Figma is a work tool only and I'm disappointed by its MCP tooling which feels late and behind where it should be, I just feel forced to use Figma Make which stays in their walled garden without practical utility and connections to my actual codebases
[0] https://www.madebyevan.com/figma/building-a-professional-des...
[1] https://www.madebyevan.com/figma/
[2] https://www.madebyevan.com/figma/how-figmas-multiplayer-tech...
But the fundamental problem is that it’s hard to get a design system right long-term, especially because it’s so intertwined with your code and whatever component library you use, which is a layer your designer will never touch. I don’t really see Claude Design fixing the fundamental Storybook hell of designing reusable and pretty components and layouts, but I don’t see Figma or any other tool solving it either.
What’s the solution? It feels like something that needs to be fixed more deeply at the component level.
FWIW Claude Code is decent at scaffolding those out if you have a good set of examples for it to work from.
But the argument is that is unneeded as we move forward as making changes and extracting things and such becomes basically "free". I'm not so convinced, but I do see the argument.
I did not say anything of the sort.
i.e. The OP doesn't need to answer yes to their question for OP's claim to be true, yet their question pretends otherwise. (non sequitur)
In response I suggest that the engineers using AI also lack code judgement (because they are not reading it either). I don't think questioning the AI use is the actual topic here, it is the shifting roles. Who says it's the designers that are taking the new meta-role? It's probably the FE's honestly.
The role shifting doesn't mean that it's the best path forward. I'm simply stating that it is happening.
Do you think it is reasonable to expect a person with an arts degree to know this?
Of course it is.
The only people who think your fucking college degree determines your knowledge level and ability are teenagers and people who are so deeply untalented that it’s the only way they feel qualified.
I want to be wrong because I'm watching the death of my entire career, but everything I've seen is pointing to this as an inevitability. We are shipping better and more secure code, and doing it easily twice as fast. Many development teams can be cut in half today with no reduction in output. I don't want to say it out loud at work yet, but we're actually producing too much.
Teaching programming is a bit of mostly solved problem, today anyway.
Is that bad? Not to anyone who has managed dev teams and familiar with the incredibly tortuous and painful business of trying to corral a bunch of humans with varying skill and enthusiasm levels to create software. We have tied ourselves in knots with things like Agile just trying to work around the fact that software development is so slow and arduous.
Many times back in the waterfall days I have written up design documents to kick off dev teams on multi-week or month projects. Now I could feed those into Claude Code and get results in days. This stuff is exciting beyond belief in just getting shit done.
This is a golden era for any established company with an existing customer base. My question to them would be "with Claude Code, why aren't you carving through that massive backlog of feature requests that has been building up over the years?".
A lot of people seem to look at this as job threatening, and it surely is for junior devs. But for companies that already have a strong senior talent bench, it's time to raise the ambition levels and ask not how many jobs can be shed, but instead just how fast and hard can we go now we have these new superpowers.
Every one of those transitions has resulted in more programmers - though not necessarily the same programmers.
I think we're about to cycle back to "custom code" except now it's for everyone, by AI - you don't need to find the to-do app of your dreams; you can code one for yourself in a fever-dream.
The era of "write Wolfenstein 3D in a few months and make millions" are gone, but they've been gone a long time already.
I've seen the "debugging" and "coding" that non-coding designers are attempting to vibe-code. 90% industry is definitely toast, but not the 90% you're thinking of. Most industry is going the way of Microsoft that cannot even display a start menu in under a second
So a fashion designer can mass produce clothing? So an interior designer can build a house?
This designer should has never held.
I have a complicated nextjs webapp, and I havent had to write front end code in six-nine months now.
I was wondering if PenPot (https://penpot.app) might be sitting pretty in this new agentic era, considering that they took the direction of designs being actual markup, unlike the canvas approach in fig - if that’s even something that interests them.
So tools like Figma is nice in that regards as it's simpler to iterate on (From simple to hardest: Sketch on whiteboard|paper, Wireframe tools like Balsimiq, Figma|Sketch, css code) because it's pure fiddling with various properties. Figma has direct feedback while the code may require a compilation phase.
Perhaps because I have a similar bio to yours, I am allergic to this view.
But yes, the "design to code" gap has always been where designers' intentions were butchered and/or where frontend developers would discover/have to deal with designs that didn't take into account that some strings need more space, or what to do when there are more or less elements in a component, how things should scroll in real life, how things should react to a variety of screen sizes, etc.
this short meme video is funny/not funny because it hits too close to home - https://www.youtube.com/shorts/r6JXc4zfWw4 - but yes, "designers don't code and developers don't design", roughly speaking
and then of course you meet some people who do both really well... but they are pretty rare. :-)
You mean Fireworks. Photoshop was for graphic design. Web designers used Adobe Fireworks. Figma is a successor to Fireworks, not Photoshop.
As someone who has done front-end development for both web and mobile devices for a very long time in the pre-Figma days I was handed a lot more designs that were mocked up in Photoshop than Fireworks.
I don't believe that people who can design and code are as rare as folks seem to believe, either. What seems more likely is that there are a LOT of coders who are extremely fluent in CSS but aren't particularly gifted when it comes to making things look good.
It wasn't that long ago that designers understood that they couldn't just hand off a 2D comp of what they want to see. The job isn't done until the output can be integrated into the app. Nobody gets to launch cows over the wall and go for lunch.
But I think it's part of a larger mistake Figma is making: they seem to have shifted to an extraction mindset too early, assuming they'd captured the market, right when the ground beneath them is starting to shift.
