How AI is Changing Design Workflows
By Dive Club 🤿
Summary
## Key takeaways - **Build custom tools for scalable graphic systems**: To quickly scale graphic systems, designers can proactively build custom tools using AI, like GPT, that are understandable and usable by the system itself, allowing for rapid iteration and client handover. [01:18] - **AI accelerates complex pattern generation**: Generating intricate patterns, like those inspired by Islamic geometry, can be extremely time-consuming. By building tools that leverage AI, designers can create complex patterns in about an hour, enabling faster exploration and client visualization. [02:48] - **AI tools bridge design and development**: AI prototyping tools like VZero act as a bridge between traditional design tools like Figma and development, allowing for the creation of interactive mockups that can supplement PRDs or test complex interactions more efficiently than static prototypes. [11:54] - **AI expands design deliverables beyond static visuals**: AI is increasing the scope of what designers can deliver by enabling the creation of interactive prototypes and dynamic systems. This allows designers to explore and communicate complex ideas, like software states and animations, more effectively and affordably than traditional methods. [18:55] - **Embrace tool experimentation for brand ubiquity**: To achieve brand ubiquity as a small company, design teams must embrace experimentation with various tools, blending them to create a high volume of assets quickly. This fearless approach to tooling allows for pushing the boundaries of brand representation and production speed. [21:33] - **AI empowers designers to communicate complex visions**: AI tools empower designers to move beyond creating static rectangles and instead bring their visions to fruition through robust prototypes or by quickly developing different brand directions. This enhances communication by making abstract ideas more tangible and interactive. [37:12]
Topics Covered
- Building Design Tools with AI for Scalability
- AI-Powered Pattern Generation for Branding
- AI Tool Lets Designers Build & Deliver Brands in Two Weeks
- AI opens new deliverables, not just faster workflows
- Product Intuition: The Unchanging Core of Design
Full Transcript
Welcome to Dive Club. My name is Rid and
this is where designers never stop
learning. This week's episode is a
special one because it's a live
recording of a panel that I hosted with
Maven all about how AI is changing
design workflows. We get to hear from
three of my favorite guests in the
entire industry. The first is Henry
Modiset who's the VP of design at
Perplexity. The second is Prenati Perry
who's leading the design of Vzero at
Verscell. And lastly, Nick Patterson,
who's done the branding for Lovable,
Craft, Maven, and many of today's top
startups. So, without further ado, let's
dive in. I want to start off with you,
Nick. You know, the reality is, you
know, I spent too much time on Twitter
and many of today's top startups are
turning to you for branding. So, I I
just want to know like what how the
sauce is made and some of the things
that you're doing behind the scenes that
are allowing you to execute at this
level. So I asked people to kind of
prepare a little bit of screen shares
just to really dive into workflows and
what's happening. So I'll let you take
it over and we can start there.
>> So first of all, great to be here with
you all. Um so yeah, I thought that what
I would do is just do a quick
walkthrough of a project that we just
completed that we haven't actually
released yet. Um, we've been doing this
new thing probably for the last like 2
weeks, uh, where when we're starting to
build a graphic system, uh, we're
actually building the tools for the
graphic system so that we can scale them
pretty quickly. And this is one that I'm
super excited about. So, I thought that
I could walk you through it. And when I
say building these tools, I mean we're
building them in Lovable. or using G GPT
to support that so that we're talking to
lovable in like a super
clear effective uh way that it can
understand really well. Um so I thought
I'd just walk you through this briefly
and and show you how we're um applying
it and also giving these tools to
clients when we're done. Um so real
quick, Flow Glad is a payments processor
tool. Uh at its base it's very precise
and modular and mathematical. um the
founders are of Middle Eastern descent
and so what we unearthed in our first
call probably in the first like 20
minutes this doesn't always happen is
that they like the idea of Islamic
geometry is a possible graphic system uh
it's symmetrical it has lines that flow
and expand like the name flow glad it's
also could be infinite and so there's a
ton of possibilities for patterning uh
so we started to dig into a lot of
inspiration and found uh these patterns
early Um, a second thing that they liked
were these subway lines as well. So,
we're trying to think about how to
correlate both of those things together.
Um, and you know, if we went away and
had to actually draw all of this, it
would take an extremely long amount of
time. And that's not that we couldn't do
it. Um, but it's not super scalable. So,
um, we actually had the idea that we
could build first this pattern architect
tool, which I'll show you in a minute.
first um based on some of that geometry.
Um we used this core pattern here. So um
we built this in about an hour um and it
has like lots of uses. Um you can kind
of zoom in here and just use like um
single line patterns and adjust the uh
radius and the star density, zoom in and
out, work on spacing. Uh but you can
also change it over to where is this
thing a primary shape here and um we can
work on line thickness and gaps etc.
Very very fast way for us to work on uh
some of this patterning. Um so very
early on this is you know we do these
sprints in two weeks which is 10 days.
