title: What actually changed when I started designing with AI
summary: >-
Not the speed. The strange part is working with a tool you cannot fully
specify, cannot file a bug against, and cannot ask for support on, while
still shipping work with your name on it.
pubDate: 2026-08-05T16:00:00+03:00
tags:
- design
- ai
I have been designing mobile interfaces for eighteen years. Almost all of it
for other people's products. Last month I put my own app in the App Store for
the first time, and I got it there by working with AI for most of the parts I
cannot do myself.
The thing everyone talks about is speed. That is real, and it is also the least
interesting change.
Here is the interesting one. For eighteen years, every tool I used did exactly
what I told it, and when it did not, that was a bug, and I could report it.
Figma has a support address. Xcode has a radar. Now the most important tool in
my process is one whose output I cannot fully specify, whose failures I cannot
file, and whose behaviour I cannot escalate. If it consistently misunderstands
something I need, there is no version of that conversation where I win. I can
only rephrase and try again.
That should be intolerable and somehow it is not, because of a reframe I keep
coming back to. A lot of people dismiss these tools for being unreliable. I
understand why, but I think it misses the point. The tools are unreliable. What
they are extremely good at is helping you build something else that is
reliable. The output is not the product. The output is the scaffolding you use
to get to a product that behaves the same way every time.
The other thing nobody warned me about is that there is a vibe to it. There is
a way of talking to these things. Sometimes you have to feel for the phrase
that hooks. And they latch onto small fragments of what you said and start
orbiting them, treating some throwaway clause as a north star for the next
twenty minutes. Learning to notice that early, and to start over rather than
argue, has saved me more time than any prompt technique I have read.
What has not changed is the part I am actually responsible for. I still decide
what the thing is, who it is for, what it refuses to do, and what it looks like
when it fails. Nobody has automated the taste, and I am not sure the question
is even well formed.
Eighteen years of designing other people's apps taught me how software should
feel. This year taught me I no longer need to convince someone else to build
it. That is a bigger shift than any of the rest of it, and I am still working
out what to do with it.