that there may be a growing trend to shut down public design systems:

There’s a growing trend to close down public systems. Funny enough, the first thing I did when I left Pinterest was clone the Gestalt repo. I had this spidey sense it wouldn’t be around forever. Yes, their web codebase is still open source, but the docs have gone private. That one stung. Gestalt wasn’t the first design system to be public. It wasn’t the best one either. But it’s hat was in the ring–and that’s what mattered.

But that’s only one design system, right? Sadly, I’m hearing more chatting about mounting pressure to privatize their systems.

This is an incredibly shitty idea.

Why? Because that’s how we all learn from each other. That’s how something like the Component Gallery can exist as a resource for all of us.

Open design systems are the library for people wanting to get into design systems. They’re a free resource to expand their understanding. There’s no college of design systems. Bootcamps exist, but they’re bootcamps–and I’ll leave it at that. The generation who shaped design systems didn’t create universities–they built libraries. Those libraries can train the next generation once people like me age out. When the libraries go, so does the transfer of knowledge.

Public design systems are worth it

Public design systems are worth it

It’s incredibly valuable to make a design system available to all–no matter what the bean-counters say.

pjonori.blog iconpjonori.blog

Imagine working for seven years designing the prototyping features at Figma and then seeing GPT-4 and realizing what AI can soon do in the future. That’s the story of Figma designer–turned–product manager Nikolas Klein. He shares his journey via a lovely illustrated comic—Webtoon style.

Klein emphasizes:

The truth is: There will always be new problems to solve. New ideas to take further. Even with AI, hard problems are still hard. An answer may come faster, but it’s not always right.

Hard Problems Are Still Hard: A Story About the Tools That Change and the Work That Doesn’t | Figma Blog

Hard Problems Are Still Hard: A Story About the Tools That Change and the Work That Doesn’t | Figma Blog

Figma designer–turned–product manager Nikolas Klein worked on building prototyping tools for seven years. Then AI changed the game.

figma.com iconfigma.com
Foggy impressionist painting of a steam train crossing a bridge, plume of steam and a small rowboat on the river below.

The Year AI Changed Design

At the beginning of this year, AI prompt-to-code tools were still very new to the market. Lovable had just relaunched in December and Bolt debuted just a couple months before that. Cursor was my first taste of using AI to code back in November of 2024. As we sit here in December, just 12 months later, our profession and the discipline of design has materially changed. Now, of course, the core is still the same. But how we work, how we deliver, and how we achieve results, are different.

When ChatGPT got good (around GPT-4), I began using it as a creative sounding board. Design is never a solitary activity and feedback from peers and partners has always been a part of the process. To be able to bounce ideas off of an always-on, always-willing creative partner was great. To be sure, I didn’t share sketches or mockups; I was playing with written ideas.

Now, ChatGPT or Gemini’s deep research features are often where I start when I begin to tackle a new feature. And after the chatbot has written the report, I’ll read it and ask a lot of questions as a way of learning and internalizing the material. I’ll then use that as a jumping off point for additional research. Many designers on my team do the same.

Huei-Hsin Wang at NN/g published a post about how to write better prompts for AI prompt-to-code tools.

When we asked AI-prototyping tools to generate a live-training profile page for NN/G course attendees, a detailed prompt yielded quality results resembling what a human designer created, whereas a vague prompt generated inconsistent and unpredictable outcomes across the board.

There’s a lot of detailing of what can often go wrong. Personally, I don’t need to read about what I experience daily, so the interesting bit for me is about two-thirds of the way into the article. Wang lists five strategies to employ to get better results.

  • Visual intent: Name the style precisely—use concrete design vocabulary or frameworks instead of vague adjectives. Anchor prompts with recognizable patterns so the model locks onto the look and structure, not “clean/modern” fluff.
  • Lightweight references: Drop in moodboards, screenshots, or system tokens to nudge aesthetics without pixel-pushing. Expect resemblance, not perfection; judge outcomes on hierarchy and clarity, not polish alone.
  • Text-led visual analysis: Have AI describe a reference page’s layout and style in natural language, then distill those characteristics into a tighter prompt. Combine with an image when possible to reinforce direction.
  • Mock data first: Provide realistic sample content or JSON so the layout respects information architecture. Content-driven prompts produce better grouping, hierarchy, and actionable UI than filler lorem ipsum.
  • Code snippets for precision: Attach component or layout code from your system or open-source libraries to reduce ambiguity. It’s the most exact context, but watch length; use selectively to frame structure.
Prompt to Design Interfaces: Why Vague Prompts Fail and How to Fix Them

