I stopped using Figma for 70% of my product design work...and my output doubled.
Briefly

I stopped using Figma for 70% of my product design work...and my output doubled.
"Most design problems aren't 'design' problems. They're 'Thinking' problems.They're 'Clarity' problems.They're 'Too-many-tabs-open' problems. More prototyping. More pixel-shifting. More polish in Figma alone isn't going to help you with those. For me, without clear thinking, Figma just results in more confusion, more mess, and more mockups than I can mentally manage. The Problem: Figma wasn't the bottleneck - my thinking was"
"Like most UX/UI designers, I used to jump straight into Figma the moment I had a product idea or a design task to complete. I'd tweak colors, mock up screens, build components, and then... get stuck. Not because I didn't know how to design, but because I didn't know what I was designing - who it was for, how it solved the problem, and what the business actually needed from it. I was designing aimlessly.Which meant I was redesigning constantly.Which meant I was wasting time."
Most design problems originate from unclear thinking, lack of clarity, and cognitive overload rather than tool limitations. Jumping straight into Figma without defining users, goals, and business needs leads to visual tweaks, component building, and aimless mockups that cause constant redesign. More prototyping and pixel-shifting increase confusion and produce more mockups than can be mentally managed. Prioritizing clarity, defining who the design serves, how it solves the problem, and aligning with business requirements reduces churn. Design education and processes should emphasize frameworks and early validation before high-fidelity mockups.
Read at Medium
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