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Posted by cdrnsf 6 hours ago

Thoughts and feelings around Claude Design(samhenri.gold)
221 points | 152 comments
mickdarling 3 hours ago|
I used it today to take a look at my previously built design system with Logos, branding, fonts, and everything else. After a lot of annoying tweaking back and forth, finally, I got something that was satisfactory.

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.

hbosch 1 hour ago||
I used Claude Design to see how it'd spit out a design I already had been working on for some weeks, given a dense enough prompt and a decent requirements document (I did not feed it visuals). I thought the output was pretty good! It didn't match the style we're after at all but it did do some logical content grouping and made some IA decisions I decided to pull into my own explorations. Overall I left with a good impression.

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.

ceejayoz 37 minutes ago||
Homogenous might be awesome. I miss predictable UIs.
jcims 2 hours ago|||
> I used it today to take a look at my previously built design system with Logos, branding, fonts, and everything else.

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.

hellojason 1 hour ago||
Funny. My read on that language was this person has absolutely no idea what a truly robust and scalable design system and component library actually are, particularly within the scope of a successful business. Well built ones serve every facet of the organization, not just the product.
adriand 3 hours ago|||
I had a similar experience with running out of usage quite quickly, after setting up one design system properly, and then getting pretty close with a second one. But it's a research preview - I'm sure it will change.

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.

slopinthebag 3 hours ago||
I mean, it's fine and serves it's purpose, but I'm a bit confused what you are getting that you wouldn't get with the millions of pre-made designs and design systems? Like Tailwind UI for example.

https://tailwindcss.com/plus/ui-blocks

apsurd 2 hours ago|||
I find that with the ubiquity of Tailwind, developers treat design as a "solved problem". What's missing is the specific evolution of one's product and the resultant information architecture. The sibling response is my experience as well, design is an incredibly interactive exercise.

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.

skydhash 2 hours ago||
Even with bootstrap, design was a solved problem. What you bring with a UI designer is appeal (aka make thing pretty and enjoyable). If you want utilitarian, even the old x11 toolkit like Athena, Win 98 era widgets would do the part.
apsurd 2 hours ago||
This is just completely false. But I have a feeling there's no way you're going to change your mind.

"make things pretty" would be a graphic designer or artist. Are you saying the entire arm of Product design is a made up value?

skydhash 22 minutes ago||
I wouldn’t, but you’re not much of a product designer if you can’t get your ideas across using simple tools like a sketch on a whiteboard (there was|is an app the let you take photos and link them using active areas).

So you can take bootstrap (or even raw html) and create something useful. Then you make it nice, not the other way around.

You would have to be a big outlier to feel the need to create a custom widget. Most widgets have been defined since decades.

apsurd 6 minutes ago||
I agree that design is about primitives. wireframes and IA should come across clearly at any fidelity.

But i don't think that's what tailwind and bootstrap are doing. But people very much use these tools to "solve design".

The layouts, widgets, and primitives in these tools are not primitives. I can't deny they get tons of people very far very fast. But my main disagreement is that all of this isn't design and it's not what designers do. You touched on what i agree with: UX flows, diagrams, stories, journeys, personas, etc, these all need to be designed and connected in reality using various primitives for the medium.

Then you slap a cohesive paint job on it, interaction elements, tone and terminology and yes, there is that element of design too.

adriand 3 hours ago|||
Iterative experience (experimenting with different ideas, deciding what works best) and speed of execution (once I was happy with it, making it happen required almost no work).
slopinthebag 2 hours ago||
Thats fair. Could you have the same iterative experience with an LLM, but starting with a prebuilt base and iterating from there?
throwaway7783 2 hours ago||
Yes. Even without Claude design and just Claude code, it can use existing design and build out new mockups in-app, which is much easier to demo , tweak and then implement the backend (if any) - all through Claude Code (or Codex if you prefer that). We use both and are now leaning more towards Codex over Claude
alwillis 2 hours ago|||
Things to keep in mind:

• 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.

miohtama 1 hour ago|||
They can iterate fast, because their devs and only their devs have access to the best Claude Code on the planet.
b212 28 minutes ago||
They iterate fast because they slap different names at the same thing they’ve been selling for years now.
deadbabe 1 hour ago||||
It will never be cheaper than what it is today. Anthropic is heavily subsidizing.
alwillis 1 hour ago||
> It will never be cheaper than what it is today. Anthropic is heavily subsidizing.

