Luca P.
LP
Luca P.
Chief Operations Officer DEQUA Studio | Formerly CTO in MarTech
Marketing and Advertising
Mid-Market (51-1000 emp.)
"From Wireframe to Dev-Ready Handoff"
4.5/5
What do you like best about Figma?

The single file that carries an idea from a rough wireframe to a developer-ready spec is the reason Figma sits at the center of how my team works. We start a feature in low fidelity, sketching boxes and arrows to argue about flow, and we never have to migrate that thinking into a different tool when it firms up. The same frame that held a grey-box wireframe on Monday holds the high-fidelity screen by Thursday and the annotated handoff by the following week. Nothing gets re-drawn in a second application and nothing gets lost in the translation between tools, which used to be where half our rework came from.

Auto layout is the feature I would fight hardest to keep. Once a frame is set to auto layout, it behaves like a real container: padding, gap, and direction are properties I set rather than pixels I nudge, and content reflows when I change anything inside it. Building a card that grows with its text, a button group that spaces itself evenly, or a list that stacks and re-spaces as items are added all happen without manual alignment passes. The closer my layers behave to how flexbox behaves in the browser, the less surprises a developer hits later, and auto layout is what closes that gap. It took my team a little while to stop fighting it and start designing with it from the first frame, but once that clicked, the speed difference on every iteration after was hard to overstate.

Variables changed how we run a design system, and this is the part that matters most for end-to-end work. We define primitive values for color and spacing, layer semantic tokens on top, and use variable modes to flip an entire file between light and dark or between brands. A single change at the token level propagates through every screen that references it, so a brand color adjustment that used to be an afternoon of find-and-replace is now one edit. The variable architecture mirrors the way the front-end team structures their own tokens, which means the design system and the code system finally speak the same language instead of drifting apart release after release.

Components and variants are the backbone underneath all of that. I build a component once, expose its states as variants (default, hover, disabled, the size range), and every instance across the file inherits updates from the main component. When the system changes, I edit the source and watch it ripple through hundreds of placements. Component properties let me wire up text, boolean toggles, and instance swaps so a single button component covers the dozen configurations a real product needs without me maintaining a dozen near-identical copies. For a team trying to keep a large product visually consistent, this is the difference between a maintainable library and a graveyard of detached one-offs.

Prototyping is where the static screens earn their keep before any code is written. I draw connections from interactive elements to destination frames, set the trigger and the transition, and use Smart Animate to interpolate between matching layers for movement that actually reads like the real thing. Running that prototype on a phone through the Figma mobile app gives stakeholders something they can tap and react to, which surfaces flow problems while they are still cheap to fix. Catching that a back button leads nowhere, or that an empty state was never designed, during a prototype review is far better than catching it in a sprint demo.

Real-time collaboration is the thing everyone mentions first, and it deserves the attention. Multiple people in one file, cursors visible, edits landing live, comments pinned to the exact pixel they refer to. The comparison to a shared document for design is fair and it holds up in daily use. A design critique where the whole team is in the file at once, leaving threaded comments on specific frames, replaces a meeting where I would have screen-shared and narrated. Async feedback overnight from a teammate in another time zone is waiting for me in the morning, attached to the thing it concerns rather than buried in a chat thread.

Dev Mode is what makes the handoff honest. A developer opens the file in Dev Mode and reads exact measurements, spacing values, color tokens, and generated code snippets straight off any element, without having to ping me to ask what a margin is supposed to be. Marking a frame as ready for development gives engineering a clear signal about what is settled versus what is still moving. Code Connect goes a step further by mapping a Figma component to its real counterpart in the codebase, so the snippet a developer sees points at the actual component they should use rather than generic markup. On the projects where we set that up properly, the volume of clarifying questions during a build dropped noticeably.

FigJam sits at the front of the same lifecycle and shares the environment. Discovery workshops, user flow mapping, and sprint retros happen on a FigJam board, and because it lives next to the design files, moving from a flow we sketched together into the actual screens is not a tool switch. Dot voting and the lightweight facilitation features make a remote workshop run about as well as a room with sticky notes, and the board stays as a durable record we can return to rather than a photo of a whiteboard nobody can read a month later.