It's most visible in their pricing model evolution, which is now explicitly anti-collaboration. Figma used to be the obvious default because you could quickly share files with non-designers, so they could view and make small edits without fuss. Now that requires a paid "seat", along with a confusing mess of permission flows.
It's platform wide too. I taught a college design class recently, and had students sign up for Figma because it seemed archaic not to teach them to use it. Instead of just giving any ".edu" address a free account (like they used to) students are forced through a 3rd-party process of uploading transcripts to prove education status. A few of my students got rejected or ran into confusing errors, and never got access… Now I have to re-evaluate whether its worth using when teaching the class again. (And this is for a population with near-zero short-term purchasing power, but huge potential long-term value… why add barriers?)
This is such a weird self-inflicted wound for a collaboration platform to make. The big tools that won on collaboration (eg. Google Docs, GitHub) have understood that low-friction sharing is critical to becoming the default choice. And that being the default is a flywheel that drives adoption, both in users and in tooling.
It makes more sense if you see it through the lens of Figma trying to juice short-term numbers for their IPO. But it's sad to see because it had so much long-term potential.
Building the same design system component in code versus in Figma is going to be slightly more succinct in code; Figma’s primitives don’t have the sort of conditionals and control flow that code has. But code is much less malleable than drawing on a screen, and creative freedom is harder to achieve in code.
UI can fix the gap where code feels less malleable than Figma, but complexity comes largely from the worlds that humans create, and humans apparently want to create 8 modes for 4 products and 2 light/dark modes. If you want the same setup in Claude, it’ll be a little easier to maintain, but not much less complex.
with a pelican on it
What Figma achieved technically in the 2010s was amazing. Coded the app in C++ and then used WASM to deliver it as a multiplayer web app.
But now it's trying to be too many things. Why did they ever feel the need to add slides and this other stuff.
Their MCP is poor (sure, they'll improve it).
The app struggles with larger files and performance is sloppy.
And don't get me started trying to design data grid heavy apps.
And they could easily follow Adobe's lead. Enshittify and lock you out of your account whenever they feel it's necessary (remember what happened with Venezuelan Adobe users a few years ago?)
Either Penpot gets their act together and will become the opensource design canvas for open-weight AI models or we will see another open source solution that will fill this space.
We've got an LLM using CSS and emojis and maybe pelicans riding bikes (SVGs).
I'm actually glad they're focusing on code, and code adjacent tooling only.
And here I am with Claude Code... That so far generated a 2000-line CSS file for a 7000-line app consisting of literally three web pages [1]. Where almost every single color, component, class and style is duplicated at least two times. Where custom classes are fighting with Tailwind classes (yes, there's also Tailwind ON TOP of custom CSS) that are fighting with inline hardcoded style= declarations.
Figma is definitely going to suffer the vibe-coded design slop-app from Anthropic.
[1] 7k lines are almost justified for the functionality in them, and I tried to keep an eye on the code. It's harder to keep an eye on CSS
Then I looked at the usage and it said I had used 95% of my Claude design usage for the week!
This isn't a real tool. This is a plaything, if that's what they're providing as examples.
It's a wrapper around that. I definitely appreciate the better design output from Claude code but it has a ways to go before it can replace serious design contenders.
I was quite happy with what I pulled off using the first design system: I wanted a new footer section for my IPAAS startup, it generated four options, the fourth of which was quite good. We iterated on it for a bit, then I pulled it into Claude Code (that integrated feature is very cool), CC built it, I deployed it, done. (Bottom section of https://tediware.com/ if you're interested, the bit with "Origin story" on the left and the signup panel on the right).
It was not a complicated build by any means but I liked the concept it developed and it was dead-easy to make it all happen. I think the ideas in the UI are very good. Still rough, but you can see where this could go, and it's got a ton of potential.
I suppose that a layout engine made sense in the context of Flash, and you saw the future of the web as a set of keyframe animations. But the notion that there's a lot of value in creating a very heavy, high-friction abstraction between the UI/UX and the platform it ultimately runs on was always going to be a loser.
In the end, it turns out we're all just web developers, regardless of your weapon of choice.
> Figma accidentally excluded themselves from the training data that would have made them relevant in the agentic era.
Their binary format is so much of a "let's reinvent everything" which I think come from the fact it's a tool you can use for web design, android app design, ios design and anything-you-want design that it became a jack of all trade and so mapping it to web is not a perfect 1:1 translation.
And for being useful to agent, any people who got to implement the figma from a UX guy know that even human can't know truly the intent of most figma design, so how a LLM could ? Common source of question that even the UX guy has no answer for:
1. Ok this button looks great, but in German how will it look ?
2. Oh and actually this button does not look great when i put in CSS, it wraps on two line, you cheated again with the letter spacing, did you ?
3. How does it look on a phone that is not an iphone ?
4. You know that doing a border with a gradien is not possible in CSS, so what should i put ?
5. How does it look on a 4k screen ?
6. etc.
I know that most of these question can be answered by props and autolayout, and I've been asking the 5 question above these days on a figma that had these but it's just that the UX guy is not that mythical beast that "know-how-to-use-figma-right"So I can't wait for these tools that are html behind to catch up, even more if we can have the prompt with it. (As a developer I never got to see the prompt the product manager made to the UX guy)
dang•1h ago
Claude Design - https://news.ycombinator.com/item?id=47806725 - April 2026 (732 comments)