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The Story of Figmađ¨
From 0 to Dethroning Adobeđ
Read Time: 6 minutes 39 seconds
How do you go from thisđ
đ§ đŁđđđĄ:
Drop out of University
Join the Thiel Fellowship to work on software for drones
Pivot to the âPhotoshop in the Browserâ
Revolutionize the design industry đ¨
To this?đ
đĽ đĽđđđđđ§đŹ:
YEARS of development and iteration âł
Overcome significant technical challenges
Convince skeptical designers to switch to a new tool
Launch a product that changes the way designers work
From competing with Adobe to almost getting acquired by them
This is how Dylan Field and Evan Wallace built a tool that is being used by millions of designers and teams around the world.
Letâs get into it. This is the Story of Figma đ¨
Itâs 2012 and Dylan Field just dropped out of Brown University. This was the main requirement to get funding and become a member of the Thiel Fellowship. But he applied to the Thiel Fellowship with a way different idea than Figma. It was to build better software for drones.
This is a short snippet from his application to the Thiel Fellowship:
The âsmartest programmer he knowsâ was Evan Wallace. Dylan was obsessed with drones, but Evan (who had actually spent a lot of time building/programming drones) was pushing Dylan to work on something related to WebGL instead of drones.
This was also the time when he showed him a graphics demo that landed Evan in WIRED.
A few weeks after I submitted this application, Evan convinced me that we shouldnât be in the drone space because (a) the run/debug cycle for hardware is annoying (b) regulation was a wild card (c) we couldnât come up with a drone idea that didnât hurt people or violate their privacy.
Looking back, I regret writing this essay â as someone who cares a lot about fighting for privacy, this is not a technology I want to exist in the world.
So they pivoted towards building what they called âPhotoshop in the browserâ which was inspired by a 3D demo of a ball floating in water that Wallace had built previouslyđ
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What if we brought design software to the browser, and at the same time, we made design multiplayer?
This was the idea and it seems simple now but at the time was very bold and came with technical challenges.
Traditional design tools were siloed, non-collaborative, and required powerful hardware.
So Dylan and Evan wanted to create a cloud-based design tool that would allow designers to collaborate in real-time, from anywhere in the world.
âPhotoshop in the browserâ was a strong pitch that secured them a $3.8M seed round from Index and Jeff Weiner, LinkedInâs CEO at the time.
This was the first pitch they used at the time:
With money in the bank, they started to work on Figmaâs first version. But Photoshop has tons of use cases, so they built a series of disconnected projects:
Color Lines
Poisson Blending on the CPU
Image Cutting
Photo Editor
and wait for it... The team spent a week building a meme generator, which Dylan calls "the worst week of Figma".
Different features they build
He asked himself if it was worth dropping out of Brown University for this? The team lacked focus. Everyone in the company had a different vision for what they were building.
Investor John Lilly passed on the Seed round. He was honest with Dylan. He told him, âI just donât think you know what youâre doing yetâ.
So one day, Dylan sat down with everyone at the company to decide on a focus. They killed off several features, including:
animation
3D design
photo editing
paint
The early Figma team chose to focus on interface design. But building it into a good product people loved using was a different storyâŚ
It took them 3 years of building and iterating in stealth mode before launching on September 27, 2016. Contrary to the common startup advice of âlaunch fast and earlyâ this is how they got theređ
3 years is a long time. Morale dropped in this period. In all those user discovery sessions, it wasnât even clear their vision made sense.
These were actual things designers testing Figma said:
âTripping over each other on one artboard is an extremely hostile assault on our virtual system and workflow.â
âIf this is the future of design, Iâm changing careers.â
âCool idea, but seems non-practical.â
On top of the negative user feedback, it didnât help that Dylan was pushing the team hard and held a high-quality bar.
I was just not a very good manager when I started Figma.
I was always trying to go for the home run on everything, and I was pushing super-hard on the team, but also giving them not a lot of empowerment.
The situation grew dire enough that the senior members of his team eventually staged a sort of managerial intervention.
So Dylan brought in Sho Kuwamato. Sho acted as a âlate co-founder.â
At that point a technology industry vet with 20 years of experience at Macromedia, Adobe, and Medium, he helped bring a dose of adult leadership to the young team.
Meanwhile, to get to launch readiness, the team focused on getting one customer to use Figma full-time.
They eventually found that customer in Coda.
Figmaâs demo to Coda
Once they had Coda, they were maniacal about offering quality service to make sure that customers liked Figma. As Claire Butler explains:
Our board pushed us to focus on getting one team to use Figma full-time â which meant a lot of 1:1 customer engagement and doing the things that donât scale. We finally hit this milestone when Coda agreed to use Figma full-time.