So we have tight timelines in order to
build and develop these things. So I
thought I'd just show you kind of day by
day. So this is the second day where
we're working on um some of this. We're
already built building some of these
patterns which we're starting to like
and then we're starting to integrate
some typography typography and think
about um some of that subway path line
stuff as well. And so we're able to
create those patterns and integrate it
really quickly. Um but then we also
wondered if maybe we like um sort of
dithered this and digitized it. Uh, so
we were able to build a second tool even
faster that was this half te pattern
tool. Um, which started to create some
really interesting results. And I think
like the main thing here is also being
able to just experiment and have fun and
play. Um, so we were all able to work on
this. We have four people on our team
and everybody's able to like start
creating these patterns. So only within
day two we're doing this. So, you know,
I think I think the cool thing is that
we're showing up for our mood board
presentation now. And it, you know,
moods for us used to be uh a lot of
found things, but we're starting to find
that we can produce things faster than
saying, "Hey, what if we did it like
these other designers who did it?" So,
our mood boards, I just wanted to show
you looked actually quite polished. Um,
you know, we're coming in and we're
starting to show them some of these
patterns early for our second direction
as well as our first direction. you
know, we're integrating this work into
those workflows and we're already
starting to get the vision. So, like it
becomes easier for us to believe in the
vision vision to get them on board,
especially when um they've already
expressed to us that this is direction
they want to go and it's just up to us
to execute something impressive and
interesting. Um so, we're actually like
getting pretty deep in the weeds and
woods. We just start executing uh
visuals that are integrated into web and
like how these patterns can work. Um, so
yeah, and I just wanted to like show you
show you briefly how this all unfolded.
>> Real quick message and then we can jump
back into it. By now you know that
Jitter has been my go-to tool for
animation for years now, but they are
still shipping like crazy. I mean, just
this summer they've released comments,
pen tool, morphing, text gradients,
Google fonts, and a bunch more. So if
you haven't yet, I promise you will be
shocked at just how easy it is to bring
your designs to life in Jitter. So, go
ahead and give it a try today. Just head
to dive.club/jitter.
I saw a scrolltoppping tweet the other
day. The creators of Tailwind are
working directly on paper to train the
output to be perfect. They even invested
in the company. So, just think about the
possibilities for a second. In the
future, you could design something in
paper and then just rightclick and copy
the perfect Tailwind as if the creators
themselves wrote it by hand. Or maybe
you take an existing code component and
import it into paper to make edits
directly on the canvas. I mean, this is
going to totally change how we design
and deliver UIs for the web. And it's
just another reason why I'm betting big
on paper as the next great design tool.
You can try it out today. Just head to
dive.club/paper.
Okay, now on to the episode. They love
this stuff. They had some feedback, but
they wanted to go with the second
option. Um, so we worked on some initial
patterns. We started to develop vectors
with the first tool that I showed you
and then we started to dither them with
the second tool that we showed you. So
we were able to like build build the
initial versions and dither them off.
But then we're starting to have like
clear conversations with them like they
felt like this sort of patterning was a
little bit like a ro shark test, right?
So like, okay, the tools giving us that.
How do we pull off of that? Becomes a
lot faster for us to be able to create
um patterns with the first tool that
don't have that. Uh so by day five, we
were honing in on these patterns that
felt much more clearly based on the
Islamic tile. Um and then we're honing
in on core patterning. Um and then that
allows us to back off of a lot of the
patterning and start to think about
applications in a more thoughtful way.
So getting into website design and app
design and also integrating these subway
patterns. So you know we could start
thinking through these additional layers
on top of it and then uh eventually get
to those executions and outputs thinking
through how these things can all
integrate uh into the website into the
app into data etc. Um, and I think that
the most exciting thing is that I just
have been, you know, getting on calls
with clients and on day three I'm like,
we built a tool for you. If you like
this, the tool is yours. So,
>> it's so cool.
>> This tool is theirs now. And so, I think
that there it's not just about how fast
we work. It's also about um, you know,
handoff, which is tough for companies
who are moving fast. We build a brand in
two weeks and, you know, they have to
implement it. And so I see this as a
real way that we can uh hand this stuff
off to clients and they can begin to
implement and scale instantly and also
play in a way that has parameters. Um
and even just giving clients the ability
to articulate what they want, you know,
having gone through this process
multiple times, the amount of times that
I get two options and then I'm like, I
think it's somewhere in between
somewhere, you know, but now I actually
have a tool to dial that in and express
my intent as the client. Super super
valuable. I haven't seen anything like
this in the brand process before. It's
really cool.
>> Totally. Yeah. Big agree.
>> And like thinking about the moves,
right? Like you know, how can I
extrapolate this brand that I've now
been given and having tool as a part of
handoff? I mean, you said that this is
like what a couple weeks old. Like is
this something that you're still pretty
green in? Like where do you see this
going?
>> Yeah, I you know, I'm not quite sure
yet. This is probably the second tool we
built, but uh we've done a couple more
since then. And even some directions
that clients haven't chosen, we have
tools for now. So, we sort of have this
graveyard of tools. So, we're we're
getting better at um building them and
expanding off of them. I mean, I think
that right now some of this feels like
it's in its infancy in terms of just
using it for patterning, but I've
started to wonder how we could expand on
this. If we're doing identities that
are, you know, dimensional and 3D, not
just flat 2D, how can we uh push that
and create really dynamic systems that
we can pass on to clients? So, I think I
think this is just the beginning for us.
It it feels very young in terms of what
we're uh tinkering with
>> and a lot of clarifying questions in the
Q&A right now. This is all lovable like
what we're seeing right now. Like you've
just built zero to one in these tools.
>> Yes, correct.
>> Well, let's just keep the pace going
then. I want to use this as an
opportunity to toss it to Pron who's
building one of these tools at V0ero.