We don't know that for sure—they've dropped prices before:

1. Claude 3 → Claude 3.5/3.7 generation (mid-2024 to early 2025): Haiku went from $0.25/$1.25 to $0.80/$4.00 per MTok — this was actually a price increase for Haiku, but Sonnet stayed flat at $3/$15 while delivering significantly better performance, effectively a price-per-capability reduction.

2. Claude 3/4 Opus → Claude Opus 4.5/4.6 (late 2025): This was the big one. Opus dropped from $15/$75 per MTok down to $5/$25 per MTok — a 67% reduction on input and output. This is the most significant explicit price cut Anthropic has made, delivering a far more capable model at one-third the price.

wahnfrieden 2 hours ago|||
Be glad it's not Day 200: Opus models are only getting more expensive to use.
qingcharles 1 hour ago|||
It produced great results for me, in 10 mins, and then my usage was blown and now I have to wait a week. It did let me export the ZIP, though. I tried throwing the contents of the ZIP into Stitch With Google, but it didn't work very well.
brandensilva 3 hours ago|||
Yup it's based off their playground so plaything is the right word.

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.

enraged_camel 3 hours ago||
It's in research preview. I suspect limits are low on purpose. FWIW, I gave it twelve screenshots of different pages in my app and it did a really excellent job fixing them up. Consumed just 40% of weekly quota - still too high but it's probably a YMMV situation.
markbao 4 hours ago||
I don’t really buy that Claude Design will remove all the complexity around design. Vibe-coded apps using Claude look simpler because they are simpler. They’re not a gigantic product suite with extremely specific UI components tailored to each use case. The ‘simplicity’ is an illusion coming from conflating the complexity of a bicycle (a vibe coded app) with an airplane (an app like Figma).

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.

chr15m 21 minutes ago||
Making the complexity simpler is the whole thing. Any software that does it wins.
juliusceasar 3 hours ago||
Most of the times people just want a bike or a car. Not everybody needs an airplane. This is going to hit Figma very hard.
kibwen 3 hours ago|||
I admit I'm having a visceral reaction to this analogy. A bicycle is a sophisticated product whose form is almost pure function. Despite being apparenty simple, almost no regular person can draw even a reasonable facsimile of a bicycle from memory ( https://www.youtube.com/watch?v=L0_vXZ-3LFU ). Which is to say, for actually designing a functioning bicycle, the devil is in the details, and details are exactly where vibecoded apps fall down. Our lower bound for this analogy should instead be the downhill go-kart cobbled together from scrap wood you found in the dumpster.
manyatoms 3 hours ago||||
> Most of the times people just want a bike

with a pelican on it

nitroedge 1 hour ago||
that runs on a local model and looks better than Opus
chatmasta 3 hours ago||||
Figma has been in trouble for a while. All the designers at my company switched to Cursor nearly a year ago. They made live mockups that don’t even need a spec to implement, because the expected behavior is already captured in the prototype. Claude Design makes it just marginally easier.
malfist 3 hours ago||||
The people that want just a bicycle wasn't going to buy figma
mrits 2 hours ago||||
Not to mention all the people hiring UX just because they don't want to deal with it themselves, not because they need something that requires a lot of skill.
dyauspitr 1 hour ago|||
Stitch has been around for a few months from hole and it does a better job than this. I bet designers are in the honeymoon phase of people don’t know this exists and this does my whole job phase.
alkonaut 4 hours ago||
So let me get this straight (Pretend I'm 50, a developer since childhood, but I can't CSS to save my life) are there shops where developers, even front end developers, have to talk to designers who are't just sketching an idea for a logo or landing page, but designers who run this Figma thing and maintain the entire products "design" in some "style database"? And the idea is that these designers - who aren't developers - should be able to tweak the look of things without changing code? Or is it usually just the front end devs that run this Figma thing, but they dislike the disconnect between it and their code?
kevinsync 4 hours ago||
lol yes. At least in agency world, a common approach in the last X years has been that designers create entire pixel-perfect, component-based sources-of-truth in Figma (which evolve! they aren't delivered static and complete) -- these are also what the client sees and approves, or at the very least they see branded deck slides that incorporate the Figma designs. Anyways, front end then re-implements from Figma into CSS, except it's usually best-approximation (not pixel-perfect) partially because, despite Figma allowing you to "copy CSS" for an element, it's unusable, almost inline CSS (and usually not aware of its ascendents and descendents, or any variables you're maintaining in CSS, or any class hierarchies, etc), and partially because the units of measurement aren't always identical on either side. You'll also often have multiple FE devs recreating components independently of each other (as a team effort), which can lead to drift and different implementations, which is fun. Then, depending upon the tech stack, FE might be building these components in something like Storybook [0] as a "front end source of truth", which then are either directly injected into a React or NextJS app or whatever, or sometimes they're partially or fully re-implemented again into BE components in the CMS (ex. Sitefinity). Then people ask which one is the source of truth, but really it's a chain of sources of truth that looks more like the telephone game than a canonical "brand bible". Then throw in any out-of-the-box future client efforts (say, a promotional landing page hosted outside of the main project) and you may have yet another reimplementation of part of the same design, but in a completely different system.

