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100 posts tagged with “tools”

PJ Onori built a tool that A/B tests his design system against AI agents, and he’s careful to say it isn’t impressive:

Two groups of agents get spun up, and both are given the same prompt to make an interface. One group’s given the old design system. The other is given our new one. Each agent provides feedback on problems faced after it’s done. Once all agents finish, the builds are evaluated on a bunch of crap and a report is generated.

The list of what the tool measures is long: timing, lines of code, code variance, fix attempts, components used, accessibility, performance, inline styles, visual diff, token usage, agent feedback. Onori, on the test he ran when he wasn’t sure his documentation was actually doing the work:

I was starting to question if documentation was making things better. Maybe component improvements was doing the heavy lifting–who knows? So, I ran a couple tests without documentation… The documentation was clearly the heavy lifter. […] Documentation is essential for systems that agents don’t have a lot of reps with. I’ve started to add a “For agents” section in the docs. That section is the dumpster for “get it in your silicon head” training.

The “For agents” section is a small idea with a real implication. Documentation has historically been written for one audience. Now there are two, and as Onori says elsewhere in the post, the second one needs “the same damned point” repeated five or six times and doesn’t care if the prose is ugly. His instinct is to wall that off so humans don’t have to read it.

Onori is publishing measurements where most people are publishing takes. That’s the missing piece in the design-system-as-moat argument: somebody actually testing whether agents do better with a well-built system than a worse one, and showing the numbers. Onori, on the closing caution:

There’s a lot of noise in the output, feedback, and analysis–otherwise know as everything. That noise compounds fast. Think of the telephone game–then think about what that’d do to a design system. […] Feedback needs to go through a BS filter. […] The feedback part of the analysis is helpful. Make no mistake. But it needs to heavy interpretation.

The telephone game is the right picture. A design system that updates itself based on agent feedback that’s been generated by other agents and analyzed by a third agent is going to drift somewhere strange in a small number of iterations, and nobody on the team will be able to reconstruct why. Onori’s tool stops short of that on purpose: it produces measurements, and a person reads them.

Stippled illustration of a person sitting at a desk, leaning forward and writing or working on something.

Testing agents on design systems

It’s really easy to say agents are able to use a design system. It’s another thing to prove it.

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Nick Babich on agents in UX Planet. A useful pair to his earlier writeup on Claude skills, since the two words get used interchangeably and they are not the same thing. Babich opens with the plain-language version:

Think of an AI agent as a program you run when you need to solve a particular problem in design. For example, you can create an AI agent that helps you with usability testing, code review, UI/UX audit, etc.

A program you run is the right mental model. A skill, the way Babich described it in his earlier piece, is a recipe: a markdown file Claude reaches for when a task matches. An agent is what runs once Claude has the recipe in hand. It carries state across steps, picks tools, reports back.

Babich’s four attributes of a well-designed agent get at that distinction without saying it out loud:

  1. Good clarity (intent alignment). A strong agent understands what success looks like, not just the task. This understanding helps it translate vague prompts into clear objectives.
  2. Context awareness. Good agents maintain and use context effectively. Not only do they remember previous steps, constraints, and user preferences (which is well-expected behavior nowadays), but they also adapt output based on the environment (tools, data, stage of workflow).
  3. Tool orchestration. Agents can perform the workflow autonomously and they have the ability to use the right tools for a task at hand is what makes an agent so powerful. Well-crafted agents can chain tools together into workflows, and they don’t overuse tools when simple reasoning is enough.
  4. Explainability (transparent reasoning). When you interact with an AI agent, you need to understand why something happened. Thus, an AI agent should provide a rationale behind decisions surface assumptions, and trade-offs.

Context awareness and tool orchestration are what separate an agent from a prompt template. A skill can ship intent alignment and explainability in plain markdown, but state across steps and the ability to chain tools require a runtime. That’s why Babich’s specs include Boundaries sections and “When Not To Use It” blocks: a stateful, tool-using program needs guardrails that a one-shot prompt does not.

If you haven’t built one yet, his five specs—Research Synthesizer, Competitor Intelligence, Problem Definition, Idea Generation, UX Flow Designer—are a clean starter pack. Pick the one closest to a workflow you already do by hand, and notice how much of the spec is about what the agent will not do.

3D illustration of an orange robot head with a maze inside its open skull, glowing circuit lines extending outward to orange cube nodes.

Agentic Product Design

5 design tasks you can automate with AI today

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Tommy Geoco spent ninety days and $13,100 tinkering with OpenClaw. His agent runs his capture loop, prepares his meetings, codes the survey for the state-of-prototyping report his studio shipped, and distributes his content across ten platforms. Tom describes the harness like this:

When you install OpenClaw, it is like a starter kit project car. It is a car frame with a swappable engine. The engine being any AI model you choose to use. It is basically a folder that you install onto your computer that contains about seven markdown files. […] When you stop thinking of a custom agent as just a chatbot and start thinking of it like an operating system, some useful questions are going to start to pop up like where does the memory live? What is the source of truth? How do I enforce my rules better? What should stay manual?

The seven files are plain text. soul.md holds the agent’s voice and judgment, agents.md defines permissions, memory.md handles long-term recall, and four others cover identity, the user, tool instructions, and a heartbeat. Tom layers an Obsidian vault on top as long-term knowledge and Slack as the chat surface. Tom on what actually limits an agent:

The agent’s limitations aren’t just about the model. They’re a lot more about the system that you have built around it because you can’t control the quality of the model, but you can control the quality of the system. […] The most important part of my setup is the knowledge vault. This is my alternate memory, and it is built around the work that I actually do.