And maybe you know as you're kind of
bringing up your own workflow stuff,
let's just start like high level too,
right? So we've have the example from
Nick about this idea of using these like
custom internal tools as a part of the
brand handoff process. You're obviously
approaching it from many different
angles, including more of like the
product design angle. So when you're
doing research to understand how teams
are using these AI prototyping tools,
what are some of the key trends or
signals that you're noticing that are
influencing the way that you even think
about product strategy for Vzero?
Yeah, I think um initially the tool I
think kind of started a lot as like a
designer tool where we would see a lot
of people create like really interesting
graphics, really interesting landing
pages, um shaders which I think VZ is
very good at as well. Um but recently
we've been in kind of investing a lot
more effort into things like
integrations because a lot of people I'd
say of like the sales or PM archetype as
well have been actually using it to
create not personal software but I would
say personal software to help them like
work better in their job. So a lot of
PMs will like kind of create interactive
mockups to help supplement their PRD.
Um, and it's just kind of like the
bridge tool that helps you kind of, it's
not quite Figma and it's not quite dev,
but it's like in between that just gives
a better idea of like what you actually
want to build. So, it's very cool to be
able to hook those things up to like
live data. We also have really great AI
integrations, too. So, like a lot of
people are doing image generation or
like building their own chat bots and
stuff like that, too. So, it's I think a
step above just a static prototype if
that makes sense for a lot of the
builder type people. you said an
interesting phrase which is like it's
not quite Figma, it's not quite dev,
which I think is spot on. It's like this
middle ground. And I think that anytime
you're dealing with that ambiguity and
kind of this gray area, it's a little
bit unclear for someone who maybe
considers themselves a professional UX
designer, when the heck do I reach for
this type of tool? So, you have like the
double perspective of like the the
industrywide perspective and also, you
know, you are a designer working on one
of these tools. When do you reach for
Vzero in your own practice? Like are
there slam dunk use cases and maybe are
there other times you're like, "Okay,
you know, it's probably not the right
tool for the job there."
>> Yeah, I actually had a really good
example. Just
>> let's do it. Go ahead. Yeah, go ahead
and screen share.
>> Personally, actually recently, I was
kind of doing some exploration for my
portfolio as every designer is doing
every month. Um, but I came up with
these kind of nifty little cartridge um,
like components that were SVGs that I
created or like vectors I created in
Figma that I exported to SVGs and then I
would generate images to like place on
top of them.
>> So, and I was like it would be really
cool to turn this into a tool where I
can just like dynamically generate a
bunch of these cartridges with like
slightly different tints and stuff like
that.
>> So, I actually made a tool for this. Um,
and then I made it so the text is
dynamic. So, I can like put in red. Um,
I can change the colors, which was
literally just a single prompt with
Vzero to be like, "Hey, can you tint all
of the gradients in this SVG to be like
correspond to the color that I want to
create them?" And even cooler was that I
can made like a transparent effect where
there's like a little CPU image like
behind the cartridge and then lowered
the opacity of the SVG. Um, but it
becomes like a fun tool that you can
actually just use to like generate
dynamic different things. And like I
said with things like integrations, I
could actually, right now this is just
static image upload, but I could
actually do things like connect it to
foul and like have image generation and
all of a sudden this just becomes like
an app that was something that I use for
my portfolio, but also becomes something
like that people can play around with.
Um, similarly, I've also been really
into using uh creating sprites. Um, so
something I've found that obviously
you're creating each of these like um
frames in Figma or AE Sprite or whatever
tool you have, but it's really fun to
create like these kind of like micro
tools again to like actually play
around, see what they look like in
production. And something I want to do
in the future is create my own RPG game
like on the web. So this is something
that I think works really well for that.
Um, and both of those things I like
obviously started Figma and I do all of
my ideation in Figma, asset generation,
all that stuff. and then I pull it over
to V 0ero to actually take it to the
next level. I think one application I've
been enjoying recently is I actually
have been kind of every week as a means
of debugging VZ as well or like catching
dimes is recreating like interactions
that I'll see in other products just to
understand how they work. So this one I
created recently is like the DIA new tab
prompt uh new tab animation um
completely made in VZO assets in Figma.
Um but it's super fun just to like
analyze the motion. Now you have this
asset that you can kind of like learn
from in the future. Um,
>> can I pause you and get really specific
for a second because I think people see
this and they're like out dope. This is
really, really cool.
>> How did you start? Did you start with
like this all in like comprehensive
prompt? Did you kind of chip away at it?
Like, do you feel comfortable scrolling
up in this chat? Cuz I think that's
always interesting and helps it feel a
little bit more like an on-ramp for
people.
>> I think go all the way to the first
chat. Um, sorry, this is going to be
like really embarrassing to see like me
like yelling at the LLM.
We scroll up and it's just all caps.