Prompt to Design Interfaces: Why Vague Prompts Fail and How to Fix Them

Create better AI-prototyping designs by using precise visual keywords, references, analysis, as well as mock data and code snippets.

nngroup.com iconnngroup.com

This is a fascinating watch. Ryo Lu, Head of Design at Cursor builds a retro Mac calculator using Cursor agents while being interviewed. Lu’s personal website is an homage to Mac OX X, complete with Aqua-style UI elements. He runs multiple local background agents without stepping on each other, fixes bugs live, and themes UI to match system styles so it feels designed—not “purple AI slop,” as he calls it.

Lu, as interview by Peter Yang, on how engineers and designers work together at Cursor (lightly edited for clarity):

So at Cursor, the roles between designers, PM, and engineers are really muddy. We kind of do the part [that is] our unique strength. We use the agent to tie everything. And when we need help, we can assemble people together to work on the thing.

Maybe some of [us] focus more on the visuals or interactions. Some focus more on the infrastructure side of things, where you design really robust architecture to scale the thing. So yeah, there is a lot less separation between roles and teams or even tools that we use. So for doing designs…we will maybe just prototype in Cursor, because that lets us really interact with the live states of the app. It just feels a lot more real than some pictures in Figma.

And surprisingly, they don’t have official product managers at Cursor. Yang asks, “Did you actually actually hire a PM because last time I talked to Lee [Robinson] there was like no PMs.”

Lu again, and edited lightly for clarity:

So we did not hire a PM yet, but we do have an engineer who used to be a founder. He took a lot more of the PM-y side of the job, and then became the first PM of the company. But I would still say a lot of the PM jobs are kind of spread across the builders in the team.

That mostly makes sense because it’s engineers building tools for engineers. You are your audience, which is rare.

Full Tutorial: Design to Code in 45 Min with Cursor’s Head of Design | Ryo Lu

Design-to-code tutorial: Watch Cursor’s Head of Design Ryo Lu build a retro Mac calculator with agents - a 45-minute, hands-on walkthrough to prototype and ship

youtube.com iconyoutube.com

It’s always interesting for me to read how other designers use AI to vibe code their projects. I think using Figma Make to conjure a prototype is one thing, but vibe coding something in production is entirely different. Personally, I’ve been through it a couple of times that I’ve already detailed here and here.

Anton Sten recently wrote about his process. Like me, he starts in Figma:

This might be the most important part: I don’t start by talking to AI. I start in Figma.

I know Figma. I can move fast there. So I sketch out the scaffolding first—general theme, grids, typography, color. Maybe one or two pages. Nothing polished, just enough to know what I’m building.

Why does this matter? Because AI will happily design the wrong thing for you. If you open Claude Code with a vague prompt and no direction, you’ll get something—but it probably won’t be what you needed. AI is a builder, not an architect. You still have to be the architect.

I appreciate Sten’s conclusion to not let the AI do all of it for you, echoing Dr. Maya Ackerman’s sentiment of humble creative machines:

But—and this is important—you still need design thinking and systems thinking. AI handles the syntax, but you need to know what you’re building, why you’re building it, and how the pieces fit together. The hard part was never the code. The hard part is the decisions.

Vibe coding for designers: my actual process | Anton Sten

An honest breakdown of how I built and maintain antonsten.com using AI—what actually works, where I’ve hit walls, and why designers should embrace this approach.

antonsten.com iconantonsten.com

Alrighty, here’s one more “lens” thing to throw at you today.

In UX Collective, Daleen Rabe says that a “designer’s true value lies not in the polish of their pixels, but in the clarity of their lens.” She means our point-of-view, how we process the world:

  1. The method for creating truth
  2. The discipline of asking questions
  3. The mindset for enacting change
  4. The compass for navigating our ethics

The spec, as she calls it, is the designer’s way for creating truth. Others might call it a mockup or wireframe. Either way, it’s a visual representation of what we intend to build:

The spec is a democratic tool, while a text-based document can be ambiguous. It relies on a shared interpretation of language that often doesn’t exist. A visual, however, is a common language. It allows people with vastly different perspectives to align on something we can all agree exists in this reality. It’s a two-dimensional representation that is close enough to the truth to allow us to debate realistic scenarios and identify issues before they become code.

As designers, our role is to find the balance between the theoretical concept of what the business needs and what is tangibly feasible. The design spec is the tool we use to achieve this.