Geoco says curation is what keeps the whole thing from drifting. The agent runs the loops on top of a vault Geoco curates, and the taste lives with him; the model itself is interchangeable. The challenging part is somewhere else entirely:

The most challenging part of this whole thing is the unlearning. Many of us have old habits that have calcified into our brain. It is why my 17-year-old is able to run laps around us. He has no baggage about how things are supposed to work.

Geoco is right that the unlearning is where the difficulty lives. The harness is just markdown and the model is rented; the orchestration skill Benhur Senabathi described as what designers actually picked up in 2025 is what you practice through the unlearning. Geoco closes the video by saying nobody’s harness is right and everybody’s works for them, which sounds about right to me too.

How I Built an AI Agent That Designs Like Me

This is a practical breakdown of what an OpenClaw agent is, and how I use it for my design and media studio.

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Maggie Appleton, staff research engineer at GitHub Next, wrote up her recent talk on agentic AI productivity. (Video here if you’d rather watch.) Her central claim comes early:

I call it this “one man, a two dozen claudes” theory of the future. The pitch here is that one person with a fleet of agents will do the work of an entire team of developers. The main problem with this dream is it assumes software is made by one person. All these tools are single player interfaces. […] Software is not made by one person in a vacuum. It’s a team sport. Everyone building it needs to agree on what they’re building and why.

The single-player critique is the missing piece in most AI productivity takes. Most demos of a coding agent show one engineer at a terminal. Designers face the same situation with AI prompt-to-code tools. Collaborating isn’t as easy as sharing a Figma link. That’s the actual gap in current tooling, and it’s downstream of the single-player assumption.

Appleton’s second move:

Implementation is rapidly becoming a solved problem, right? Writing code is now fast, it’s getting cheap, and quality is going up and to the right. The hard question is no longer how to build it. It’s should we build it. Agreeing on what to build is the new bottleneck. […] When production is cheap, opportunity cost becomes the real cost. You can’t build everything, and whatever you pick comes at the cost of everything else.

When production is cheap, picking what to make becomes the whole job. The cost difference between two engineering paths is now nearly zero, so the choice between them carries all the weight. Teams that miss this will end up shipping volume and mistaking it for productivity.

A talk like this could be about tooling, and Appleton does walk through Ace, GitHub Next’s prototype multiplayer workspace, in some detail. But the more important argument is about what you do with the hours you free up. Going faster is not the prize. Appleton:

We have an opportunity to not just go faster and build a giant pile of the same crappy software. But instead to make much better software through more rigorous critical thinking and better alignment in the planning stage. By doing more exploration, more research, and thinking through problems more deeply than we could have before.

The reclaimed hours are an opportunity, but they are also a test. Do you spend them shipping more, or do you spend them shipping better? The first answer gets you the giant pile. The second takes work the agents cannot do for you.

Appleton closes on craft:

Many people are now realising that in a world of fast, cheap software, quality becomes the new differentiator. The bar is being set much higher. Craftsmanship is what will set you apart from the vibe-coded slop. But craft still costs time and energy. It is not free, and in order to buy the time and energy for it, you need to do fewer things better, which requires strong alignment.

Title card for "One Developer, Two Dozen Agents, Zero Alignment" — a talk about collaborative AI engineering and a tour of Ace, the multiplayer coding workspace.

One Developer, Two Dozen Agents, Zero Alignment

Why we need collaborative AI engineering and a tour of Ace: the multiplayer coding workspace

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Karri Saarinen, Linear’s co-founder, calls out the confusion that most of the new design tooling is built on top of:

Design keeps being misunderstood in our industry. New tools keep promising to generate interfaces faster, move words to product instantly, or collapse design directly into code. The assumption behind them is clear: that design is the act of producing. That is the misunderstanding. The hard part of design is rarely generating the form. It is understanding the problem well enough to know what and how something should exist at all.

What I appreciate about Saarinen’s argument is that he doesn’t stop at the diagnosis. He reaches for Christopher Alexander’s Notes on the Synthesis of Form and recovers a vocabulary term the industry has been missing:

Christopher Alexander came closer than anyone to naming this clearly. In Notes on the Synthesis of Form, he describes design as the search for a good fit between a form and its context. Context, in his sense, is not a background condition. It is the full set of forces that make a problem what it is: human needs, technical constraints, conflicting requirements, habits, edge cases, and relationships that are easy to miss until you spend time with them. Bad design appears where those forces remain unresolved. Good design appears where those misfits have been worked through carefully.

Context as forces, not background. The current generation of prompt-to-code tools, including Lovable, Figma Make, and Claude Design, is very good at producing a plausible form against a thin slice of context. Saarinen describes the symptom directly:

You can already see the result in products that look polished, ambitious, and impressive at first glance, but begin to unravel the moment you actually use them. They feel brittle, poorly integrated, and full of decisions that were never fully worked through. The form is there. The fit is not.

That same bottleneck shows up on the workflow side: production speeds up, judgment doesn’t.

Saarinen’s closer:

The risk is mistaking generated form for solved problems.

That is the mistake to watch for, in your own work and on your team. Design is what happens when someone takes the time to understand the forces and works the misfits out of the form.

Loose, expressive ink and wash sketch of an abstract architectural structure with dense crosshatching and gestural line work.

