Every tool I tried would jump straight to screens. But that's not how product design actually works. You don't just design screens. You think through the problem first. The flows, the edge cases, the user journey, where people will get stuck. Then the design comes finally.
Figr does that thinking layer first. It parses your existing product via a chrome extension or takes in screen-records, then works through the problem with you before designing. Surfaces edge cases, maps flows, generates specs, reviews UX. The design comes after the thinking.
It is able to do so because we trained it on over 200k+ real UX patterns and UX principles. Our major focus is on helping in building the right UX by understanding the product.
The difference from Lovable/Bolt/V0: I think those are interface builders. They are good when you know exactly what you want to build but they don't truly help in finding the right solution to the problem. Our aim with Figr is to be more like an AI PM that happens to also design.
Some difficult UX problems we've worked through with it: https://figr.design/gallery
Would love feedback, especially from folks who've hit the same wall with other AI builder/design tools.
pedalpete•2w ago
We work in hardware, so we don't have UI to work with. UX isn't just UI, which I'm sure you know. I'd like to see something like your product to help guide people through the right questions, rather than finding the solution.
One of the challenges I have with many AI subscriptions is that when you price in credits, I have no idea how many questions, or what kind of workflow that gives me. 10 credits. That could be 3 questions.
This was actually the business model issue we had with our last business, where we had to pay for map tiles, and we loaded thousands of them. For our B2B customers, we came up with a pricing model which said "per 1000 scenes" and they knew what a scene was. We still had no idea how big their scene was going to be, but we priced so that they could understand what they'd get, and they could verify, yes we opened 40,000 scenes.
For our B2C customers, we had a simple monthly subscription because they would only likely use so much. We barely made any money on the consumers, but it helped offset the costs.
This isn't just a you problem. But it is what prevents me from using a lot of, what may be, very good tools.
Mokshgarg003•2w ago
This is exactly what we do, we ask you very deep question to collect context and make the results much better. We see by using Figr users become much clearer on what and why they want to build.
I understand on Credits bit, its hard to explain simply. Mainly defined it like one hour of design work or 1 screen.