3D hexagonal prism sketched in black outline on a white background

The product designer’s Lens

Four tools that product designers use that have nothing to do with Figma

uxdesign.cc iconuxdesign.cc

T-shaped, M-shaped, and now Σ-shaped designers?! Feels like a personality quiz or something. Or maybe designers are overanalyzing as usual.

Here’s Darren Yeo telling us what it means:

The Σ-shape defines the new standard for AI expertise: not deep skills, but deep synthesis. This integrator manages the sum of complex systems (Σ) by orchestrating the continuous, iterative feedback loops (σ), ensuring system outputs align with product outcomes and ethical constraints.

Whether you subscribe to the Three Lens framework as proposed by Oliver West, or this sigma-shaped one being proposed by Darren Yeo, just be yourself and don’t bring it up in interviews.

Large purple sigma-shaped graphic on a grid-paper background with the text "Sigma shaped designer".

The AI era needs Sigma (Σ) shaped designers (Not T or π)

For years, design and tech teams have relied on shape metaphors to describe expertise. We had T-shaped people (one deep skill, broad…

uxdesign.cc iconuxdesign.cc

Oliver West argues in UX Magazine that UX designers aren’t monolithic—meaning we’re not all the same and see the world in the same way.

West:

UX is often described as a mix of art and science, but that definition is too simple. The truth is, UX is a spectrum made up of three distinct but interlinked lenses:

  • Creativity: Bringing clarity, emotion, and imagination to how we solve problems.
  • Science: Applying evidence, psychology, and rigor to understand behavior.
  • Business: Focusing on relevance, outcomes, and measurable value.

Every UX professional looks through these lenses differently. And that’s exactly how it should be.

He then outlines how those who are more focused on certain parts of the spectrum may be more apt for more specialized roles. For example, if you’re more focused on creativity, you might be more of a UI designer:

UI Designers lead with the creative lens. Their strength lies in turning complex ideas into interfaces that feel intuitive, elegant, and emotionally engaging. But the best UI Designers also understand the science of usability and the business context behind what they’re designing.

I think for product designers working in the startup world, you actually do need all three lenses, as it were. But with a bias towards Science and Business.

Glass triangular prism with red and blue reflections on a blue surface; overlay text about UX being more than one skill and using three lenses.

The Three Lenses of UX: Because Not All UX Is the Same

Great designers don’t do everything; they see the world through different lenses: creative, scientific, and strategic. This article explains why those differences aren’t flaws, but rather the core reason UX works, and how identifying your own lens can transform careers, hiring, and collaboration. If you’ve ever wondered why “unicorn” designers don’t exist, this perspective explains why.

uxmag.com iconuxmag.com

Hey designer, how are you? What is distracting you? Who are you having trouble working with?

Those are a couple of the questions designer Nikita Samutin and UX researcher Elizaveta Demchenko asked 340 product designers in a survey and in 10 interviews. They published their findings in a report called “State of Product Design: An Honest Conversation About the Profession.”

When I look at the calendars of the designers on my team, I see loads of meetings scheduled. So it’s no surprise to me that 64% of respondents said that switching between tasks distracted them. “Multitasking and unpredictable communication are among the main causes of distraction and stress for product designers,” the researchers wrote.

The most interesting to me, are the results in the section, “How Designers See Their Role.” Sixty-percent of respondents want to develop leadership skills and 47% want to improve presenting ideas.

For many, “leadership” doesn’t mean managing people—it means scaling influence: shaping strategy, persuading stakeholders, and leading high-impact projects. In other words, having a stronger voice in what gets built and why.

It’s telling because I don’t see pixel-pushing in the responses. And that’s a good thing in the age of AI.

Speaking of which, 77% of designers aren’t afraid that AI may replace them. “Nearly half of respondents (49%) say AI has already influenced their work, and many are actively integrating new tools into their processes. This reflects the state of things in early 2025.”

I’m sure that number would be bigger if the survey were conducted today.

State of Product Design: An Honest Conversation About the Profession — ’25; author avatars and summary noting a survey of 340 designers and 10 interviews.

State of Product Design 2025

2025 Product Design report: workflows, burnout, AI impact, career growth, and job market insights across regions and company types.

sopd.design iconsopd.design

There’s a lot of chatter in the news these days about the AI bubble. Most of it is because of the circular nature of the deals among the foundational model providers like OpenAI and Anthropic, and cloud providers (Microsoft, Amazon) and NVIDIA.