[0] https://storybook.js.org

Hammershaft 3 hours ago|||
I've directly experienced this and it is roughly as sane and effective as it sounds.
fleeting900 1 hour ago||||
We only have the Figma and Storybook layers (product not agency) but these two comments paint an accurate picture of the absurdity. Thank you!
siquick 3 hours ago||||
This is exactly my experience of working in an agency. Made worse by Figma defaulting to 1440px so every design only really works at that width.
freeone3000 1 hour ago||||
Why don’t we just teach the designers code / the coders design? This feels very Programmer-Analyst split
douglee650 2 hours ago||||
Yah you get this inner platform effect where designers start unwittingly creating their own version of css using Figma and it gets really bespoke really fast.
nailer 44 minutes ago|||
Don’t hire anyone that is a front end designer and doesn’t implement their own CSS. This applied 15 years ago when it was photoshop people faking design skills.
gregsadetsky 3 hours ago|||
@kevinsync's answer is 100% correct and it's been this way for the last ~~~20? years? at least - only it was "Photoshop files hold the (design) truth" before - now it's figma.

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. :-)

peteforde 3 hours ago|||
It's a real shame that people bought into this false dichotomy, because the base reality is that people who work in web dev that stubbornly pick either code or layout are more of a liability than an asset.

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.

sarchertech 3 hours ago||||
It’s just one more example of people realizing that the code is the spec.
markdown 3 hours ago|||
> only it was "Photoshop files hold the (design) truth" before

You mean Fireworks. Photoshop was for graphic design. Web designers used Adobe Fireworks. Figma is a successor to Fireworks, not Photoshop.

amatecha 59 minutes ago|||
Nah yeah Photoshop .PSD's were totally normal for website designs. I got extremely proficient at building functioning websites based on PSD files, going back as far as the days of using nested <table> structures with 1x1 transparent spacer.gif images :) I built hundreds of websites from .PSD files, and Fireworks was pretty much non-existent in my experience.
chrisan 3 hours ago||||
I was in web agencies since like 2002-2015, always got PSDs from either clients or internal designers
fuzzy_biscuit 2 hours ago||
100%. I was always told to slice the PSD, fireworks never entered the conversation in the agency world I was a part of.
gregsadetsky 3 hours ago||||
Sure, and also Illustrator sometimes, and Photoshop at other times. Some of the designers I know (very famous for their ui/web work) never touched vector components and just had a ton of layers in Photoshop and air/paintbrushed everything. Hence the meme...
mardef 2 hours ago||
I've even received designs in PowerPoint

Everyone used whatever they were familiar with regardless of the purpose of the application.

telman17 3 hours ago||||
Many designers stuck with Photoshop sadly. Back when I did agency work it was absolutely normal to get PSDs of mockups.
xeromal 3 hours ago|||
I think his point was made regardless of his mistake
bayarearefugee 3 hours ago||
I wouldn't even classify it as a mistake, just a difference in experience regardless of what Adobe's intentions were.

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.

SwellJoe 2 hours ago|||
Yes, Figma is the de facto standard for how designers hand off a UI design to developers in large (and some small) companies.

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).

jbmsf 4 hours ago|||
I'm not sure about "without changing code" but I have definitely seen the believe that Figma represents something authoritative about the product instead of, say, the product being authoritative for itself.

Perhaps because I have a similar bio to yours, I am allergic to this view.

satvikpendem 1 hour ago|||
In a bigger company, yes, as it's required to make sure every engineer implements everything in the same way without differences in style over time.
skydhash 4 hours ago||
UX designers I encountered have mostly been tasked on ensuring consistency across the various product (A lot of devs are very cavalier about spacing and font sizes). Sometimes they proposed new flows and layouts, especially when the product needs a coat of paint.