Output isn’t design

Design keeps being misunderstood in our industry. New tools keep promising to generate interfaces faster, move words to product instantly, or collapse design directly into code. The assumption behind them is clear: that design is the act of producing.

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Pointillist-style painting of a formally dressed figure in a black top hat holding a glowing green laptop, surrounded by a crowd of early 20th-century people.

A Sunday Afternoon with Claude Design

It’s really hard to get momentum on a side project when you have a full-time job with lots of travel, an active blog, and a newsletter. But I had to recapture that momentum because this side project is important. It’s for a preschool website for my cousin.

Walking into My Little Learning Tree is like stepping into pure warmth. Yes, yes, preschools are inherently fun environments, but the kids and the teachers there create a visceral energy that is simply special. I wanted to capture that specialness in a long-overdue website redesign project.

Looking at my in-progress design, something felt off. I had these long horizontal lines preceding the eyebrows—the small text above a heading that names the section—that didn’t feel right. First, they were straight. Second, the lines only occurred before the text, not also after. I clicked on the Comment button to enter Comment mode, then clicked on the eyebrow and prompted, “These lines aren’t playful enough. Let’s make them squiggles and have them before and after the eyebrow text.”

And then Claude Design did its thing.

Here’s a quickie. Interaction developer David Aerne created a fun, Tempest-inspired Unicode character explorer called Charcuterie. Click a character to see visually-similar ones. You can even draw a symbol in the box in the upper left corner. Super fun.

Charcutrie app interface showing a grid of Unicode glyphs in blue and white, with a selected Hangul character and descriptive sidebar text.

Charcuterie

A visual explorer for Unicode. Browse characters, discover related glyphs, and explore scripts, symbols, and shapes across the standard.

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Tara Tan surveyed more than a dozen AI design tools for The Review. Her field audit sits alongside the design-process compression argument:

In working with these tools, one insight emerged for me: the tools that understand your design system produce better output than the ones that don’t. […] The competitive moat in this market is not generative quality, which is commoditizing fast. The moat is the design system graph: the tokens, components, spacing scales, typography rules, and conventions that make your product look like your product and not a generic template. Whoever makes that system machine-readable for agents will win the enterprise.

That’s the operational reason my proposal for an agent design team hinges on a rock-solid design system. What distinguishes output across the tools Tan surveyed is whether the generator respects your existing design system or treats every request as a fresh mood board.

Tan’s other finding is the role-shift:

The same shift is happening in design. At Uber, Ian Guisard didn’t stop being a design systems lead when uSpec automated his spec-writing. His job shifted from producing documentation to encoding expertise, writing agent skills, defining validation rules, deciding what “correct” means for each component across seven platforms. The human became the system designer, not the system operator. […] The canary is singing. And the song is about the work shifting from execution to judgment, from operating the system to designing the system itself.

Same title, different job. Ian Guisard’s taste still matters; it lives in the skills and validation rules now, not the deliverables. That’s “follow the skill, not the role” made concrete. Guisard used to write specs; now he writes the rules the system follows to validate them.

The infrastructure is catching up to the process. Tan’s implicit prescription is straightforward: make the design system machine-readable, win the enterprise. Some of that tooling is already out in the open. Southleft’s Figma Console MCP (which Uber’s uSpec is built on) lets agents operate on tokens and components without a custom platform.

But tooling alone isn’t enough. Most of us aren’t Uber. The path for teams without a dedicated design systems lead still needs someone to do the work Guisard did: encoding the expertise and defining what “correct” looks like across platforms. That’s where the next round of tooling needs to land.

The Design Agent Landscape" diagram categorizing AI design tools into three groups: Agent-first canvas (Pencil, Paper, OpenPencil), Design system-first (Figma MCP, Console MCP, Google Stitch), and Code-native (Subframe, MagicPath, Tempo, Polymet, Magic Patterns, Lovable, Bolt, v0, Replit).

The Design-Build Loop

Design is where AI product workflows meet their hardest test: an audience that will always, primarily, be human. A look at the tools, teams, and infrastructure emerging around AI design agents.

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A sleek high-speed bullet train with glowing headlights crossing a bridge through dense fog over a misty landscape.

Acceleration Is Not Automation

I’ve been wandering the wilderness to understand where the software design profession is going. Via this blog and my newsletter, I’ve been exploring the possibilities by reading, commenting, and writing. Many other designers are in the same boat, with Erika Flowers’s Zero Vector design methodology being the most defined. Kudos to her for being one of the first—if not the first—to plant the flag.

Directionally Flowers is right. But for me, working in a team and on B2B software, it feels too simplistic and ignores the realities of working with customers and counterparts in product management and engineering. (That’s her whole point: one person to do it all, no handoff.)

The destination is within view. But it’s hazy and distant. The path to get there is unclear, like driving through soupy fog when your headlights reflecting off the mist are all you can see.

Specialization is the whole game. Give an agent a specific role and clear constraints, and the quality of the output changes completely. I’ve been learning this firsthand with Claude Code skills.

Marie Claire Dean took that principle and scaled it into an open-source system called Designpowers. Her reasoning:

Most AI tools give you one assistant. You ask it something, it answers, and you figure out what to do next. That’s not how design teams work.

Design teams work because a strategist thinks differently from a visual designer, who thinks differently from a content writer, who thinks differently from someone doing accessibility review. The handoffs between those perspectives are where the work gets better. The friction is productive.

Her team of ten covers the full pipeline from discovery through shipping, with dedicated specialists for strategy, visual design, content, motion, accessibility, and critique. All sharing one design state document, with the human directing.

