Tools

I Tried 12 Design Tools This Year. Here Are the 4 I Actually Kept Using

I tested 12 design tools across real client projects this year. Most were forgettable. Four earned permanent spots in my workflow. Here's what made the cut and what didn't.

On this page 11 sections
  1. 1 The 4 that stayed
  2. 2 1. Figma (still)
  3. 3 2. Affinity Designer 2
  4. 4 3. Framer (for prototyping)
  5. 5 4. Procreate (for hand sketching and illustration)
  6. 6 The 8 I tried and didn't keep
  7. 7 What separated the keepers from the rejects
  8. 8 The category that surprised me
  9. 9 What I'm planning to test next year
  10. 10 The recommendation that holds up
  11. 11 The takeaway

Every design YouTuber tells you about the new tool that'll change your workflow. Most don't. I committed this year to actually testing 12 design tools in real client projects — not just trying them for an afternoon, but using them seriously enough to know whether they'd earn a permanent place. Here's what I learned and what made the cut.

The 4 that stayed

1. Figma (still)

Not new, but worth confirming. Figma remained my primary UI and design system tool through the year. The collaboration features continue to outperform alternatives. The plugin ecosystem keeps expanding in useful directions. The recent additions to Figma's design tokens and variables actually addressed pain points I'd been working around.

What it costs: $15-45/month per editor depending on tier.

Why it stayed: daily use across every UI project. The team collaboration in Figma is still better than competitors, and the gap is meaningful when working with clients or other designers.

2. Affinity Designer 2

I used this primarily for vector illustration and branding work. The performance is dramatically better than Illustrator on my hardware. The one-time pricing (versus Adobe's subscription) added up to real savings across the year.

What it costs: ~$70 one-time purchase.

Why it stayed: faster work for vector-heavy projects, no monthly subscription cost, file format compatibility good enough for most client workflows.

Watch for: some specific Illustrator features still missing. If you have heavy Illustrator workflow dependency, the migration cost may not justify the savings.

3. Framer (for prototyping)

I'd been using Figma's built-in prototyping for years. Framer was a different category of tool — closer to actual code in capability, with motion and interaction design that Figma can't match. For prototypes that need to feel real, Framer was a meaningful upgrade.

What it costs: $15-30/month for designer use.

Why it stayed: prototypes feel closer to final product, which produces better client feedback and developer handoff.

Watch for: the learning curve is real. Plan for 2-3 weeks of awkward workflow before it clicks.

4. Procreate (for hand sketching and illustration)

Not new but kept earning use. The painting and sketching experience on iPad with Procreate continues to feel better than any desktop alternative. I use it for early concept sketching and finished illustration both.

What it costs: $13 one-time purchase. The iPad and Apple Pencil are the larger investment.

Why it stayed: the bridge between hand drawing and digital work that nothing else quite matches.

The 8 I tried and didn't keep

Won't name them all individually, but the patterns:

1. AI design assistants that generate design directly. Several products in this category. The output was consistently generic. The time spent on prompting and editing exceeded the time savings versus designing directly.

2. Specialty branding tools that promised to streamline brand identity work. The output quality wasn't adequate for client work. The tools may improve; current versions don't justify the cost.

3. Asset management tools that promised to organize my design files better. The setup overhead exceeded the organizational benefit. My existing folder system continued to work fine.

4. Multi-tool workflow consolidators that promised to replace several tools at once. The "one app for everything" pitch consistently produced worse experience than purpose-built tools.

5. Specialty mockup generators. The mockups looked impressive in marketing but didn't fit real client deliverables. Better to use general mockup resources.

6-8. Various plugins and add-ons that promised to enhance Figma. Most added more friction than value.

What separated the keepers from the rejects

Looking at the 4 that stayed versus the 8 that didn't, the patterns:

  • The keepers solved a specific problem I had. Not aspirational problems; actual current pain points.
  • The keepers integrated with existing workflow. Tools that required restructuring my entire approach almost always got abandoned.
  • The keepers had reasonable cost relative to use. Daily-use tools justify subscription costs; occasional-use tools rarely do.
  • The keepers didn't require sustained learning effort beyond the first few weeks. Tools with permanent learning friction got dropped.

The category that surprised me

The most-surprising category was AI design tools. I expected they'd earn at least one permanent spot in my workflow. None did. The output is consistently generic in ways that don't fit professional client work. I expect this to change as the tools improve, but the current state isn't there yet for serious design.

The exception: AI tools for tasks adjacent to design (writing copy, brainstorming concepts, summarizing client briefs). These work well and saved real time. But the actual design generation isn't at usable quality for the kind of work I do.

What I'm planning to test next year

The list of tools to try keeps getting longer. The constraint is the cost of the testing — each tool needs to be used seriously for weeks to evaluate properly. I'll probably test 8-10 tools through next year using the same approach: real client work, weeks of use, honest evaluation against existing alternatives.

The framework that's working: only test a tool if it's addressing a specific pain point I currently feel. Tools that look interesting in theory but don't address actual problems consistently fail to earn permanent spots.

The recommendation that holds up

Most designers run too many tools. The complexity adds friction, the subscription costs add up, and the learning required for each new tool fragments attention. A focused tool stack — 4-6 tools used deeply — outperforms a sprawling tool stack used shallowly.

Audit your current tools annually. Cancel what isn't earning daily or weekly use. The savings can fund the new tools that genuinely deserve testing.

The takeaway

Tool selection in design is more like job selection than equipment selection. The tool you commit to becomes part of your daily working life. Choose the ones that actually serve the work, not the ones that look most impressive in marketing.

The 4 that stayed are the ones I'd still recommend if asked. The other 8 may work well for designers with different needs; for my work, they didn't earn the spot.