đ¨ Do solo makers need a UI/UX designer?
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For solo makers, wearing every hat is almost unavoidable - developer, marketer, support, product⌠and often designer too.
AI makes this even easier now. You can generate UI pretty quickly, but a lot of products end up relying on consistent, polished AI-generated solutions rather than something truly unique or thoughtfully designed for their specific product.
So Iâm curious:
Do you design the UI/UX yourself when building solo?
Or do you think bringing in a designer (even for a few key screens) is worth it?
And if youâre using AI for design, do you feel itâs enough to get you to a good product experience?
Would love to hear how other makers approach it.
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Replies
The hardest part for me isnt the UI anymore. its knowing whether the flow actually makes sense to someone who didnt build the product.
RunEvr
@jordan_bulk Itâs a real pain =)
When you know the flow youâve created so well, itâs hard to judge whether it actually makes sense or feels convenient for users.
Thatâs why early users are so valuable, they give you the best feedback.
@adana Thatâs exactly the tricky part. Youâre too close to the product to see the confusing bits anymore. Iâve found even one person using a flow differently than expected can reveal things you completely miss yourself.
RunEvr
@jordan_bulk Agree. But still, I think about the core problem the product solves. When something is really necessary, users start to adapt to even the ânot user-friendly and unintuitiveâ parts and continue using it.
Itâs always about steering things in the right direction as we build something. Not overthinking, not over-polishing, and not over-agreeing with users who interact with the product differently than we do.
@adana @jordan_bulk cheapest version of that test i have found: sit behind someone using it and count how many times you want to speak. every urge to explain is a place the flow does not stand up on its own. you are not really testing the product at that point, you are measuring your own compulsion to narrate it, and that turns out to be a decent proxy for the thing you cannot see anymore.
the harder half is the one you just named. someone using a flow differently is not misusing it. they are showing you the product you actually built rather than the one you designed. adana's point about early users lands harder if you treat the wrong path as the finding rather than the bug.
BetterClaw
@jordan_bulk I get feedbacks from Claude only - we both start hallucinating together
RunEvr
@jordan_bulk @better_shaya HaHa =D
@jordan_bulk @better_shaya this is funnier than it should be because it is the actual failure mode. a model trained to be agreeable, reviewing work you already believe in, is not a second opinion. it is you with more vocabulary.
the only version that has ever caught anything for me is asking for the strongest case that i am wrong, and refusing to let it tell me what is good. same model, opposite instruction, completely different output.
still not a user though. it cannot be confused by your product, which is the entire thing you needed to observe.
RunEvr
@jordan_bulk @better_shaya @rabnoor_s The worst part is that we all like hearing âI agreeâ - especially from Claude =D It gives us this specific feeling of confidence and satisfaction.
Thatâs why, when you and Claude decide together that something is genius, it can be pretty frustrating when real users completely reject your UX !
@jordan_bulk @better_shab Claude hallucinating a ground-breaking UI design while I hallucinate millions of users for it â a match made in heaven! đ
@jordan_bulk Can confirm. When we were making our application, we've had to undertake multiple iterations of design to make the user flow as sensible as possible. It can be especially difficult as a solo-dev, as you can begin to lose the forest for the trees by agonizing over UI details.
One effective method can be the "charting" of user journeys.
Identify the 3-10 most common reasons for the user to open the application, and follow the path they would have to take to achieve their objective. If you find any obvious obstacles, or unintuitive elements of design when charting, these may be good candidates for future UI improvements. Repeat this for all of the most common use cases.
RunEvr
@jordan_bulk @evgeny_yakushev Thanks for sharing your experience! Is your product already launched here on PH?
@jordan_bulk @adana We are getting ready for it. We still need to design a launch page and prepare the supporting promotional material.
We developed a platform that can turn locomotive activity data from your smartphone's sensors into a personalised aging signal, and we translate that signal into retirement-planning terms an adviser can actually use in a client conversation.
RunEvr
@jordan_bulk @evgeny_yakushev What an interesting product! Does it have competitors, or is it a unique solution?
@jordan_bulk This might be the sharpest comment in this whole thread, because itâs not really a design problem, itâs a distance problem. You built the thing, so every step feels obvious to you in a way it can never feel obvious to a stranger encountering it cold. No amount of design polish fixes that gap, because the gap isnât visual.