I remember driving back with the Figma team up to San Francisco after spending the morning with Coda in Palo Alto. We were buzzing off of the energy from signing our first big customer deal.
Then we got a call from the Coda folks, and they said Figma wasnât working.
Our CTO immediately turned around and drove all the way back down to the Coda office to try to fix it himself. It turns out that the Coda team was having a network problem, and it had nothing to do with Figma at all.
With their first customer on board, they were getting ready to launch. The next step was to select which features to include and which ones to leave out. Most people donât know this, but Figma didnât launch with multiplayer.
As Sho explains:
Cutting multiplayer out of the initial release was really tough, but our thinking was that if we had started with something that felt badâeven with all the right featuresâwe wouldâve started with a credibility problem.
We wouldâve had to then spend the majority of our time convincing people that we werenât bad anymore.
Even though we didnât have every feature from the start, this trust allowed our customers to believe that we would continue to improve and add features based on their feedback.
After 3 crazy years of development, Figma launched its Closed Beta in December 2015.
The team went so far as to put multiplayer at the center of their messaging â even though it wasnât ready yet:
The press release for the launch was a banger. Dylan called out his larger rival and made his roadmap clear:
Adobe doesnât really understand collaboration. The Adobe Creative Cloud is really cloud in name only.
The stealth company managed to get TechCrunch and VentureBeat features on launch day. On top of that, they did an all-out social media blitz.
But just because you have a lot of buzz, it doesnât mean your future is secure and you will grow automaticallyâŚ
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As the closed beta members gave Figma feedback, they took it more than seriously.
Even after Figma hired a dedicated support team, designers and developers were still staying close to customers. Engineers were spending more than 20% of their time on customer support.
This allowed them unique insight to quickly iterate the product to a great state.
On top of that, the team nailed it with the next launches:
Slack integration
Vector editing
Sketch Import
Real-time simultaneous editing
All these features put together worked. They created major market demand for the product.
It helped that Figma was free through 2017. It was the PLG model to a degree most companies canât even dream of.
But when Figma finally started charging, that didnât hinder growth in the slightest.
In fact, Dylan tells the anecdote of a Microsoft executive who asked them to start charging so they could adopt the product more widely:
âLook, weâre all worried youâre going to die as a company. We canât spread it inside Microsoft as a company even though we like it, because youâre not charging.â
So Figma went from a 10% market share in 2017 to 90% in 5 years:
Itâs hard to overstate how quickly the shift happened.
Hereâs what someone from the front lines had to say - former InVision founder and CEO Clark Valberg:
Designers are incredibly smart, confidence, and relatively sovereign with respects to the tools they use. In the same way that they flocked from Photoshop to Sketch, they dropped Sketch (and with it, InVision) for Figma.
The speed of this was remarkably different from your typical Enterprise SaaS churn dynamics where thereâs often a significant amount of âtop-downâ decisioning and friction around platform change.
Over the years, there have been a number of important core product releases, from components (2016) and team libraries (2017) to Figma 2.0 (2017) and Plugins (2019).
Figma was a âcore productâ company for the first few years. But in the 2018-2020 period, it accelerated those market share gains by building out its growth motion.
2 key components were:
Enterprise sales team (2018): this team navigated the long sales cycles of B2B, worked with central procurement departments, and executed a prototypical product-led sales motion.
Growth product team (2020): this team iterated on pricing & packaging, developed Figmaâs experimentation and localization platforms, and grew to 3 product squads with over 24 engineers.
All these efforts set Figma up to be ready for the 2020 Covid pandemic. As teams were all going remote, Figma had built the core product up to a level for massive enterprises and startups alike to make the shift to Figma.
If collaboration had to be remote, companies had to choose the best remote collaboration tools. And for design, Figma was clearly that.
All this put together culminated in Figma owning the interface design market đŚ
In short, Figma has an inspiring storyâŚ
From building various features and not knowing what they are doing to $20B and dominating the market with 90% market share in just a few years.
Usually, founders launch quickly and iterate but in this case, Figma stayed patient and wanted to really build something super useful for 1 area.
Itâs still fascinating how they had the conviction to keep going during those 3 years and keep on doing product discovery without pivoting to another industry or idea.
They also mastered the GTM Strategies of Product-Led, Sales-Led, and Community-Led Sales similar to Notion.
It all almost came together when Adobe tried to acquire Figma for $20B when they realized they couldnât compete and Figma was the dominant player in design.
Now with AI on the horizon, it looks like it will be even easier to build amazing designs with the power of AI.
Thank you for taking the time to read the story of Figma.
I went back to the original format based on the previous polls but tried to keep the text shorter and include more quotes, images, and videos. I hope it helped and inspired you.
â Mehmet Karakus
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