>> It's It's a pretty It's a pretty long
chat, but you can see things like I'm
like the borders are much better, but
I'm still seeing the gradient inside the
input, if that makes sense. And I'll
like give it screenshots of things that
it's just doing incorrectly. Um, and I
actually try to like kind of test my
test like the limits of Vzero. So, I
won't edit the code at all. Like I'll do
everything in chat just to see how close
I can get to it just from spoken word if
that makes sense. Um, something that I
also think that obviously people are
really encouraging like just completely
non-technical people like being able to
like wield these tools to do whatever
they want, but I actually find that
understanding at least a little bit of
like what is going on and like reviewing
your own code and PRs and stuff gives
you like a bit more like language and
like propensity to like guide the LM to
what it might be doing wrong, especially
when it comes to debugging. So, you're
not just building on a house of cards um
and like bandage over bandage when
you're debugging. actually can give it
constructive criticism. Um, but yeah,
this is like I'm I'm giving it like hex
colors that it should change it to. Can
we line up um animation timings and all
of that stuff? So, yeah, I get pretty
detailed, I would say, but um it's it's
definitely a little bit hard, I would
say, to manage context and like also
this all costs money. So, um prompt like
and like tweaking your prompt to be able
to get the most out of each each message
is something that I think people are
learning too.
>> Cool. I didn't want to interrupt you too
hard. Are there other examples that you
want to walk through?
>> So the the last two I kind of wanted to
show are Verscell specific. So one of
our brand designers at Verscell, Dan, um
uses Vzero a lot for like asset
generation for our conferences and
things like that. Um and very similar to
what Nicholas actually showed. Um we
just did Next.js conference I think last
week. Um and there were these assets
that we would use for like ads and email
headers and things like that. It was
like this dithered cube effect. And
rather than creating a bunch of
different iterations of this in Figma,
he created a tool in B 0 to like let you
adjust the density of these. There's
actually design mode where you can like
draw um you can actually draw these
cubes on this. Um and then you can copy
it to clipboard, paste it into Figma,
and then we have a bunch of these
different like headers that we use for
all of our conferences and stuff like
that. So that's an example of again
something really similar to what
Nicholas does of how our brand designers
use VZero just in their day-to-day
lives. Um, and again another example is
we have this signature big CTA that we
use in like a lot of our conference
sites. Um, we'll just iterate on these
in Bzero and hand them directly off to
design engineers. Um, especially because
our brand designers are so aware of how
they want the timing and the hover
effects and all of that stuff. They get
it all right in VZO and then just hand
it.
>> I love the example because it's totally
something that I would like to be able
to bring to the table as a designer, but
I otherwise have no business doing this.
you know, like I wouldn't make this
happen in something like Figma, but if
all of a sudden I can use natural
language and play a little bit freehand,
it makes a lot of sense. So, I I kind of
want to tap into Henry's perspective on
this because I think there's a lot of
talk about how AI is making us faster,
but that's actually less interesting to
me. Like what I'd like to hear from you
maybe is what are the ways that AI has
increased the scope of deliverables that
designers are bringing to the table at
Perplexity.
>> Yeah. I mean what I love about um both
hope what you all just showed is like
it's it speaks to um the fact that like
being a designer actually means like you
you you actually have a potentially a
lot of different roles. Um, sometimes I
think design is a practice of pure
problem solving and other times it's a
practice of communication of like
vision. Sometimes it's your vision,
sometimes it's PM, sometimes it's the
founders, whatever. But like designers
are like probably the best in an orc at
like figuring out how to like put it
into reality and and piece it together
like in you know some coherency. And so
sometimes you use a design tool to
literally mock up what the app will be
or whatever you're making. And sometimes
you use it to like explore and
communicate and tell a story and
visualize like you know a path and and
it's not about making it perfect not
about thinking through every state and I
think you know given that like a lot of
us are making software and it is
interactive it really helps to have to
be able to have a tool that generates
interactive things but you but that only
meant to be used as like a communication
tool like you can you know make
something in v 0ero
just as a way to communicate like
something that you're thinking or just a
way to like roll out something you're
thinking you can do that so much faster
um and it's like less dangerous and
expensive than like you know asking
engineers to work on it right because a
lot of times I think that there's a you
know we don't know what we don't always
know what's right uh I mean I we as
designers obviously and and we shouldn't
think that we do and so it really helps
to explore um and if you can explore
something interactive and cheaper and
faster that's like so valuable. So I
think like just the spectrum of like you
know every company works differently
what designers do in companies is so
different all across the board.
Hopefully not hopefully your job isn't
to just make presentations of potential
ideas. Um and actually getting to solve
problems too but it it's it's great to
have like tools that let you kind of
work in all the ways you need to
>> speaking and working all the ways you
need to. I want to kind of tap into your
perspective as more of the design
leader. You know, we've kind of had the
ISB IC perspective here. So, what are
some of the workflow shifts that you've
noticed at Perplexity recently?
>> Yeah. Uh I'll maybe separate brand and
product. Um the brand design team, we
have this sort of principle of of uh
both velocity and volume. Um we want to
be able to make a lot of stuff and put
it everywhere. It needs to be that like
Perplexity is like a brand that is just
totally ubiquitous. We're a small
company. Like we need to be loud and the
only way to do that is to like basically
have tools that let us do that very
fast. And so we've definitely like
really embraced every tool, explored
every combination of tools. We'll we'll
blend things together, merge things
together, whether whether we're making
something static or visual or or a
website. I think like the brand design
team in particular is just like fearless
with tools and trying things and
stitching them together mostly as a way
to just like push the boundaries of like
how a brand might be represented and
also how much you can make in a week. Um
there's like a freedom built into the
brand values of like we don't really
have like a pretty like hardline
guideline uh brand system that like you
know prevents exploration. Um so there's
like that side of it. On the product
side, uh I have we have designers that
are in our codebase writing production
code every day and so they're using
cursor and cloud code and whatever to
like accelerate like a like a proper
engineering workflow. Um there are
designers using tools to like prototype
ideas or visualize them and you know
making like a little um slice of
something as a deliverable. Um, so you
know, a lot of our like crazier like
animated stuff, sometimes it's just nice
to go into a sandbox and just like
tinker with it until it feels cool and
then use that to hand to an engineer.