On what she learned building it:

The act of encoding a design process forces you to decide what the handoffs actually are. When does strategy end and visual design begin? What does the content writer need from the strategist before they can start? What happens when the accessibility reviewer and the design critic disagree?

That’s the same clarity I’ve found writing Claude Code skills: what does this agent need to know, and where does its scope end? On where the human stays essential:

The idea is simple: agents can verify that a design is correct, aligned to the brief, accessible, consistent. They can’t tell you whether it’s beautiful. That’s your job.

The full system is on GitHub.

3D illustration of abstract biological structures resembling a protein or molecule, with colorful folded shapes, helices, and spheres floating against a dark blue background.

I Built a Design Team Out of AI Agents

...and they’re free!

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Nate Parrott, a product designer at Anthropic, in an interview with Ryan Mather for AI Design Field Guide:

More Google Docs than you’d think. More Slack posts than you’d think. I meant what I said earlier: I think that this is the era of designers who design with words more so than designing with pixels.

Parrott describes a content design team whose job is making alien concepts legible:

We have several people at the company on the design team whose job is content design. Their job is basically to look at concepts which are very alien, and figure out how to make them legible to human beings. They don’t draw any pixels, but their work is really important because they are literally thinking about the words we use to describe and the mental models we expect people to put on that will make this stuff work.

The Figma work, Parrott says, is “the easy part.” He uses Anthropic’s design system, drops in components, and moves on. The hard work is upstream: expressing the ideas, figuring out the right language, talking to users. The production of screens has become the smallest slice of the job.

Jenny Wen described designers at Anthropic shipping code, prototyping against the live model, stretching into PM territory. Parrott is describing the same shift from a different angle. The deliverable used to be the mockup. Now the deliverable is the thinking that precedes it.

Vibrant abstract illustration of stylized flowers with glowing, blurred edges in bold red, yellow, orange, pink, and blue tones against a soft gradient background.

AI Design Field Guide

Learn techniques from the designers behind OpenAI, Anthropic, Figma, Notion & more

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Stripe design manager Kris Puckett, speaking on Michael Riddering’s Dive Club, spent the first half of the conversation demoing metal shaders, custom ocean animations, and a full iOS reading app he built with Claude Code. Then he stopped himself:

AI native has to be beyond just “I made a really cool shader” or “I made this dither effect that every other person is making.” I was doing that today and then I was like, “Oh my gosh, this is… why am I doing this? There’s a hundred of these that are way better than what I’m making right now.”

So what does AI-native design actually look like? Puckett’s answer is “soul”—the quality that makes work feel specifically, unmistakably yours:

I think what people are going to be desperate for is more of that human side of things. They’re going to be longing for […] an era they’ve never experienced because they’re younger, that MySpace generation where your MySpace page was deeply personal to you. My MySpace page was complete custom Kris Puckett perfection at that time. And I think that we’re going to want to see that come back. And I think people are going to want more of those—your portfolio looks and feels like you.

“Soul” is doing a lot of work as a concept there. What Puckett is describing sounds a lot like taste—the ability to make something that feels intentional and specific rather than procedurally generated. His workflow backs that up. Being contrarian, he explicitly rejects the “let the agent run” approach:

I want off that cycle. I do not want to be riding that bike race with anyone else because that’s not how I view these things. They are a force multiplier, but I want them to be focused. I want it to be something that I feel is still authentically me.

What unlocked all of this for Puckett wasn’t technical skill—he’s a designer, not an engineer. It was admitting “I don’t know” and starting anyway. He’d been dreaming of building his own software for 20 years. Claude Code’s blinking cursor was enough to get him started.

Kris Puckett - Becoming an AI-native designer

Today’s episode is with Kris Puckett (https://x.com/krispuckett) who has led design at Mercury, Dropbox, and now as a design manager at Stripe. His journey is the perfect example of what it looks like to lean into this moment in time with AI.

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Figma is opening its canvas as a writeable surface for AI agents. Matt Colyer, product director at Figma, on why this matters:

Design decisions—from color palettes and button padding, to typography and interactivity—have always defined how products take shape. No matter how small, those decisions add up. They make your product and user experience stand out from the rest. To date, AI agents haven’t had this context, which is why so many designs created by AI often feel unfamiliar and generic.

The fix is beefing up skills files, by encoding a team’s design decisions, conventions, and sequencing rules. Agents read them before they touch the canvas. The use_figma tool lets Claude Code, Codex, and other MCP clients create and update assets tied to your design system. Colyer on what that changes:

Your conventions are no longer static documentation. They become rules agents follow as they work—applied through components, variables, and the structure you’ve already defined.

The detail worth paying attention to is what Colyer describes as a self-healing loop. When an agent generates a screen, it screenshots the result, checks it against the design system, and iterates. Because it’s working with real components and auto layout, those corrections compound through the system itself, not just the pixels on screen.

It’s free during beta, with plans to move to a paid API. Figma is finally joining the party as Subframe, Paper, and Pencil all offer this workflow already.

Terminal window titled "earthling — zsh" showing an AI prompt to build a component set from a button.tsx file, with output confirming 72 button variants created, overlaid on a Figma canvas with UI components.

Agents, Meet the Figma Canvas

Starting today, you can use AI agents to design directly on the Figma canvas. And with skills, you can guide agents with context about your team’s decisions and intent.

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Gui Seiz designs at Figma. His team uses Claude Code to bridge design and code. And he still reaches for the canvas when precision matters.

