Figma Make is taking a meaningful step away from the familiar “describe it and hope” model of AI-assisted coding. With a new properties panel and canvas-based annotations, Figma is giving designers and developers more direct ways to shape generated interfaces without having to turn every small adjustment into a carefully worded prompt.
The update, announced July 30, brings a more recognizably Figma-like editing experience to Make, the company’s AI-driven environment for creating and modifying working code. Instead of asking an agent to “make this card have more padding” or “move this button above the fold,” users can select elements and adjust visual properties directly. For work that needs more behavioral context, they can pin annotations onto specific areas of the interface and tell the agent what should happen there.
That may sound like a modest UI update. In practice, it speaks to one of the central problems with AI coding tools: prompting is useful for getting from zero to one, but it can become awkward once a project needs the kind of small, iterative decisions that make an interface feel finished.
A product designer may know immediately that a section needs 24 pixels of spacing rather than 16, or that a headline needs a little less line height. Translating those instincts into a text prompt is not difficult, exactly, but it is slower than simply changing the value. And when the requested update is tied to one particular component on a busy page, ambiguity becomes its own source of friction.
Figma’s answer is the new properties panel. It brings familiar design controls into Make, including options for spacing, typography, layout, opacity, borders, positioning, z-index, and other visual details. Users can also inspect a full DOM tree, select multiple instances of an element, and edit them together rather than changing each copy individually.
The important distinction is that these are not merely cosmetic overlays on top of an AI prototype. Figma says the edits are staged in Make’s chat panel for review, then applied to the underlying code once a user commits them. In other words, the visual adjustment is intended to change the product itself, not create another disconnected design representation of it.
That matters because design-to-code workflows have historically involved a handoff boundary. Designers refine screens in one place. Developers rebuild and interpret those screens somewhere else. Even with shared component libraries and Dev Mode, the gap can leave room for mismatched spacing, improvised styles, and a long tail of “almost like the mockup” compromises.
Figma Make is clearly trying to make that boundary less rigid. The company describes the properties panel as a form of direct manipulation: users interact with the interface on screen, while the system handles the necessary code updates behind it. The idea is not that designers must become developers, or that developers stop caring about code. It is that certain changes should not require a translation layer at all.
The second half of the update, annotations, is arguably more interesting. Visual controls are perfect for well-defined design attributes such as a font weight or border radius. But software behavior rarely fits into a dropdown menu.
A designer might want a thumbnail to enlarge slightly on hover, a button to fade into view after 300 milliseconds, or a navigation overlay to appear after someone taps a menu icon. Those requests involve interactions, timing, states, and intent. They need language – but they also need a precise pointer to the relevant part of the page.
Annotations combine both. In Figma Make, users can mark one or more locations on the canvas, add a written instruction, and send that localized context to the agent. Figma’s examples include hover animations, delayed fades, and tap effects, with the agent using the marked-up areas to understand what code should change.
This is a more natural mode of communication than asking an agent to infer which “image card,” “button,” or “menu” a person means from a text-only prompt. Anyone who has worked on a dense product screen knows the issue: there may be a dozen cards, four similar buttons, and multiple responsive variations of the same component. A pin on the canvas reduces the chances that an AI agent updates the wrong thing – or spends time looking for it.
The change also has a practical implication for Figma’s usage-based AI model. The company says direct manipulation gives Make a more precise target than a conventional text prompt, which can reduce the amount of searching and guesswork required from the model. Individual edits are staged without consuming credits, while credits are used when the staged changes are applied and the file is updated as a new version.
That approach could make Make feel less risky for teams experimenting with details. Users can try a few layout options, adjust values, review the resulting list of changes, and discard anything that does not work before committing. It is a workflow that resembles ordinary visual design iteration more than it resembles sending a series of expensive, one-shot instructions to an AI assistant.
There are limits, at least for now. The properties panel uses the color and typography tokens already present in a user’s codebase, rather than pulling directly from Figma Design components. Figma says Code Connect support is coming, which should allow Make to link those design components and code more closely.
The rollout also comes with an important caveat for existing projects: the new properties panel works only with new Make designs. Older designs will continue using the previous editing tool. Both the properties panel and annotations are rolling out across all Figma Make seats and plans, although using them consumes Make credits when changes are applied.
Figma has been steadily expanding Make beyond an AI playground for generating quick prototypes. In recent months, it has added support for local code, emphasized contextual prompting and collaboration, and continued positioning Make as a bridge between visual product work and production-minded development.
The properties panel and annotations fit neatly into that strategy. They acknowledge that building software is not just a matter of producing a first draft from a prompt. Most of the work happens in the next hundred small decisions: tightening the spacing, fixing a hierarchy problem, changing an interaction, testing a state, and making sure a detail feels right.
AI can generate an interface quickly. The harder question is how people retain control once that interface exists. Figma’s latest Make update is a fairly direct answer: let people point at the thing they mean, change what they can see, and use language only when language is actually the best tool for the job.
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