Um, sometimes designers will just build
it themselves effectively using the same
method. It just depends on the designer.
But I I think we're able to talk we're
able to do, you know, I think like the
the theme of all of this is not being
boxed in by just a single tool that
makes static images, right? We'll we'll
use anything that lets us communicate
like the the actual complexity of
software you know the all the states and
all the animations and you know because
all the stuff at this point like the
amount of things you can render in a
browser is astounding especially when
you get into like 3JS and beginning to
do 3D stuff like the only reason we're
not doing it more is probably because
it's like the tools don't really work
that way. Um, the rendering abilities
are there. So,
>> um, we're trying to like, you know,
remember to push the limits on that. Um,
as long as we're not making things
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For me personally, like you all are kind
of leading the charge in terms of just
inspiring me to get out of my comfort
zone of existing tools that I've become
so familiar with over the last 10, 15
years. And I look at people like, you
know, Gunner bringing shaders to the
table or ESHA bringing music to the
table and all of a sudden it's clear,
wow, that's part of the user experience.
Like that that is part of the UX that
someone is touching and feeling and
hearing and it was entirely
conceptualized by a designer and
executed by a designer and it has
nothing to do with rectangles or even
CSS like that. That's the future.
>> Absolutely. Yeah. we've been uh
essentially have as we've worked on um
games uh which we've we've launched one
um it built in the comet but that's like
like I have a there's a game designer on
the team who does like the game design
you know the mechanics of the game and
then all the other designers get in
there and add like you know then when
they're thinking about the UI and the
and they're generating the music and
like are composing it and uh it you just
add like you get like so many different
brains from different worlds combined
And then then the start things start to
get special.
>> I want to talk to on tooling for a
little bit and I even like the language
that you use. We talked about kind of
stitching together or chaining together
tools because that's almost the new art
of it is figuring out what do I reach
for and how can I get things to work
together and it's a little bit like the
wild wild west. So, I'm sure at least
some percentage of people who have tuned
in are curious what are the tools that
are becoming more interesting or that
you have your eye on or that people are
exploring. And I'm going to open this up
to everybody pron and and Nick too in
case that you have answers, but you
know, what are you seeing or tinkering
with that you think is worth paying
attention to as a designer, especially
when sometimes it kind of feels like
we're drinking from a fire hydrant of
new tools right now? I would say like
the most sort of fully adopted and
integrated is cursor um on the product
design side. Um and some people have
just a variety of setups related to that
like they may be using cloud code in
cursor whatever but um just as like a
pure accelerant of like exploration. Um
otherwise people do use V zero or
lovable or just like anything that lets
them kind of throw an idea together um
to see it. Um especially if they're want
to see like especially like a very small
slice like you know an animation of a
moment um and they don't have to worry
about like the rest of the codebase.
It's very useful uh for that stuff.
Otherwise on brand I mean I think any
tool that's ever been made they've
probably used it. Um, I mean all these
things have to come together in the end
um in like a in a traditional tool like
even when we're making videos like it
all ends up in like frame.io know um in
the end but like so many other things
happened at the beginning you know maybe
something started with midjourney then
it went into Craya or went into became
animated um and then you know then maybe
someone sorry Sora and then someone used
to make some music there's like
everything is kind of being experimented
with and then but then it all needs to
get stitched together in like a a proper
tool so where where it all goes is
interesting because you know there's
some like you said there's an art to
like knowing what works well for what
and that's just like late nights and
exploration. Eventually, I think this
stuff will get streamlined.
>> I mean, I feel like we're kind of like
uh lightweight on tools right now. I
mean, we use MidJourney. We were big
Visual Electric users. Uh
>> RIP electric uh
>> Henry Stolen.
>> Love, they're busy.
>> They're busy. Yeah.
>> Um but yeah, we use both of those and
then a lot of lovable. I mean, mainly
just because we we've been in there for
a while now. I would say that that's
pretty much the extent of what we're
doing now, though. But I'm very curious
about Flora. Um, I'm going to their
event on Thursday. I think they're doing
some really interesting stuff and I'd
like to learn more about it. So,
>> digging into that a bit too.
>> Pr I have a question for you as kind of
the representative IC product designer,
right? So, how do you think about when
to reach for different types of tools
based off of what you're working on and
where you're at in the design process?
When are you in more traditional Figma
land? And I'm talking about like for
like your professional deliverables at
Verscell. When do you reach for Figma?
When do you reach for Vzero? How often,
if ever, do you jump into more
production codebased tools?
Yeah, I think um my stack I'd say I'd
like split it up into like pre during
and like postdevelopment. It's like pre
I'm like in V 0 and Figma like
ideulating about like what we even want
a feature to look like between Figma and
Vzero. Um I like to say that we rarely I
think use V like Figma as a source of
truth for a lot of our UI these days.