Diagram of market-value circles with OpenAI ($500B) and Nvidia ($4.5T) connected by colored arrows for hardware, investment, services and VC.

OpenAI recently published a report called “The state of enterprise AI” where they said:

The picture that emerges is clear: enterprise AI adoption is accelerating not just in breadth, but in depth. It is reshaping how people work, how teams collaborate, and how organizations build and deliver products.

AI use in enterprises is both scaling and maturing: activity is up eight-fold in weekly messages, with workers sending 30% more, and structured workflows rising 19x. More advanced reasoning is being integrated— with token usage up 320x—signaling a shift from quick questions to deeper, repeatable work across both breadth and depth.

Investors at Menlo Ventures are also seeing positive signs in their data, especially when it comes to the tech space outside the frontier labs:

The concerns aren’t unfounded given the magnitude of the numbers being thrown around. But the demand side tells a different story: Our latest market data shows broad adoption, real revenue, and productivity gains at scale, signaling a boom versus a bubble. 

AI has been hyped in the enterprise for the last three years. From deploying quickly-built chatbots, to outfitting those bots with RAG search, and more recently, to trying to shift towards agentic AI. What Menlo Venture’s report “The State of Generative AI in the Enterprise” says is that companies are moving away from rolling their own AI solutions internally, to buying.

In 2024, [confidence that teams could handle everything in-house] still showed in the data: 47% of AI solutions were built internally, 53% purchased. Today, 76% of AI use cases are purchased rather than built internally. Despite continued strong investments in internal builds, ready-made AI solutions are reaching production more quickly and demonstrating immediate value while enterprise tech stacks continue to mature.

Two donut charts: AI adoption methods 2024 vs 2025 — purchased 53% (2024) to 76% (2025); built internally 47% to 24%.

Also startups offering AI solutions are winning the wallet share:

At the AI application layer, startups have pulled decisively ahead. This year, according to our data, they captured nearly $2 in revenue for every $1 earned by incumbents—63% of the market, up from 36% last year when enterprises still held the lead.

On paper, this shouldn’t be happening. Incumbents have entrenched distribution, data moats, deep enterprise relationships, scaled sales teams, and massive balance sheets. Yet, in practice, AI-native startups are out-executing much larger competitors across some of the fastest-growing app categories.

How? They cite three reasons:

  • Product and engineering: Startups win the coding category because they ship faster and stay model‑agnostic, which let Cursor beat Copilot on repo context, multi‑file edits, diff approvals, and natural language commands—and that momentum pulled it into the enterprise.
  • Sales: Teams choose Clay and Actively because they own the off‑CRM work—research, personalization, and enrichment—and become the interface reps actually use, with a clear path to replacing the system of record.
  • Finance and operations: Accuracy requirements stall incumbents, creating space for Rillet, Campfire, and Numeric to build AI‑first ERPs with real‑time automation and win downmarket where speed matters.

There’s a lot more in the report, so it’s worth a full read.

Line chart: enterprise AI revenue rising from $0B (2022) to $1.7B (2023), $11.5B (2024) and $37.0B (2025) with +6.8x and +3.2x YoY.

2025: The State of Generative AI in the Enterprise

For all the fears of over-investment, AI is spreading across enterprises at a pace with no precedent in modern software history.

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This episode of Design of AI with Dr. Maya Ackerman is wonderful. She echoed a lot of what I’ve been thinking about recently—how AI can augment what we as designers and creatives can do. There’s a ton of content out there that hypes up AI that can replace jobs—“Type this prompt and instantly get a marketing plan!” or “Type this prompt and get an entire website!”

Ackerman, as interviewed by Arpy Dragffy-Guerrero:

I have a model I developed which is called humble creative machines which is idea that we are inherently much smarter than the AI. We have not reached even 10% of our capacity as creative human beings. And the role of AI in this ecosystem is not to become better than us but to help elevate us. That applies to people who design AI, of course, because a lot of the ways that AI is designed these days, you can tell you’re cut out of the loop. But on the other hand, some of the most creative people, those who are using AI in the most beneficial way, take this attitude themselves. They fight to stay in charge. They find ways to have the AI serve their purposes instead of treating it like an all-knowing oracle. So really, it’s sort of the audacity, the guts to believe that you are smarter than this so-called oracle, right? It’s this confidence to lead, to demand that things go your way when you’re using AI.

Her stance is that those who use AI best are those that wield it and shape its output to match their sensibilities. And so, as we’ve been hearing ad nauseam, our taste and judgement as designers really matters right now.