Seiz, speaking on Claire Vo’s How I AI podcast:

I don’t think we’re there yet in general with these code tools in terms of the precision editing that you want to do. […] I think still the gold standard for me is just being able to drag stuff around. And you can do a lot with a click that would take you a hundred words to write and to really precisely nail. No one wants to prompt for the exact hex code or the shade of yellow and that kind of stuff. That’s just easier to just quickly do and directly manipulate.

Seiz isn’t anti-AI. His team pulls production code into Figma via MCP, edits it visually, and pushes it back to the codebase. He’s bullish on what that does to the old workflow:

It’s definitely changed our workflows in a way that it’s really blown up what a workflow even is. Before, for the majority of our careers, we’ve had a very linear, agreed-upon workflow where you increase fidelity as you go on. Because it’s really expensive to work in code, and it’s really cheap just to trade ideas and sketch them out. But AI basically collapsed that, and it’s just as cheap to riff in code as it is to riff in design.

The cost of exploration collapsed. The need for direct manipulation didn’t. Both can be true.

How Figma engineers sync designs with Claude Code and Codex

Most teams are still passing static design files back and forth, and most Figma files are already out of date by the time they reach engineering. Gui Seiz (designer) and Alex Kern (engineer) from Figma walk through the exact workflow their team uses to bridge that gap with AI, live onscreen. They…

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I’ve argued that design tools should be canvas-first, not chatbox-first. Jeff, writing in Abduzeedo makes the case for the opposite:

Designers have always borrowed from developers. Version control, component systems, token-based design — these ideas crossed the aisle from engineering and reshaped how visual work gets done. Vibe designing follows the same logic. Instead of opening Figma and reaching for a drag-and-drop panel, designers drop into the terminal. They prompt an AI model directly from the CLI, pipe the output into a file, and iterate without ever touching a mouse.

He isn’t theorizing. He published this article using browser automation and AI, with minimal manual clicking.

I don’t think the answer is CLI or canvas. It’s both. Designers are visual thinkers—that’s the cognitive foundation of the discipline, not a limitation to engineer away. Going fully terminal assumes we can be retrained to work without seeing what we’re making, or that the profession will attract people with entirely different skills.

What does look right is the plumbing underneath. Jeff on Paper.design’s MCP integration:

Its canvas is built natively on web standards — HTML and CSS — which means AI agents working through Paper’s MCP server can read and write design files directly. Tools like get_screenshot, get_jsx, write_html, and update_styles give Claude Code or Cursor direct read-write access to the design canvas.

HyperCard figured this out in 1987: direct manipulation on top of a scripting layer. The tools are finally catching up, with AI as the scripting engine.

VS Code editor with a browser preview showing the "Abduzeedo Editor" app, displaying a portrait photo with a VHS glitch shader effect applied.

Vibe Designing with Bash Access

Vibe designing is the design equivalent of vibe coding — where bash scripts, AI tools, and CLI commands are finally replacing traditional GUI-only tools.

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Intercom’s design team published numbers that show what happens when agents take over the build. John Moriarty, writing for Fin Ideas:

At Intercom, how we design and build software is unrecognizable from 12 months ago. Our engineering team is already at the point where 90% of pull requests are authored by Claude Code, part of an internal initiative called 2x, where the explicit goal is to double productivity using AI.

When 90% of your pull requests are AI-authored, the designer’s job changes whether you update the title or not. Moriarty’s framework for what comes next:

As the rate of execution accelerates, the role of design becomes sharper. Agents can generate artefacts, but they cannot decide which problems matter, set intent, resolve trade-offs, or hold the bar for quality. Our craft shifts with that reality. […] Agents will own the middle, the build. Design’s value concentrates at the edges, deciding what to build and then determining whether the output is good enough.

Design’s value lands at the edges, not the middle, and Intercom is already adapting their infrastructure to match. They’ve repositioned their design system as what Moriarty calls “agentic infrastructure”:

In a world where Agents write most of the code, design systems become the infrastructure that protects quality. Components, libraries and guidelines are the foundation that Agents and teams build on top of. The better the system, the better everything produced. Strong systems allow quality to scale without adding review overhead.

This tracks with the argument that design systems are becoming AI infrastructure—and Intercom is running it in production. The design system is the quality control layer that lets agents ship at speed without designers reviewing every screen.

Moriarty’s full piece covers how they’re restructuring day-to-day work—moving designers into code, treating Figma as a whiteboard, running structured AI fluency training. Worth a full read.

A paintbrush dissolves into digital code lines and circuitry, with the text "How we design when the code writes itself" and "Fin/ideas" logo.

How we design when the code writes itself

AI isn’t just increasing the speed of building, it’s changing how we work

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Karo Zieminski spent nine days breaking Claude Cowork before writing this guide:

I’ve seen enough of shallow tutorials that simply rephrase the official docs to know I wanted to do something different. So I rebuilt some of my workflows from scratch, tracked what failed, measured what saved time, and mapped 56 practical tips into the resource I wish existed when I started.

I appreciate her methodical breakdown of the app, especially when to use which flavor of Claude, which for me TBH, has been an issue.

Comparison table of Claude Chat, Cowork, and Code modes across six aspects: interface, best for, output, sub-agents, file access, and target user.

Zieminski’s nice breakdown of the differences between Claude Chat, Cowork, and Code.