The cross-platform, browser-based nature is a quieter advantage that affects hiring and onboarding more than people expect. Figma runs the same on Windows, Mac, Linux, and a Chromebook, so a new designer is productive on whatever machine they already have, and I have stopped treating hardware as a constraint on who I can bring onto a project. A reviewer or a client who needs to look at something just opens a link in a browser. No install, no license dance, no version mismatch.

The plugin and community ecosystem fills the gaps the core tool leaves. Pulling in icon sets, generating placeholder content, running an accessibility contrast check, automating a repetitive cleanup, most of what I reach for has a community plugin that does it, and the community files are a genuine head start when I want a reference pattern rather than a blank canvas. Review collected by and hosted on G2.com.

What do you dislike about Figma?

Performance on large files is the friction I hit most often, and it is real. A file that has grown to hundreds of frames with deeply nested components and heavy prototypes starts to feel sluggish, especially when several of us are editing at the same time. Pan and zoom lag, selections take a beat to register, and the occasional spinning load on a complex page breaks the flow right when I am moving fast. My team has learned to manage it by splitting big projects across multiple files, archiving exploration pages we no longer need open, and keeping the truly heavy prototypes in their own file, but that is a discipline we have to impose rather than something the tool handles gracefully on its own. For a product that lives in the browser, the weight of a mature file is the cost that shows up as you scale.

Offline access is the limitation I trip over when I travel. Figma is built around the cloud, so a flaky connection on a train or a plane means I am either locked out or working on borrowed time before the file fails to sync. There is some tolerance for a brief drop, but it is not a tool I can rely on for a long stretch with no internet. For anyone whose work is genuinely mobile, this is worth knowing going in. My workaround is to front-load anything connection-dependent before I leave a stable network, which works but is not how I should have to plan my day.

The dependence on third-party plugins for things that feel like they should be native is the next one. The plugin ecosystem is a strength, but it is also a tell: certain workflows that I consider basic still rely on a community plugin, which means extra setup, an extra thing that can break on an update, and an extra trust decision about a plugin that has access to my file. When a plugin I depend on goes unmaintained, I am suddenly hunting for a replacement mid-project. I would rather see a few of the most common plugin use cases absorbed into the core product.

The learning curve is steeper than the marketing suggests, particularly for the features that make Figma powerful rather than just usable. A newcomer can draw rectangles on day one, but auto layout, variables, variable modes, and a properly structured component library take real investment before they pay off, and a team that adopts Figma without putting in that learning tends to end up with a messy file that fights them. I have watched designers coming from other tools struggle with auto layout specifically, because it asks them to think in terms of structure rather than absolute position. My standing advice is to budget time for the team to actually learn the system features, not just the canvas, because that is where the value lives and where the early frustration concentrates.

The AI features are promising but uneven, and I want to be measured about them. The text-to-UI drafting is genuinely useful for getting unstuck or exploring a few directions quickly, but the output is built on generic libraries rather than my own design system, so it is a starting point I have to rework rather than something I can ship. The interaction-adding tool saves time on wiring up prototypes when it guesses the connections correctly, and costs time when it does not. They are a help at the edges of my process rather than a transformation of it, and treating them as more than that leads to disappointment. Review collected by and hosted on G2.com.

chitralekha p.
CP
chitralekha p.
UI UX Designer
Small-Business (50 or fewer emp.)
"Real-Time Collaboration That Makes Designing in Figma Effortless"
4/5
What do you like best about Figma?

What I like best about Figma is how easy it is to work with others on the same project. Everything updates in real time, so sharing ideas and getting feedback is super quick. I also like that I can open my designs from anywhere without needing to install a lot of software. Overall, it makes the design process much smoother and saves a lot of time. Review collected by and hosted on G2.com.

What do you dislike about Figma?

One thing I dislike about Figma is that it can sometimes slow down when working on very large or complex files. Since it's browser-based, performance can depend on your internet connection, which can be a bit frustrating at times. Also, some advanced features are only available in higher-tier plans. Review collected by and hosted on G2.com.