The fix thatâs worked for me, and it has nothing to do with design skill: sit someone down whoâs never seen it, say nothing, and just watch where their cursor hesitates. Not where they ask a question, where they PAUSE. The pause is the flow breaking in real time, before theyâve even consciously registered confusion. You canât self-diagnose this one. Youâre too close to see the gap you created.
Pawvis
@jordan_bulk @tiffany_trboyevich this exactly - and the more you can measure this across different personas the better. One thing I'd add is that while real user feedback is invaluable, understanding how to meet the needs of various types of users really is an art. In a sufficiently complex product, feature discovery will be an inevitable part of an average user's journey, but good design balances diverse needs and establishes patterns to help everyone find what they need as enjoyably and quickly as possible.
RunEvr
@jordan_bulk @tiffany_trboyevich @heresalexandria Absolutely agree with this. Especially the point about balancing different user needs - thatâs where good design really makes a difference.
@jordan_bulk This is something Iâve been thinking about too. Building the flow makes sense from the creatorâs perspective, but seeing how a first-time user actually moves through it is a different test. Iâm currently working through this with SamchuAI as well, and real user feedback has been eye-opening.
RunEvr
@jordan_bulk @samuel_nwokemodo Do you already have your first users and some feedback from them? Sometimes there are surprises from users you just didnât anticipate =) Have you come across any of those?
Buffup.AI
One thing i have learned that users dont care that the UI took you two days to perfect. they care that they found the button they needed in five seconds.
RunEvr
@sansa_grey Nice approach!
Quick UX tests with real users can help a lot. You just sit and watch how they interact with the UI, and then make decisions based on what you see.
OccasioÂŽ
@sansa_grey @adana We try to do this every so often. It's fascinating to watch what different people do and don't find intuitive! And oh so painful đŤŁ
RunEvr
@sansa_grey @camilla_s_andersen Yes =( This truth definitely exists!
But it really helps you better understand and analyze the user experience.
@sansa_grey @adana @camilla_s_andersen the painful part is the useful part, and it is worth naming exactly why it hurts. you are not watching a person fail. you are watching a decision you made three months ago fail, in front of you, at normal speed, with no way to intervene.
one thing that made it bearable: write your prediction down before each session. what you think they will do on this screen, in one line. being wrong on paper first takes most of the sting out of being wrong in the room, and it turns a squirming hour into a scoreboard you can actually look at afterwards.
@sansa_grey I agree about the two days. I'd push back on the five seconds.
Finding the button fast only proves the button they found is findable. It says nothing about whether it was the right button, or whether the three things you left off that screen are the reason they won't come back next week.
Users are excellent at reporting friction and struggle to report absence. That gap is where I've seen many products quietly die: not a bad UI, but a perfectly clean, findable UI for a product that's aimed slightly wrong.
Watching someone use it will never surface that, because there's nothing to watch. And once a few sessions settle into the same path, it gets harder to imagine any other one.
RunEvr
@sansa_grey @jdubsss Thanks for sharing your experience with us! Do you have a specific strategy for figuring out whatâs missing? And do you usually test with real users, or do you have a dedicated testing team?
Never stopping at the first answer
If someone says they like something, I want to know why. If they donât like it, why? What were they expecting instead? What did they think would happen before they clicked? Where did they hesitate, even if they eventually figured it out?
also try not to just test the UI. I want to test the assumptions behind the flow. âHow would you normally do this?â âWhat would you use instead?â âWhat did you expect to be here that isnât?â
And I try very hard not to explain or defend the design while someone is testing it. The second I explain it, Iâve lost the opportunity to see whether the product can explain itself.
Real users are obviously incredibly valuable, especially people who tried the product and stopped using it. But a good designer should also be constantly asking: what about this? what if we tried this instead? why are we doing it this way at all?
Basically, never stop being curious.
RunEvr
@jdubsss Iâd phrase it a bit more naturally:
I really like those testers who donât just reject a solution, but suggest their own way instead of simply saying it isnât convenient without any explanation. =/
I think the curiosity you mentioned is really the key.