The guide barely talks about prompting. It’s almost entirely about the pre-work: dedicated folder structures, global instructions via CLAUDE.md, chunked skills, delegation patterns that define end-states instead of steps. The distinction Karo draws between Chat skills and Cowork skills:

Skills in Chat were useful. Skills in Cowork are operational. They shape autonomous work. Your brand guidelines skill doesn’t just influence a reply. It governs every file Claude creates. Your writing guidelines skill doesn’t just shape a draft. It governs every article Claude writes autonomously.

Zieminski on skill architecture:

Chunk your skills instead of building one giant skill that tries to handle everything. I’ve tested both approaches and the results from one giant skill were much worse. For example, I use three separate writing skills instead of one: an overall voice skill, a corporate writing skill, and a newsletter writing skill. Each handles its own context. Claude never confuses who I’m writing for.

If you’re already using Claude Cowork or just Cowork curious, bookmark this one.

Cartoon girl with a ponytail standing on a stool, hammering a nail into a wall to hang a blank canvas or paper.

Claude Cowork Guide for Power Users: 50+ Tested Tips on Plugins, Skills, Sub-Agents, and Memory

What works, what breaks, and how to make Claude Cowork genuinely useful in 2026.

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Thu Do set up Figma MCP + Claude Code and audited her entire design system in 10 minutes. The setup took 4 hours. But the reframe she arrives at matters more than the tooling:

Design tokens used to be “nice to have” for consistency. Now they’re infrastructure for AI-to-code-to-design workflows. AI agents read tokens to understand design intent. Proper tokenization = accurate code generation. Inconsistent systems = AI making wrong assumptions.

The bar for design systems just shifted from visual consistency to machine readability.

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Your Design System Isn’t a Style Guide Anymore — It’s AI Infrastructure

I humbled myself quickly. Six months ago, I managed design systems the way most teams do: make and isolate small changes, coordinate with developers on implementation, write documentation manually, run audits when time allowed, and hand off specs for each new feature.

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Weber Wong’s “artifact thinking” names the problem: creative work that produces one-off outputs, each beginning from scratch. Prompts are artifacts. Skills are not.

Nick Babich, following up his earlier roundup of Claude skills, looks at Anthropic’s skill-creator, a meta-skill that generates and evaluates new skills. His framing of what a skill actually is:

Many people explain the role of a skill as a set of instructions that Claude automatically activates for a particular task. While this is a correct way to describe its behavior, it’s better to think of a skill as a recipe. Just like when we cook something, we rely on a recipe to do the job correctly, Claude will rely on a dedicated skill.

Recipes compound. You refine them, share them, adapt them for new contexts. Prompts are disposable. Skills persist.

And now skills can write other skills. Babich walks through the full skill-creator setup, and the most interesting detail is the self-evaluation loop:

The great thing about Skill Creator is that it triggers a process that evaluates the quality of output a newly created skill will produce. This evaluation is exactly what helps you achieve better results with your skill.

Worth following along if you’re building your own. (And you should be!)

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Claude Skills 2.0 for Product Designers

Anthropic has recently improved the process of creating new Claude Skills, and this improvement is so significant that it almost feels like…

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Director. Orchestrator. Architect. Different words for the same shift. Stop making things one at a time. Start building systems that make things.

Weber Wong, writing for Every, gives this shift a useful name: artifact thinking.

I call this mental model artifact thinking: creative work that produces discrete outputs, one at a time, each beginning from scratch. Traditional tools like Photoshop and Illustrator, which demand endless hand-tuned adjustments and manual refinements to produce a single polished image, trap you in this way of working. Midjourney and DALL-E feel like liberation because they generate outputs so quickly, and you can communicate with them in the same language you speak every day. But visual prompts, too, are one-time, disposable things. You can’t hand them to a colleague and be confident you will get the same result. The magic of near-instantaneous generation masks the fact that you are still in artifact thinking.

That last line is the sharp one. Adopting Midjourney doesn’t mean you’ve left artifact thinking. You’re still producing one-offs—just faster ones. The orchestrator gap isn’t about which tool you use. It’s about whether you’re building systems or pressing buttons.

Wong’s proposed fix is node-based visual programming—workflows you can inspect, modify, and share. He knows it sounds like he’s asking designers to become engineers:

I understand the resistance to this idea. Some people hear “visual programming” and think we’re trying to turn designers into engineers. That’s backwards. We’re trying to give creative professionals the power that programmers have always had: the ability to build systems that work while you sleep, that can be stored as multiple versions and shared and improved, and that take what people already know how to do and make it something anyone can run.

I’ve been asking for canvas-first tools, not chatbox-first ones. Wong is right that chat alone isn’t enough for professional creative work. “Artifact thinking” is a concept worth keeping—regardless of whether Flora is the tool that finally kills it.

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Creative Work Is About to Look a Lot More Like Programming

Flora’s Weber Wong on why creative professionals need to stop thinking in artifacts and start thinking in systems

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Notion built a prototype playground for their designers. It’s a single Next.js repo with shared styles and slash commands for deployment. The infrastructure is solid. The adoption question is harder.

Brian Lovin, talking to Claire Vo on How I AI:

It’s still a Next.js app. It’s still React and TypeScript and Git and branches and it’s just a lot of concepts to throw at someone who maybe is used to only prototyping in Figma or they’re intimidated by a terminal or code. And so I’m trying to figure out like how do we make this thing more approachable? How do we make it easier to onboard but also not dumbed down, right? I want people to learn how to use computers. I want people to even subconsciously absorb the ideas of git and branching and pull requests and merging.

