Advertisement
Advertisement
⚡ Community Insights
Discussion Sentiment
77% Positive
Analyzed from 5129 words in the discussion.
Trending Topics
#design#figma#code#claude#more#app#designers#css#https#product
Discussion Sentiment
Analyzed from 5129 words in the discussion.
Trending Topics
Discussion (130 Comments)Read Original on HackerNews
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.
And then I was scrolling Twitter, and saw someone else post their own "success story" and the design was nearly identical to the mock up Claude Design made for me. Lol. The homogenization problem will continue to plague tools like these to some degree, much in the same way AI generated text or code or imagery has a sort of homogenous tone or feel to it.
The fact that you are using this language tells me you are probably more advanced than the average individual, and likely have higher expectations.
My sister-in-law has a small apparel company. She’s developed quite a bit of skill over the past six years but she really struggled at the start. She had great ideas, but translating them to something she could apply was frustrating. *Anything* that could have helped her there would have been worth a look.
• Claude Design uses Opus 4.7, which is more expensive than earlier models.
• It's just Day 2; it's not a finished product. It's ridiculous how quickly Anthropic iterates.
• If you've been using Claude for a while, Design already knows your style and preferences. You'd have to start from scratch using a different AI design tool. I don’t doubt that'll pay dividends in the long run.
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.
https://tailwindcss.com/plus/ui-blocks
Granted, not every component on every surface will need this amount of scrutiny. But I'm usually the outlier developer warning teammates that design is not a solved problem. Granted, there's a huge difference between an existing app and its evolution and throwing a nextjs landing page up in search of any life.
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.
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
[0] https://storybook.js.org
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. :-)
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.
You mean Fireworks. Photoshop was for graphic design. Web designers used Adobe Fireworks. Figma is a successor to Fireworks, not Photoshop.
It's kind of horrible, but I guess it's better than previous alternatives. But, it's not better than a tool that works with code directly and mostly automates away the tedium or translating a visual design into code. I haven't tried Claude Design, but I know I don't find Figma enjoyable (but I'm not much of a designer...I'm more comfortable with code than with pages and pages of options in a GUI).
Perhaps because I have a similar bio to yours, I am allergic to this view.
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.
This article is a fundamental misunderstanding of both the design space, and figma as a company.
Just a few of my thoughts:
- Figma was always about building a successful company over a successful product. Figma started with a much more ambitious aspiration, and had the ability to deliver through talent like Evan Wallace. A lot of it started with showing how capable webgl was in the browser. And yet, a lot of things like 3d features don't exist because they had the awareness to really hone in and focus on building a specific thing that made them money because everybody in the company ended up with an expensive seat price.
- Seriously, Figma is a company that's about design tool second, and about getting a product that businesses use first. To that end, it's already succeeded through the IPO, subsequently, who knows what the market is going to look like. Figma having a war chest is in many ways much better than having a technically impressive demo that might evaporate.
- People at Figma, 100%, know everything in this article. And not just figma people, like anybody and everybody that's tried to build a design tool has had these thoughts. It's very obvious that ui/ux is the interesection of design/dev/pm. It's also very obvious that it should stick close to the source of truth, to something like code. - The problem is, that it's almost underselling it to say that it's MASSIVE challenge to execute on these ideas because of how easily it bleeds into building not just a design tool, but a coding, data management, architecture, etc. tool
- I could talk at length about all the challenges and potential solutions, but that's neither here nor there.
- On AI, I guess other people's guess is as good as mine, but my gut feeling is that while data is important, SOTA AI is generalist enough that the base models, the thinking they're able to do, is better than having a lot of custom data. Especially because ui design is front-facing - you can just scour the web in contrast to private financial documents, or legal documents for example.
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.
> 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:
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)
[0]https://github.com/allan-simon/figma-kiwi-protocol
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.
Maybe you could make it work if everyone agrees on a base set of headless components to use, but we seem to be moving in the opposite direction with things like ShadCN.
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.
https://stitch.withgoogle.com/
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.
Claude Design - https://news.ycombinator.com/item?id=47806725 - April 2026 (732 comments)
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.
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.
You can go that route with Affinity Designer [1], owned by Canva, who partnered with Anthropic on Claude Design [2]:
We’ve loved collaborating with Anthropic over the past couple of years and share a deep focus on making complex things simple. At Canva, our mission has always been to empower the world to design, and that means bringing Canva to wherever ideas begin. We’re excited to build on our collaboration with Claude, making it seamless for people to bring ideas and drafts from Claude Design into Canva, where they instantly become fully editable and collaborative designs ready to refine, share, and publish.
[1]: https://www.affinity.studio
[2]: https://www.anthropic.com/news/claude-design-anthropic-labs
After Canva bought Affinity, you now have to authenticate with your email from time to time when you launch the desktop app. Annoying and why do they do that?
Might go back to Affinity 2.
So a fashion designer can mass produce clothing? So an interior designer can build a house?
This designer should has never held.
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.
Is that bad? Not to anyone who has managed dev teams and is 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.
354: https://en.wikipedia.org/wiki/Computer_(occupation)
892: https://en.wikipedia.org/wiki/The_Story_of_Mel
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
I have a complicated nextjs webapp, and I havent had to write front end code in six-nine months now.
[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...
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
Bringing a Figma killer to the market is converting a conventional software sector into an AI one. So it's more disruptive.
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.
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