Um, we have like a very basic obviously
component library that we use to like
quickly create components and stuff like
that in Figma, but for the most part
code is like the source of truth because
everyone's kind of collaborating. Um,
I'll use Figma or sorry m0ero for things
like billing flows and stuff that like
you're not doing all of like the
spaghetti prototyping in Figma. It's
just much easier to like spoken word be
like okay open this modal if you press
this button and then it's like very
clear to like an engineer. They can play
around like see all the edge cases and
implement it themselves. um during I'm
like a huge flaw code user. Um I think
we implement I think the myself and
Pablo who just joined the VZO design
team we implement most of our designs I
think I would say at this point which is
pretty awesome to be able to like see it
from like end to end. Um, and I think to
Henry's point about moving fast, I think
the one thing for us that has really
improved there is because implementation
is now like table stakes and and is so
fast, it gives us a lot more time to
think about like the creative side of
things of like, okay, now that this is
like implemented, what's like the next
step, which would usually happen like
two or 3 weeks out of like shipping a
feature, but instead it's pushed up to
one week because implementation is so
fast. Um, and then post, like I was
saying before, um, is mostly like
versatile agent, which we have, which
leaves comments on PRs and like gives
you an idea of what you're doing
correct, what you're doing wrong, and
all that stuff. But all that to say, I
think like from a product design
standpoint, I am using AI a lot
throughout the ideation process, I think
I tend to lean on it more once I have a
better idea of what I want a feature to
look like and I'm like in the edge case
stage. Um because it's just much easier,
like I said, to just speak the edge
cases than it is to like mock each one
up, especially when you already know
what you want it to look like and and
then it gets boring of like this but fun
leads to this, this button does that,
like all that stuff. So that's where
it's kind of helped my life as a product
designer. I would say
>> I have a very pinpointed question that
I've been thinking about recently, which
is in the world of using
AI prototyping tools, vzero, lovable,
that kind of a thing. There's a very
wide spectrum of the size of a
prototype. You could make something
that's a pinpointed interaction, right?
It's like, I just want to make something
that I'm considering part of the handoff
process and it's how this thing feels
and moves and then there's like a I'm
going to make this entire flow, right?
And I think you sometimes run into
issues the bigger you get. How do you
think about where you want to fit into
the spectrum and how far down this, you
know, I'm prototyping whole flows do you
go do you go with these AI tools?
>> Yeah, I mean I think we're kind of I
think on on our team and I think a lot
of other teams too, we're past the point
of like really prototyping entire flows.
It's like once you're getting to the
point where you're like building the
whole product in like a prototyping tool
and you might as well just implement it.
>> Jump in the cloud.
>> Exactly. like halfway through once I
like get a general idea, I'll usually
just create a PR. Um, but I do think we
have a lot of customers and we have a
lot of people that use Vzero that are
building like entire products like
within VZ and like huge apps, hundreds
of versions and like
>> that's so cool.
>> They're saving a lot of time. Like
there's a lot of like I'd say like
products that are very very UX focused.
So think like um healthcare, banks, like
stuff like that that UX is like mission
critical for them. It's like so easy to
use Vzero because you're like speaking
the UX rather than like having to create
it all by hand. If that makes sense.
>> Are there teams doing that like
together? Like a full team only in VZ?
>> Um I I think so. I think like forking
and remixing chats is like a really big
like thing for users of Ezero where it's
like someone will create something and
there's like millions of different
versions that like people will go off
and do on their own where they like want
to work on an isolated page of a website
someone's creating or something like
that. So we see people collaborate like
that. Um but I think real-time
collaboration is still something that
we're trying to figure out.
>> Yeah, you have to like reinvent version
control and commenting and yeah
>> slippery slope. I'm just going to
underline what you said, Pride
point at say, well, AI prototyping tools
are a waste of time is like they get
stuck in every little piece of surface
area that you have to account for and
fine-tune in order to make the entire
flow feel real. And so I was kind of
interested in your perspective almost as
someone like maybe you dog food the heck
out of VZ and do everything in VZ. you
know, I wouldn't have been surprised if
that's your answer, but for you to even
say, "Hey, this is really good at
focused prototypes, but I'm quick to
jump into Claude and owning more and
more of the front end," I think is
really noteworthy. And I remember
talking to you, Henry, gosh, probably
was over a year ago now, which is
insane, when you were dabbling a little
bit more in IC land and and now I know
you refer to yourself as a professional
email sender. So from your vantage point
with the rest of the team, how often are
designers owning the front-end code and
actually implementing their designs at
Perplexity?
>> It's totally uh on a spectrum. There
there are some designers who have like
years of writing production code and
they kind of view the this moment as
like a major accelerator like the same
way an engineer might that was my
personal experience. I was used to it.
Um, and used to being like, you know,
essentially like part of the engineering
team and used to dealing with all the
stuff that sucks about it like dev
environment and going through PRs and
whatever. Uh, and all of this like was
an accelerant. Uh, there are designers
that are um more that have never done it
before and we just have like such a a
culture of like learning and teaching
and embracing new tools. And so there
are designers that they're like, "Okay,
well, can I learn? Can I learn how to
write a little bit of code? And and and
that that's mostly coming through and
like fit and finish like that last mile
of getting the animation right or adding
like some extra weird juicy detail. Um
that is like you know in my experience
like it's hard to unless you're building
like a full prototype of the app like
it's kind of hard to even feel out some
of those things um unless you're doing
it in code. So I think that's just added
like an extra level of um I would say
like brand in the product. Um so
designers on my team like Gunnar have
who have never coded before are now like
writing Smith UI CL you know with the
help of cursor and I think it's like
pretty cool and then there are designers
who are just using it as like a sandbox
and they'll just like you know visualize
an animation or prototype an idea and
it's very much like more of a
communication tool. Um, so we we really
have like the full spectrum, but uh on
our team like anyone that wants to learn
and is uh embraced, which is cool.
