Karri Saarinen, CEO of Linear, writes one of the more grounded takes on AI’s current state. Linear’s cloud agent now fixes more than 1,000 issues per month, but Karri is clear that hard problems remain hard and design tools are still challenging to use. On having a design tool operate directly on the production codebase: “A lot of the design work I do is not production design. I am not trying to implement the final version or test every edge case. Most design work is about making decisions, understanding the problem, and finding the fit. That process generates many variations and messy ideas.”
The expertise paradox section is the most useful: “AI often feels most impressive in domains where you know the least.” Expertise makes AI harder to use but also more valuable, because experts know how to steer, constrain, and evaluate the output.
Kaari replies: “The “make your own things” from generic blocks idea is warm one, and I do appreciate it. Where it starts to lose me is when it tries to force a reality that doesn’t really exist, and it’s not what people do or look for. Look at any craft. The kitchen. The workshop. Purpose-built spaces filled with purpose-built tools, often shaped by centuries of tradition (also sometimes known as experience). Serious craftspeople don’t operate in primitives. A chef doesn’t stock “a knife”, “a pot”, “a carrot”. They have a specific knife, a specific size, a tradition they trust.”
Kaari clarifies his thoughts in an article: “I tend to think about design as a search, not a production pipeline. You start with a messy problem. Early on, you do not know the answer. This is why I never fully buy the idea that design is about output. I agree that design is useless without shipping, but the process of designing is not. The design process, and the suffering part of that process, are valuable. […] Use whatever tools you want, but be deliberate about what mode you are in. Protect exploration from premature constraint. Invite constraints when you are ready to learn from them. Use code as feedback, not as a cage.”
On constraints: “If you let constraints define the space too early, you do not just get a worse outcome. You lose outcomes that never get discovered.”
On unification: “The dream of a coherent universe is compelling. A world where ideas move from chaos to clarity without translation loss. Where designers can build and builders can design. I see the desire, and it can be good. But unification has a shadow side. It can turn into standardization. If everything is built from the same primitives, you get the same patterns repeated across teams. Tools raise the floor, but they can also lower the ceiling if they quietly define what is worth attempting. If the easiest path is always the most conventional path, convention becomes the product.”
Karri Saarinen reacts to the announcement of a visual editor in Cursor: “Whenever a designer becomes more of a builder, some idealism and creativity dies. Not because building is bad, but because you start out including constraints earlier in the process than they should. […] People forget that the creative process is not about tools. It’s about forming a vision, and then translating that vision into some form.”
Whenever a new design to code tool comes around, people get excited. It’s considered the holy grail of design. You can now design with code. This is the final evolution.
— Karri Saarinen (@karrisaarinen) December 12, 2025
But I don’t agree. It’s only the holy grail if you value output higher than the process of design.
Whenever…
Tommy Geoco perfectly summarized the debate between Karri Saarinen from Linear and Ryo Lu from Cursor.
Karri Saarinen from Linear: “Prompting is essentially like writing a spec, sometimes it’s hard to articulate exactly what you want and ultimately control the outcome. Two people looking for the same thing might get wildly different results just based on how they asked for it, which creates an unprecedented level of dynamism within the product. This shift from deterministic traditional UI to something more unbridled raises a challenge for designers: with no predictable journeys to optimize, how do you create consistent, high-quality experiences?”
Karri Saarinen: “The idea that AI might ruin visual quality feels like a non-issue since there wasn’t much quality to ruin in the first place. […] My general view of AI is that it will just let us do more things, not take away things.”
People talk about how AI is going to make design obsolete, and/or make pixel perfect designs not be a thing anymore. I don't think so.
— Karri Saarinen (@karrisaarinen) April 3, 2025
Pixel-perfect design mostly existed in designers’ minds anyway. The mocks might perfect but the final product rarely was. Most of the time,…
Linear’s CEO shares his approach to quality at a time when “move fast and break things” no longer cuts it. My favorites: “Commit to quality at the leadership level”, “Do away with handoff”, “For quality, you need a team that views the spec as the baseline, not the finish line”, and “The simplest way to increase quality is to reduce scope”.
A talk from Stripe’s Sessions 2024 conference on why well-crafted products are expressions of care and dedication — and how that correlates to business success. Head of Design Katie Dill kicks it off by talking about the value of quality and dispelling some of the myths and common-held beliefs about craft and beauty — that it is “in the eye of the beholder,” purely cosmetic, and at odds with growth. In Stripe’s experience, beauty is objective, functional, and support growth.
Later, she invites the cofounder and CEO of Linear, Karri Saarinen, and the CPO of Figma, Yuhki Yamashita, to share their thoughts on craft and beauty. I like Karri’s separation of these concepts — “craft is the mindset and activity you do, and the quality and beauty are the output.” You can also read the recap of this talk on the Figma blog.
I loved this article by Karri Saarinen from Linear on why redesigns are important and its sequel, “How we redesigned the Linear UI,” on tackling that kind of project. “This incremental way of building the product is hugely beneficial, and often necessary — though it unbalances the overall design, and leads to design debt. Each new capability adds stress on the product’s existing surfaces for which it was initially designed. Functionality no longer fits in a coherent way. It needs to be rebalanced and rethought.”
On paying off the design debt: “While the design debt often happens in small increments, it’s best to be paid in larger sweeps. This goes against the common wisdom in engineering where complete code rewrites are avoided. The difference is that on the engineering side, a modular or incremental way of working can work as the technical implementation is not really visible. Whereas the product experience is holistic and visual.”
On exploring the next version without considering practicality: “A secret I’ve learned is that when you tell people a design is a “concept” or “conceptual” it makes it less likely that the idea is attacked from whatever perspective they hold or problems they see with it. The concept is not perceived as real, but something that can be entertained. By bringing leaders or even teams along with the concept iterations, it starts to solidify the new direction in their mind, eventually becoming more and more familiar. That’s the power of visual design.”
Karri Saarinen shares how their team is building one of the best-designed products out there: “The main point is that the design is only a reference, never any kind of deliverable itself, so the way it’s constructed doesn’t really matter.“ Don’t miss a follow-up on this approach and tech debt, as well as an older thread on their simple design system. Last but not least, his recent interview with Lenny Rachitsky on how Linear builds product was just fantastic (a good chunk is behind a paywall, but a podcast version is free.)
Primer on how we design at @linear:
— Karri Saarinen (@karrisaarinen) October 19, 2023
The main point is that the design is only a reference, never any kind of deliverable itself, so the way it's constructed doesn't really matter.
1. We screenshot the app and design on top of
2. Simple design system that has mostly colors,… pic.twitter.com/j5AholI4UG
Karri Saarinen, cofounder and CEO of Linear: “Adobe missed the one of the largest transformations in the design industry and lost the product designers for over a decade. Spending $20B on Figma is their ticket back in and hopefully evolving their thinking from the “software in a box” model.” Also love his take on Sketch “building a tool for a designer vs. building a tool for teams”.
I’ve seen a lot of takes on the Figma Adobe deal in past week and think most VCs/finance folks misses the point since they don’t really understand the market or tools Adobe and Figma makes. Figma is not a Photoshop killer and Figma didn't put "Photoshop in the cloud".
— Karri Saarinen (@karrisaarinen) September 20, 2022