I’ve been playing a lot with ComfyUI recently—I’m working on a personal project that I’ll share if/when I finish it. But it made me realize that prompting a visual to get it to match what I have in my mind’s eye is not easy. This recent Instagram reel from famed designer Jessica Walsh captures my thoughts well:

I would say most AI output is shitty. People just assumed, “Oh, you rendered that an AI.” “That must have been super easy.” But what they don’t realize is that it took an entire day of some of our most creative people working and pushing the different prompts and trying different tools out and experimenting and refining. And you need a good eye to understand how to curate and pick what the best outputs are. Without that right now, AI is still pretty worthless.

It takes a ton of time to get AI output to look great, beyond prompting: inpainting, control nets, and even Photoshopping. What most non-professionals do is they take the first output from an LLM or image generator and present it as great. But it’s really not.

So I like what Dr. Ackerman mentioned in her episode: we should be in control of the humble machines, not the other way around.

Headshot of a blonde woman in a patterned blazer with overlay text "Future of Human - AI Creativity" and "Design of AI

The Future of Human-AI Creativity [Dr. Maya Ackerman]

AI is threatening creativity, but that's because we're giving too much control to the machine to think on our behalf. In this episode, Dr. Maya Ackerman…

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I spend a lot of time not talking about design nor hanging out with other designers. I suppose I do a lot of reading about design to write this blog, and I am talking with the designers on my team, but I see Design as the output of a lot of input that comes from the rest of life.

Hardik Pandya agrees and puts it much more elegantly:

Design is synthesizing the world of your users into your solutions. Solutions need to work within the user’s context. But most designers rarely take time to expose themselves to the realities of that context.

You are creative when you see things others don’t. Not necessarily new visuals, but new correlations. Connections between concepts. Problems that aren’t obvious until someone points them out. And you can’t see what you’re not exposed to.

Improving as a designer is really about increasing your exposure. Getting different experiences and widening your input of information from different sources. That exposure can take many forms. Conversations with fellow builders like PMs, engineers, customer support, sales. Or doing your own digging through research reports, industry blogs, GPTs, checking out other products, YouTube.

Male avatar and text "EXPOSURE AS A DESIGNER" with hvpandya.com/notes on left; stippled doorway and rock illustration on right.

Exposure

For equal amount of design skills, your exposure to the world determines how effective of a designer you can be.

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When Figma acquired Weavy last month, I wrote a little bit about node-based UIs and ComfyUI. Looks like Adobe has been exploring this user interface paradigm as well.

Daniel John writes in Creative Bloq:

Project Graph is capable of turning complex workflows into user-friendly UIs (or ‘capsules’), and can access tools from across the Creative Cloud suite, including Photoshop, Illustrator and Premiere Pro – making it a potentially game-changing tool for creative pros.

But it isn’t just Adobe’s own tools that Project Graph is able to tap into. It also has access to the multitude of third party AI models Adobe recently announced partnerships with, including those made by Google, OpenAI and many more.

These tools can be used to build a node-based workflow, which can then be packaged into a streamlined tool with a deceptively simple interface.

And from Adobe’s blog post about Project Graph:

Project Graph is a new creative system that gives artists and designers real control and customization over their workflows at scale. It blends the best AI models with the capabilities of Adobe’s creative tools, such as Photoshop, inside a visual, node-based editor so you can design, explore, and refine ideas in a way that feels tactile and expressive, while still supporting the precision and reliability creative pros expect.

I’ve been playing around with ComfyUI a lot recently (more about this in a future post), so I’m very excited to see how this kind of UI can fit into Adobe’s products.

Stylized dark grid with blue-purple modular devices linked by cables, central "Ps" Photoshop

Adobe just made its most important announcement in years

Here’s why Project Graph matters for creatives.

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On Corporate Maneuvers Punditry

Mark Gurman, writing for Bloomberg:

Meta Platforms Inc. has poached Apple Inc.’s most prominent design executive in a major coup that underscores a push by the social networking giant into AI-equipped consumer devices.

The company is hiring Alan Dye, who has served as the head of Apple’s user interface design team since 2015, according to people with knowledge of the matter. Apple is replacing Dye with longtime designer Stephen Lemay, according to the people, who asked not to be identified because the personnel changes haven’t been announced.

I don’t regularly cover personnel moves here, but Alan Dye jumping over to Meta has been a big deal in the Apple news ecosystem. John Gruber, in a piece titled “Bad Dye Job“ on his Daring Fireball blog, wrote a scathing takedown of Dye, excoriating his tenure at Apple and flogging him for going over to Meta, which is arguably Apple’s arch nemesis.