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.

allan_s 3 hours ago||
As someone who spent quite some times these days to reverse the figma protocol[0] I can't agree more with

> 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)

[0]https://github.com/allan-simon/figma-kiwi-protocol

wuhhh 4 hours ago||
Great article, the last couple of paragraphs made me laugh! I love the part about things not masquerading as something else and being honest about what they are.

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.

rapnie 2 hours ago|
Wasn't the whole Penpot UI itself made in SVG? Or did they change that along the way?
sebmellen 4 hours ago||
This design tool space died a long time ago for me when InVision shut down and pivoted to a digital whiteboard. It’s a really difficult space.

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.

hbosch 1 hour ago||
The solution is an open, flexible, scriptable and drawable canvas where design and code co-exist in exact harmony. Design changes directly modify front-end code, and front-end code directly modifies design equivalently. I see the endgame as a model where designers and FEE's are co-owners and co-authors of the front-end with zero handoff.
tokioyoyo 1 hour ago|||
Dreamweaver?
swader999 56 minutes ago|||
Flash! Those were the days lol.
doug_durham 4 hours ago|||
What if the approach isn't reusable, but instead is rebuildable? We are stuck in the mindset of creating components that we can grab and plug in to new designs. When we have a component that we like, why not ask the tool to create a markdown definition of it. Later on, when we're doing a new design where we would like to reuse that component, we tell the tool to read the markdown and use that whenever they need to use that component. I think the future will be much more flexible and interesting.
sebmellen 2 hours ago||
I don’t know what level of complexity you’ve seen in your software buildouts, but at anything “enterprise” scale, building your own components from scratch is a recipe for absolute disaster. There are so many nuances, especially with accessibility, and edge case bugs, that I would really strongly recommend against it. And by extension, I’d be against this approach.

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.

girvo 3 hours ago||
> I don’t really see Claude Design fixing the fundamental Storybook hell of designing reusable and pretty components and layouts

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.

preommr 1 hour ago||
I've worked on design tools for the last few years.

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.

satvikpendem 2 hours ago||
How does this compare to Google's Stitch? As opposed to Anthropic's, it's free largely due to the largesse of Google.

https://stitch.withgoogle.com/

qingcharles 1 hour ago||
Stitch has way more usage allowance, and it has been absolutely fantastic for some things, but it can get trapped in weird places where whatever you tell it to do it thinks it did it, but it didn't. It's like that Family Guy blinds meme:

https://tenor.com/search/family-guy-blinds-gifs

goosejuice 1 hour ago||
Wow, that produced pretty bad results (app). Claude design is much more useful than this but I've only spent around 20 minutes with each.
nitroedge 1 hour ago||
I tried Claude Design yesterday and fed it the UI of an app I am working on and what I had created already. I asked it to mock up 6 new "layout skins" using different colors, different icon and button placements, different vibes and it churned out 6 good designs with hi-res images plus Claude Code instructions and the ZIP file to boot. Didn't hit the usage, took about an hour. Did a really good overall and I liked the process and thinking structure and question asking.
willio58 4 hours ago|
I tried yesterday for about an hour to have Claude design make me a simple logo (just the symbol) and didn’t get anywhere good. I’m sure for certain things like UI it’s great, and so is just Claude code, but this Claude Design thing very much to me feels like a demo and not a product. Maybe one day!
pypt 3 hours ago||
Claude Design is just a big opinionated prompt: https://www.lobsterpack.com/blog/claude-design-trenchcoat/. Among other things, it knows it isn't that great at drawing SVGs, so it won't try unless you force it to. For a logo, try drawing it with vanilla Claude Code as if it was a separate project: ask a "design agency" to ask you questions, answer them, then make a detailed brief of what you want to draw, then make it output an exact plan of what and where will it draw, lastly ask the chatbot to do the actual drawing using sub-agents for drawing individual components. Also add a "render it to a raster and make sure it looks right" step as well.
anamexis 3 hours ago|||
Claude Design is very explicitly oriented towards product UI design. It's not trying to be a product that can make you a logo.
moonu 2 hours ago|||
You should try the Arrow SVG model by Quiver, should be much better at that sort of thing since it's made for that.
furyofantares 3 hours ago||
Anthropic has no image generation models, right?

We've got an LLM using CSS and emojis and maybe pelicans riding bikes (SVGs).

svelle 3 hours ago||
Yes, they only do SVGs.

I'm actually glad they're focusing on code, and code adjacent tooling only.

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