>> I'm going to highlight this question
from Diana, and I think she hits on
something that I see a lot, which is
almost this pressure to
use AI as a designer. Top down, the boss
is like, "We need to use AI, we need to
use AI." And there's this built-in
skepticism because it's, you know, by
nature almost feels just about cost
cutting and efficiency for the sake of
margins. for someone in that position
where they're not working for themselves
like Nick or in more innovative
companies like Verscell and Perplexity.
What are some practical ways that a
designer can get momentum with some of
these tools and just start to
incorporate them into their practice
when they don't have the concrete
guidance of a culture that is making a
use of them and figuring out where the
ceiling exists? I my perspective is like
you know the more you can communicate
the more empowered you are. I think like
being relegated to making rectangles is
actually like there's not much power to
that. And you know, like if if you've
got like a vision for how the product
should work or how the brand could feel,
being able to like make that to bring
that to fruition um with like something
very robust like a prototype or like you
know being able to quickly put together
like a whole different brand direction
like you're actually whatever is in your
head is more likely to then be
communicated with with these tools. And
so I purely see it as that. I've always
felt like the benefit of designers
coding is that like it's kind of hard
for me to explain what I think how I
think the software should work and it's
easier for me to do it myself and I
think with all these tools you're just
able to make something way more um you
know it have way more depth and way more
interactive and uh and you can do it
with you know in a couple days like I
think that's that's the reason why we
you all should do it is so that you can
just like show more and show what's in
your head easier. I think the answer is
gravitating towards code. The more and
more that I have these conversations,
like the reality is AI doesn't
necessarily make you faster at doing the
old thing that you were doing in Figma.
It opens the door to new types of
deliverables and what you can bring to
the table. So, Pan, maybe I can double
click on your experience as a way to
follow up with that because I mean,
gosh, your first full-time design role
was what, like 2021, right? like you you
went from there to playing at like the
highest stakes table and I know you had
a little bit of like a engineering
background maybe. So I I want to tap
into your perspective as somebody who
can kind of see both sides of the table
but is still you know you're not like
looking for your exit ramp for your
career you know like you're thinking
about where is this going to go for the
next 5 10 plus years. How do you think
about where the new technical threshold
is for designers to be able to make the
most out of these tools, adopt these
workflows, and really set themselves up
for success in this new era of design?
>> Yeah. Well, I mean, I think like 80% of
design is just like having the idea and
like the the creativity to like know
what you want to like make and then the
other like 20% is going to be like an
everchanging like suite of tools like
that everyone's using. Like it's I who
knows if like any of the AI tools that
we're using now will even be around like
two or three years from now. So I think
like back when I was doing a lot of I
was actually just talking to someone
about this the other day of like coding
without any sort of AI assistance like
feels so insane to me now even though
just two years ago like we were doing
that. Um so it's like I think things
will just become the new norm of like
now I like implementation is table
stakes. So it gives you a lot more time
to think about how it should feel, how
it should look, how it integrates into
like your your daily lifestyles like the
tools that you're building. So I think
like I said just having the idea is like
the hard part and like learning the
tools I think is the easiest part
especially when like most of our
interaction with AI now is just spoken
word like if you just have a list of
running ideas and you just like chat
about it that can now turn into a
prototype. Um so yeah I think like it's
much easier today to create like a
prototype or create a proof of concept
than it was I think even just two or
three years ago which is makes me really
hopeful. I think about the future of
like younger designers and stuff too
>> puts more of the emphasis on
communication at that point.
>> Yeah.
>> I'm gonna toss it to Nanny who had an
interesting question here kind of
touching on the fact that this
democratization of building makes it so
that the lines are a little bit blurry
between design and front end but
definitely design and maybe a PM. when
both people can spin up a prototype, how
does collaboration change and what
should designers be thinking about when
it comes to just existing at a high
level inside of an org? Maybe Henry, if
you want to kick us off there.
>> Yeah, it's tough. I mean, in in some
cases that's like a total disaster. In
some cases, it's amazing and you end up
making better software. My my
perspective has always been like it
doesn't make any sense that we use a
tool that makes images as a way to plan
out how software should work, right?
First principles like like I started
when I started my career it was like you
know we were using HTML and just writing
Dreamweaver or using Dreamweaver to
write HTML and then we all use Photoshop
and it felt crazy to me. Now we have a
Figma which is like the first tool that
kind of became really popular for
product design but it never made any
sense. So if you really think like how
do we make software it does make sense
that people will be building interactive
prototypes as like the the way to design
the software. Um if anyone can do it
that can be great. It can be like
confusing. I think like it really just
is going to depend on the org. And I I
think like the the roles should blend
more and it should become more about
like you know a culture of being
decisive and having clear ownership.