Verified User in Information Technology and Services
UI
Verified User in Information Technology and Services
Small-Business (50 or fewer emp.)
"Figma Makes Real-Time Collaboration Effortless"
5/5
What do you like best about Figma?

Figma has completely changed how our team designs and collaborates. The real-time multiplayer feature is probably my favorite thing — multiple people can work on the same file simultaneously, which has eliminated the whole "who has the latest version" problem entirely. The interface is clean and intuitive, and since it runs in the browser there's zero installation hassle for anyone. It integrates really well with tools like Slack, Jira, and Notion, so sharing designs and getting feedback fits naturally into our existing workflow. Performance is solid even with complex, heavy files. Getting new team members up to speed is surprisingly fast too — the learning curve is much gentler than older design tools. The free tier is genuinely generous, and even the paid plans are reasonable for what you get. The AI features for auto-layout suggestions and design cleanup are a nice bonus that saves extra polish time. Review collected by and hosted on G2.com.

What do you dislike about Figma?

The biggest pain point is performance — once your file gets large with lots of components and frames, it can get noticeably sluggish, especially on older machines. The offline experience is also pretty limited since it's browser-based, so a bad internet connection can really slow you down. Pricing jumps up quite a bit when you move to a paid org plan, which can be hard to justify for smaller teams. The AI features are still pretty basic compared to what other tools are doing. And while the integrations are decent, some of them feel a bit surface-level and could be deeper. Support response times could also be faster — for a tool that teams rely on so heavily, quicker help when something goes wrong would make a big difference. Review collected by and hosted on G2.com.

Verified User in Telecommunications
UT
Verified User in Telecommunications
Mid-Market (51-1000 emp.)
"A Shared Workspace That Makes Design Collaboration and Iteration Effortless"
4.5/5
What do you like best about Figma?

What I like most about Figma is how it collapses the gap between design, product, and engineering into a single, shared workspace.

First, the real-time collaboration is a game-changer. Multiple stakeholders can jump into the same file, leave comments, iterate, and align without version chaos. It turns design from a handoff step into an ongoing conversation.

Second, the speed of iteration. Components, variants, and auto layout make it easy to explore ideas quickly without breaking consistency. From a product perspective, that directly improves decision velocity by allowing you to test and refine flows faster.

Third, it fits well into how modern product teams work. You can go from low-fidelity wireframes to high-fidelity prototypes in the same tool, and even share clickable prototypes with stakeholders or customers for validation.

What this really means is fewer silos, faster feedback loops, and better outcomes. Instead of design being a bottleneck, it becomes a collaborative engine for product thinking. Review collected by and hosted on G2.com.

What do you dislike about Figma?

One thing I think Figma can improve is handling very large-scale design systems and complex files. As projects grow, performance can sometimes slow down, especially with heavy prototypes, large component libraries, or multiple contributors working in the same file.

I also feel the developer handoff experience is good, but not always perfect. There are moments where design behaviour in prototypes doesn’t fully translate into real engineering constraints, so product, design, and engineering still need alignment conversations outside the tool.

Another limitation is around advanced product workflow management. Figma is excellent for designing and collaborating, but teams still rely on other tools for deeper requirements tracking, experimentation workflows, and product documentation. So while it’s central to the design process, it’s not yet a complete end-to-end product operating system.

That said, these are more scaling and workflow challenges rather than fundamental product issues, which says a lot about how strong the core product already is. Review collected by and hosted on G2.com.

Loris S.
LS
Loris S.
Lead Product Designer
Design
Small-Business (50 or fewer emp.)
Business partner of the seller or seller's competitor, not included in G2 scores.
"Real-Time Collaboration and Smooth Dev Handoff in the Browser"
5/5
What do you like best about Figma?

Real-time multiplayer editing, no version conflicts.

Browser-based, no installs, easy client access.

Components/auto-layout keep design systems consistent.

Built-in dev handoff (inspect panel, specs, CSS). Review collected by and hosted on G2.com.

What do you dislike about Figma?

Pricing changes/seat costs add up for bigger teams. Review collected by and hosted on G2.com.

Sunny A.
SA
Sunny A.
Co-Founder
Small-Business (50 or fewer emp.)
"Auto Layout, Make, and MCP Make Figma a Powerful Workflow Booster"
4/5
What do you like best about Figma?