“Make it easier but not dumbed down” is the tension every team building AI design tooling is going to hit. Lovin wants designers to actually learn Git, not just have it abstracted away. That’s a bet on long-term capability over short-term adoption. If Notion, with its engineering culture and resources, is still working through this, the rest of the industry has a longer road than the demos suggest.

But Lovin makes a sharp case for why the effort is worth it, especially for AI product design:

I don’t think you can design a good chat experience in Figma. You can design what the chat input looks like. You could design a little chat bubble and a send button and a dropdown for model picker. I think all that’s fine in Figma, but what you can’t design in Figma is what it actually will feel like to use that thing. I probably should have said this at the very beginning, but the reason Prototype Playground existed is because when I started working on Notion AI, I was literally designing conversations in Figma — the user’s going to say this, and then the AI is going to say this, and then it’s going to work perfectly and create a page or a database. You mock these golden paths in Figma and then the engineers go and they build it. And it just doesn’t work that way, right? You send a message, the AI gets stuck, or asks a follow-up question, or does the wrong thing and you need to correct it.

This is the strongest argument I’ve heard for code-first prototyping of AI features. Static mocks enforce golden-path thinking. Real models surface the messy middle: the weird follow-ups, the latency that changes how an interaction feels, the error states you’d never think to mock up.

And yet:

I still use Figma. I probably still spend 60 to 70% of my time in Figma. There’s just certain things that you’re making that don’t need to be in the browser. They don’t need to be coded up. You can just look at it and be like, “Yeah, that’s roughly right. We should just ship that.”

So even the person who built the Prototype Playground still spends most of his time in Figma. Figma isn’t dying just yet, but its scope is narrowing. But for AI features specifically, Lovin’s case is hard to argue with: you need the real model running to know if the design works.

The interview gets most interesting when Lovin describes his operating philosophy for AI agents and how to get them to run longer:

My philosophy on this has been anytime the AI asks you to do something, you should, before responding, try your best to see if you could teach the AI to answer that question for itself. […] So, for example, I’ve taught Claude, “Hey, check your work. One, you can run commands like eslint, right? And like look for actual TypeScript errors.” The second is you can give it access to MCP tools. […] Before installing this, Claude would say to you, “Hey, I’ve implemented your feature. Go take a look at it and let me know what you think.” And remember, our rule is anytime Claude tells you to do something? Ask if you can teach it to do that thing for itself. So, I don’t want to have to look at the browser every time to see if I did it correctly. So, instead, I teach Claude, “Actually, you should be the one to go and open the browser.”

Every interruption from the AI is interrupting your flow state. That’s orchestration in practice: building infrastructure that lets the AI handle its own quality checks so you the designer stays in the flow of deciding what to build and whether it’s right.

Lovin again:

You want your designs to encounter reality as early as possible. And if you imagine this gradient of like I’m scribbling on a napkin on one side to I’m shipping to production and showing customers on the other side, our goal as designers is to move up that gradient towards prod as quickly as possible. […] I just find that when you’re designing something in Figma and then you actually try it in the browser, in the browser you notice a ton of problems. All of a sudden you’re clicking things, you notice loading states, you notice “ah, that didn’t quite work on this screen size.”

Encounter reality as early as possible. That’s the whole argument in six words. There’s a lot more in this conversation, and it’s worth the full watch.

How Notion designers ship live prototypes in minutes | Brian Lovin (Product designer)

Brian Lovin is a designer at Notion AI who has transformed how the design team builds prototypes, by creating a shared code environment powered by Claude Code. Instead of designers working in isolated repositories or limited to static Figma designs, Brian built a collaborative “prototype…

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On Jayneil Dalal’s Sneak Peek, Domingo Widen, a staff designer at Intercom, walks through their version of an AI-native design org: Figma MCP plus Claude Code plus Code Connect, producing prototypes that deploy as PRs to GitHub. Designers never check the code. Engineers get real components, not AI hallucinations.

The trick is in the plumbing:

This is something that designers don’t understand, that sometimes they use the MCP without an actual proper code connection, which is good, right? Like the link that you’re sending to AI, it’s going to include a lot of information around the spacing, the token, the color. But it’s not real code connection. The real power that you find is that when you actually connect these components. […] You’re actually giving Claude the actual path to that component in the codebase. so that when you send the link, the button already exists under this path. You don’t need to create it again. You can just import it.

Without Code Connect mapping every component to its import path, AI gets visual information but reinvents components from scratch. The judgment is encoded in the infrastructure, not the model.

Widen again:

In the background, every single pattern that we add to the system, every single component that we add to the system, it becomes a new piece of code that designers can use to prototype, that PMs can use to prototype, that engineers can use to prototype and build. And it’s kind of like a compounding effect essentially. So the more things we add to our design system in terms of components and patterns, the better cleanups that we do and the more tunings that we do, everybody kind of can benefit from them.

The compounding is real, but so is the upfront cost. Intercom needed a dedicated team, a prototyping hub, documentation, tutorials, and months of skills engineering to get here. A 20-person startup isn’t replicating this workflow anytime soon.

I wrote about this gap after getting pushback on my own AI-in-design arguments. The tooling works if you already have the infrastructure and the experience. For most designers, that’s not where they are yet.

How I Vibe Code as a Designer at Intercom

👋 Welcome to Sneak Peek with Jay, a series where you will see how top design teams use AI. In this interview Jay chats with Domingo Widen (Staff Product Designer) who shows the AI design process at Intercom!

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I’ve been playing around with Pencil along with Paper, both newer agentic design tools. The multi-agent demo is genuinely impressive—six AI agents designing an app simultaneously, each with its own cursor, name, and chat on the canvas.