That's certainly what we've what we've
had to do ultimately like the people who
have been designers have like a very
specific skill of like comfort with
ambiguity and being able to like pick a
direction in in a in a moment where
there's a million choices like the it's
easier to make stuff. So then we have to
be more decisive because there's there's
more choices. So I I kind of feel like
the people who have like ended up being
designers will probably still be
designers or whatever the you know like
the role of design and the type of
person in there will be the same as
always. It's just like the level of
decision they're making a little bit
different. I'm going to end on one last
question from uh Marique here and again
you know a lot of talk about designers
being in the codebase owning more and
more of the implementation and my my
TLDDR of the question is basically how
do you not mess it up you know like what
do you what have you learned about
getting into the codebase making changes
working with these tools that is
impacting the way that you everything
from prompt to strategize where to
insert yourself. Uh I I'm sure there's
people listening who maybe even are a
little bit excited about getting into
the codebase, but they want to make sure
that that first experience is one that
makes it so that their engineering
counterparts want to continue to have
them participating. So if you have any
advice for those people who maybe will
hang up here and take their first step
the next day. I I feel really lucky to
work at a company that just lets me like
do whatever I want the codebase um in
the name of like experimentation. Um so
I've like you just have to make mistakes
to like I think learn from them. And
like the biggest thing I've been kind of
pitching like recently is that black
coding is like awesome and I think it's
been getting a lot of people past like
the initial hump of like learning how to
like make your ideas real. But I think
like the next level is like actually
what comes after it of like are you
learning from like what the LLM is
actually writing? Are you just like kind
of blindly shipping code? Um cuz the
more specific you are about like what
could be going wrong or like what
exactly you want to happen from a
technical standpoint, the better the
LLMs are. So I think it's like right now
we're at the stage where like most
models are like interns and you kind of
have to like guide them in the right
direction and the only way that you can
do that is by like still kind of keeping
up with what actually happens
technically um for what you're creating.
So I think there is like a suite of
tools that is now emerging in like the
like review stage of like PRs and stuff
like that. Um but I think the learning
aspect of all of this will never go
away. It'll just be like a different
type of like learning of
>> you're not learning how to write the
code. You're learning what the code is
doing. Um, so yeah,
>> that's something that I've been doing
even in like clawed memory recently is
like putting it at the top level and
saying I want to learn like I am here
like break it down for me. Don't just do
the thing but look for any opportunity
to teach me what's going on. And I was
recording an episode right before this
and making the joke that at the same
line item or I'm just like oh also for
context I'm a designer and my goals are
two-part. One to make the thing and two
to not make my engineers angry. So make
my footprint as minimal as possible and
I've had a lot of success with that as a
practical tip as well. There are we
started a few minutes late so I know
we're late. Everyone is sticking around
for the most part. Henry, can I ask one
more question before we ride off into
the sunset? And I want to tap into your
perspective as someone who is hiring and
thinking a lot about the evolving talent
landscape and how to pair people
effectively. So given, you know, I think
somebody in the chat used the word
uncertainty. Given the times that we're
in and everything kind of being up for
grabs a little bit, what are some of the
main signals that you are looking for
when reviewing design candidates?
There's uh there's certain values I look
for that are like we most of the design
team is has some background in either
being a founding designer or like a solo
freelancer. So there's like a someone
who's kind of used to just being in a in
an environment where they have to make a
lot of decisions by themselves. So there
there's that type of thing. In terms of
skills, you know, the thing that won't
ever go away is product intuition. the
90% of product design work is picking
the right thing to build in the first
place and saying no to like most ideas.
And it's especially true on consumer.
And so we really like we really
emphasize that it's really like product
intuition. Why would someone use this?
How does it going to work? What makes it
intuitive? How does it fit in the
market? Uh what makes it compelling? Um
all of these things that are really like
they're they're certainly not visual
design. They're not interaction design.
It's really just like what is the thing
and why would someone want to put it on
their home screen? Um that's the thing
we test for the most. Um the other thing
that won't go away is just like the the
sort of basic craft of like I mean I
would almost just call it graphic design
like color and spacing. Like we we we
need that. We need people to know what
what good and bad is and what what
interesting is and what you know what it
means for something to have character
and that that that's stuff that is like
that's a an AI is going to give you
choices and a designer needs to make a
choice and it's just sort of like you
know there's a duality to that like
product and uh you know the kind of art
direction like someone needs to make
those calls and typically people who
have chosen these designers already are
pretty good at making those calls and so
I we really look for those things aside
from that someone who just wants to keep
learning because the tools are changing
like really quickly.
>> Yeah, I think that's a perfect line to
end it on even just reflecting on the
nature of the demos that we shared like
there's a freshness to them, right? Like
you are very clearly experimenting and
tinkering and trying new things and the
last thing that you can do is sit still
when everything's changing so quickly.
So, I appreciate that and and we'll kind
of use that as a way to wrap up. Thank
you so much everyone for joining. This
has been a ton of fun. Appreciate all of
the questions and getting to hang out
with many hundreds of people like this
is is pretty cool. So, don't take it for
granted. Appreciate y'all. Before I let
you go, I want to take just one minute
to run you through my favorite products
because I'm constantly asked what's in
my stack. Framer is how I build
websites. Genway is how I do research.
Granola is how I take notes during crit.
Jitter is how I animate my designs.
Lovable is how I build my ideas in code.
Mobin is how I find design inspiration.
Paper is how I design like a creative.
And Raycast is my shortcut every step of
the way. Now, I've hand selected these
companies so that I can do these
episodes full-time. So, by far the
number one way to support the show is to
check them out. You can find the full
list at dive.club/partners.
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