The Figma auto layout and Figma make are some of really good features in Figma. using Auto layout, I am able to define the responsiveness of screens for websites and web apps.

The Make helps using some AI prompts to put my ideas and let Figma design as I need it.

Also I have recently used the Figma MCP with other tools which really helps integrating designs in other places. Review collected by and hosted on G2.com.

What do you dislike about Figma?

I belive I can almost design anything when it comes to digital media and websites and apps designs. However, I dint use Figma for vector images much and looking forward to this feature Review collected by and hosted on G2.com.

Moneshwar C.
MC
Moneshwar C.
Software Engineer
Mid-Market (51-1000 emp.)
"Real-Time Collaboration Made Easy in Figma"
5/5
What do you like best about Figma?

What I like most about Figma is how easy it is to collaborate with teammates in real time. It's simple to use, works in the browser, and makes designing, prototyping, and sharing with developers very smooth. Review collected by and hosted on G2.com.

What do you dislike about Figma?

Figma works well overall, but with larger files it can sometimes start to feel slow. Also, some of the more advanced features come with a learning curve, especially for new users. Review collected by and hosted on G2.com.

Henrik P.
HP
Henrik P.
Account Executive
Enterprise (> 1000 emp.)
"Intuitive Design Tool with Seamless Asana Integration"
4/5
What do you like best about Figma?

I use Figma for org charts and mapping out processes and flows for my customers. I appreciate how it makes things visual and gives me a good overview of my accounts. It's also really helpful in customer conversations when mapping out workflows. I like its ease of use and how quick it is, as well as its integration with Asana. The integration is particularly beneficial because I have account plans for my biggest customers in Asana, where Asana is great for actions and goals, and Figma excels in mapping out the organization, key customers, and workstreams. The initial setup was super easy. Review collected by and hosted on G2.com.

What do you dislike about Figma?

Figma works pretty well as is, but it would be great to link actual objects in Figma to Asana tasks - or at least make that experience better and faster. Review collected by and hosted on G2.com.

Ángela d.
ÁD
Ángela d.
UX designer
Small-Business (50 or fewer emp.)
"Figma: Fast and Collaborative, with Room for Improvement"
4.5/5
What do you like best about Figma?

I love the speed with which I can work in Figma. Collaborating with others is very simple. Once you understand how instances, variants, and library tokens work, it's like working with superpowers. The note functionality for leaving technical specification comments is very useful. Also, building design libraries to reuse later is great. Overall, Figma is the most comprehensive tool available today. The initial setup of Figma was very easy. Review collected by and hosted on G2.com.

What do you dislike about Figma?

I think the autolayout function, although very detailed for creating scalable designs, sometimes becomes a bit repetitive having to configure every element one by one. I don't know how it could be made simpler. And I would like Figma to be smart enough to prototype directly from my designs by selecting the screens I want to be part of the prototype. Review collected by and hosted on G2.com.

Verified User in Information Technology and Services
UI
Verified User in Information Technology and Services
Small-Business (50 or fewer emp.)
"Real-Time Collaboration and Browser-Based Design That Speeds Up Workflows"
4/5
What do you like best about Figma?

It's a real-time collaborative design experience. Multiple designers, developers, and stakeholders can work on the same file simultaneously, making the entire product design workflow much faster and more transparent.

The browser-based accessibility is a huge advantage. Since it runs smoothly without a heavy local setup, teams can access projects from anywhere and collaborate easily across devices and operating systems. Review collected by and hosted on G2.com.

What do you dislike about Figma?

Version management can get messy in larger teams. With multiple people working at the same time, keeping a clear structure, consistent naming conventions, and a tidy component library takes strong internal discipline; otherwise, files can gradually become hard to navigate and maintain.

I also feel that while prototyping in Figma is great for most user flows, it still has limitations with highly advanced animations, micro-interactions, and complex motion design compared to dedicated tools like Adobe After Effects or ProtoPie.

From a UX perspective, frequent feature releases can make the interface feel crowded, especially for beginners who are still learning the platform. Review collected by and hosted on G2.com.