Putting Alan Dye in charge of user interface design was the one big mistake Jony Ive made as Apple’s Chief Design Officer. Dye had no background in user interface design — he came from a brand and print advertising background. Before joining Apple, he was design director for the fashion brand Kate Spade, and before that worked on branding for the ad agency Ogilvy. His promotion to lead Apple’s software interface design team under Ive happened in 2015, when Apple was launching Apple Watch, their closest foray into the world of fashion. It might have made some sense to bring someone from the fashion/brand world to lead software design for Apple Watch, but it sure didn’t seem to make sense for the rest of Apple’s platforms. And the decade of Dye’s HI leadership has proven it.

I usually appreciate Gruber’s writing and take on things. He’s unafraid to tell it like it is and to be incredibly direct. Which makes people love him and fear him. But in paragraph after paragraph, Gruber just lays in on Dye.

It’s rather extraordinary in today’s hyper-partisan world that there’s nearly universal agreement amongst actual practitioners of user-interface design that Alan Dye is a fraud who led the company deeply astray. It was a big problem inside the company too. I’m aware of dozens of designers who’ve left Apple, out of frustration over the company’s direction, to work at places like LoveFrom, OpenAI, and their secretive joint venture io. I’m not sure there are any interaction designers at io who aren’t ex-Apple, and if there are, it’s only a handful. From the stories I’m aware of, the theme is identical: these are designers driven to do great work, and under Alan Dye, “doing great work” was no longer the guiding principle at Apple. If reaching the most users is your goal, go work on design at Google, or Microsoft, or Meta. (Design, of course, isn’t even a thing at Amazon.) Designers choose to work at Apple to do the best work in the industry. That has stopped being true under Alan Dye. The most talented designers I know are the harshest critics of Dye’s body of work, and the direction in which it’s been heading.

Designers can be great at more than one thing and they can evolve. Being in design leadership does not mean that you need to be the best practitioner of all the disciplines, but you do need to have the taste, sensibilities, and judgement of a good designer, no matter how you started. I’m a case in point. I studied traditional graphic design in art school. But I’ve been in digital design for most of my career now, and product design for the last 10 years.

Has UI over at Apple been worse over the last 10 years? Maybe. I will need to analyze things a lot more carefully. But I vividly remember having debates with my fellow designers about Mac OS X UI choices like the pinstriping, brushed metal, and many, many inconsistencies when I was working in the Graphic Design Group in 2004. UI design has never been perfect in Cupertino.

Alan Dye isn’t a CEO and wasn’t even at the same exposure level as Jony Ive when he was still at Apple. I don’t know Dye, though we’re certainly in the same design circles—we have 20 shared connections on LinkedIn. But as far as I’m concerned, he’s a civilian because he kept a low profile, like all Apple employees.

The parasocial relationships we have with tech executives is weird. I guess it’s one thing if they have a large online presence like Instagram’s Adam Mosseri or 37signals’ David Heinemeier Hansson (aka DHH), but Alan Dye made only a couple appearances in Apple keynotes and talked about Liquid Glass. In other words, why is Gruber writing 2,500 words in this particular post, and it’s just one of five posts covering this story!

Anyway, I’m not a big fan of Meta, but maybe Dye can bring some ethics to the design team over there. Who knows. Regardless, I am wishing him well rather than taking him down.

Critiques are the lifeblood of design. Anyone who went to design school has participated in and has been the focus of a crit. It’s “the intentional application of adversarial thought to something that isn’t finished yet,” as Fabricio Teixeira and Caio Braga, the editors of DOC put it.

A lot of solo designers—whether they’re a design team of one or if they’re a freelancer—don’t have the luxury of critiques. In my view, they’re handicapped. There are workarounds, of course. Such as critiques with cross-functional peers, but it’s not the same. I had one designer on my team—who used to be a design team of one in her previous company—come up to me and say she’s learned more in a month than a year at her former job.

Further down, Teixeira and Braga say:

In the age of AI, the human critique session becomes even more important. LLMs can generate ideas in 5 seconds, but stress-testing them with contextual knowledge, taste, and vision, is something that you should be better at. As AI accelerates the production of “technically correct” and “aesthetically optimized” work, relying on just AI creates the risks of mediocrity. AI is trained to be predictable; crits are all about friction: political, organizational, or strategic.

Critique

Critique

On elevating craft through critical thinking.

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