Tom Krcha, Pencil’s CEO, speaking on Peter Yang’s channel, on the format bet at the center of the product:

It’s generating basically a descriptor for the design. And then what you can do, you can essentially ask it what kind of code you want to convert it into. Because we wanted to make sure that it’s sort of platform agnostic. […] So we have this platform agnostic file format. We call it .pen. It’s essentially just JSON-based format. We wanted to really build this format to be agentic from the ground up.

Krcha frames it as “agentic PDF.” I could get behind platform agnosticism as a philosophy, but I need more convincing. The .pen format is still a translation layer between the design and the code. That means migration from Figma, especially for teams with established design systems. And I’m skeptical that a button in Pencil’s built-in design system will correctly map to the right reusable code component when the agent translates .pen to production code. I need to test it out more for myself.

We have enterprises using that for this specific purpose, to convert their design systems into pen format and make sure that it lives in the Git. This is the source of truth for everybody now.

“Source of truth” is doing heavy lifting in that sentence. For teams with mature design systems, the source of truth is the code component, not a JSON representation of it.

This is a pretty impressive demo nonetheless, and it’s a moment of delight to give agents a name and a “face” if you will. Krcha:

Those cursors, it seems like a small touch, but it’s the first time I have seen AI humanized. It feels like there’s someone there. It’s crazy, it’s just a cursor.

I Watched 6 AI Agents Design an App Together And It Blew My Mind | Tom Krcha

Tom is the CEO of Pencil, one of the coolest AI design tools that I’ve ever tried. Watching 6 AI agents design a beautiful app in real-time will genuinely blow your mind. Tom showed me how it all works under the hood (a simple JSON file?!) and how you can use Pencil to design right where you code…

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Designers aren’t leaving Figma. They’re outgrowing what Figma was built to do.

Punit Chawla, writing for Bootcamp:

Designers are slowly shifting to a building first mindset. Which means that a good chunk of UI designers are moving quickly to AI coding platforms to bring their ideas to life. The “Vibe Coding” trend wasn’t just another tech bubble, but a wake up call for designers to create life like prototypes and MVPs from day zero. In fact, PMs and designers at Meta have publicly stated how they are showing working products instead of UI prototypes.

The shift is real, but “leaving” is the wrong word. Designers aren’t abandoning Figma. They’re adding tools that do things Figma was never designed to do. Figma’s role is narrowing from everything-tool to exploration-and-iteration tool. That’s not the same as dying.

Chawla’s strongest point is structural:

Some companies are built different with a completely separate infrastructure. For Figma to change their infrastructure from the bottom-up will be very difficult. Let’s not forget they are a publicly traded company. Risking major changes can mean risking billions in stakeholder investments. Companies like Cursor on the other hand are built to be building first/coding first products, hence a major advantage.

This is right. Figma’s architecture was purpose-built for collaborative vector editing, not code generation. Bolting on AI code output is a fundamentally different engineering problem. When Figma Make launched, I scored it at 58 out of 100, and it’s getting better, but it’s competing against tools that were born for this.

Where I’d push back is on the builder framing. Designers aren’t becoming coders. They’re becoming directors. A designer who orchestrates AI agents against a design system solves the handoff problem more fundamentally than one who vibe-codes an MVP. One eliminates the bottleneck. The other just moves which side of it you’re standing on.

Chawla hedges his own headline:

Don’t get me wrong, Figma is still the best tool for a majority of creatives and has a strong hold on our day-to-day workflow. Making any strong predictions at this point will be very ill-informed and it’s best to avoid making any conclusions as of now.

Fair enough. But the question worth tracking is whether Figma can expand fast enough to remain relevant as the deliverable shifts from mockups to working software.

Figma app icon being dropped into a recycling bin by a cursor, illustrating uninstalling or abandoning Figma.

Why Are Designers Leaving Figma? The Great Transition.

The Creative Industry Is Changing Rapidly & So Is Figma’s Future

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Prototypes have always been alignment tools. Whether you’re testing with users or convincing leadership, the prototype’s job is to make the abstract concrete. That part isn’t new.

What’s worth noticing in Emma Webster’s case study roundup on the Figma blog is who’s doing the prototyping. Three stories. Three product managers. Zero designer protagonists.

ServiceNow’s Ram Devanathan explains the dynamic:

“They have a big portfolio, so they can’t always pivot directly to my project.”

So Ram built it himself in Make. His designer’s mockup missed the nuance he was after, so he took a crack at it:

“Make helped me show what I meant rather than trying to describe it in the abstract. I’m able to explain my ideas better. I’m able to convince people faster. That reduces the whole cycle for me.”

Ticketmaster PM Brian Muehlenkamp prototyped an AI assistant that wasn’t even on the roadmap and shipped it. Affirm’s SVP of Product Vishal Kapoor puts the value in craft terms:

“The real work lives in the variations, rabbit holes, and edge cases. It requires a lot of thinking, a lot of precision, and a lot of love.”

All three stories follow the same arc: PM has an idea, designer is unavailable or the mockup misses the mark, PM builds it in Make, team aligns faster. Designers aren’t the heroes of these stories. They’re the bottleneck the tool routes around.

I don’t think that’s Figma’s intended message. But it’s the one that came through to me.

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3 Ways Teams Are Building Conviction Faster With Figma Make | Figma Blog

Product managers at ServiceNow, Ticketmaster, and Affirm are using Figma Make to prototype their way forward.

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