DESIGN GARDEN
2 min readThe fourth episode of Design Garden, the talk series initiated by Johannes Schmidt, opened with the question of how designers can keep pace with AI. In our talk GOKU UNLOCKED – from Goku to Super Saiyan, given online to a small group, Ramon and I answered with a video of Goku's first transformation into a Super Saiyan: that is how the current pace of AI feels – like an adrenaline shock.
The bridge between Figma and Dragon Ball Z was Akira Toriyama's map of the world. His universe is built in layers of worlds, each with its own rules, connected by paths. Our tools work the same way: Figma, Claude, tickets, code and the live site are separate worlds, and MCPs and APIs are the paths between them. I covered the MCPs, Ramon the APIs. On the next screen, GOKU UNLOCKED, I told Goku's story as my own: he grows stronger with every Dragon Ball and every strong opponent, and so does a digital product that keeps learning from the people who use it.
We then moved into Figma. For the evening I had built a small shop with Claude in Cowork: Capsule Corp, selling Dragon Balls for Zeni, from the welcome screen to product page, payment and order confirmation. Based on one idea and my experience, Claude worked directly in Figma and set up the screens, the user flow and the variables behind them. A shop was a deliberate test case: everyone has bought something online, and everyone notices when a flow breaks. Ramon then followed the path in the other direction: from Figma frames to structured, developer-ready tasks.
The talk closed with a view of how the designer's role is changing: less drawing every pixel by hand, more like a librarian who knows where everything is, sets the rules and keeps the system in order. Two questions went back to the group: where do you feel the adrenaline shock of AI the most right now, and which task would you hand over to an agent tomorrow, and which never? Thanks to Johannes for the stage, to Ramon, to everyone who joined, and to Akira Toriyama for the world we borrowed for one evening.
The Capsule Corp shop is a fan concept made for this talk and is not affiliated with Dragon Ball or its rights holders.
The bridge between Figma and Dragon Ball Z was Akira Toriyama's map of the world. His universe is built in layers of worlds, each with its own rules, connected by paths. Our tools work the same way: Figma, Claude, tickets, code and the live site are separate worlds, and MCPs and APIs are the paths between them. I covered the MCPs, Ramon the APIs. On the next screen, GOKU UNLOCKED, I told Goku's story as my own: he grows stronger with every Dragon Ball and every strong opponent, and so does a digital product that keeps learning from the people who use it.
We then moved into Figma. For the evening I had built a small shop with Claude in Cowork: Capsule Corp, selling Dragon Balls for Zeni, from the welcome screen to product page, payment and order confirmation. Based on one idea and my experience, Claude worked directly in Figma and set up the screens, the user flow and the variables behind them. A shop was a deliberate test case: everyone has bought something online, and everyone notices when a flow breaks. Ramon then followed the path in the other direction: from Figma frames to structured, developer-ready tasks.
The talk closed with a view of how the designer's role is changing: less drawing every pixel by hand, more like a librarian who knows where everything is, sets the rules and keeps the system in order. Two questions went back to the group: where do you feel the adrenaline shock of AI the most right now, and which task would you hand over to an agent tomorrow, and which never? Thanks to Johannes for the stage, to Ramon, to everyone who joined, and to Akira Toriyama for the world we borrowed for one evening.
The Capsule Corp shop is a fan concept made for this talk and is not affiliated with Dragon Ball or its rights holders.
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September 2026