I tried doing everything myself for my last project. it worked but looking back, i probably spent way too many evenings tweaking spacing instead of talking to users.
RunEvr
@ashir_murtaza1Â Yes, that could be the case =D
Do you think spacing really matters that much, or is what matters more whether the product is catchy and actually solves a real pain point?
@ashir_murtaza1 @adana It certainly matters if you are designing something for a mobile phone, as the screen is limited. Furthermore, certain types of movements are much easier to perform than others, and it's important to consider the physical ergonomics of the mobile phone when placing important buttons on the UI.
A good rule of thumb (pun intended) is to see which parts of your screen can be easily reached by your right thumb without adjusting the grip on your phone. The majority of the large-scale navigation within the app should be possible to do from only that area.
RunEvr
@ashir_murtaza1 @evgeny_yakushev Yes, right. And do you think mobile design is actually more difficult than desktop?
@ashir_murtaza1 @adana Apples and Oranges. The hardest task is to design something that looks good on both mobile and desktop. This commonly arises when building websites, but if you use a website building tool, then compatibility is largely handled for you.
However if you're building something more complex - such as integrating some sort of custom software into that website, with its own unique user interface - then there may be challenges with making it look presentable both on mobile and desktop.
minimalist phone: reduce your screentime
I would say that if you know the principles, it is not a necessity, but at least, I would like to have an opinion from up to 5 professionals who could give me a feedback for better design.
RunEvr
@busmark_w_nika Nice idea - having a platform where you can get valuable feedback on your UI designs from experienced professionals could be really useful!
minimalist phone: reduce your screentime
@adana For now, I am using Reddit to get that feedback :)
RunEvr
@busmark_w_nika Canât finally get familiar with Reddit!
This comment from you became the last signal. Time to do that =)
minimalist phone: reduce your screentime
@adana It also depends what kind of product you use, I found my community in chrome extension subreddit :)
it's kinda enough tbh
when starting out, we are just trynna validate the idea and get some traction
so, imo, just build the very basic version of the product and get it to users
it can be redesigned later on, and you can add a few more people to the team
that's what im doing
im designing & building the product with AI, and i will later have a team to work on it if it turns out to be something worth doing for a long time
RunEvr
@itzhaydar Users today are very demanding. I think theyâre used to smooth, polished experiences, so even if a product has a great idea, a very basic version might not appeal to them.
@adana true
I didn't mean devs should just ship the worst UI.
We can use AI to generate a pretty clean UI for the new idea and build version 1.
It has to look good for sure. But we don't necessarily need a designer to create that version.
Plus, have you ever seen a product with a bad UI these days?
UI is clean if the dev knows how to give epic prompts and if they have a clear picture of the app's identity, main colors, and target user optimization.
RunEvr
@itzhaydar Agree, of course. I think more about complex products, where involving a designer can actually help the developer ship faster and hit the goal right from the first take.
@adana oh, complex products
definitely, if it's a complex product from the very beginning, you do need a designer, and a few say 2 or 3 more experts who believe in the mission to join you and work on it together
i was thinking about building v1 to solve a specific at a small scale, validate, and later expand and bring in more features, and more experts to the team
Imo a half-baked AI-generated UI can hurt startups more than people realize. The interface is often the first signal of how much thought and care went into the product. If it feels generic or inconsistent, users can subconsciously question the product's credibility and quality. And trust is harder to rebuild after a poor first impression.
AI is great for speeding up exploration, but I think the real value comes from having someone make the intentional design decisions that give the product its own character and clarity.
âShip fast and iterateâ is great advice, but I think that approach tends to work better for companies with a large, established customer base that can absorb imperfect launches (like Apple did with Apple Intelligence on the Iphone 16pro). @adana
RunEvr
I personally design my own UI. That's entirely because I did not have the proper resources back then, to hire a proper designer. And it feels more comfortable to design things that my users are going to use
RunEvr
@gsvprharsha Yes, that approach can definitely work too - when you want to design your own product specifically for your users. I found your product and it looks really interesting. Wishing you lots of success with it!
@adana Thank you! Best of luck to you too!
RunEvr
@gsvprharsha Thanks !
LaraCopilot
As a developer, I usually handle the UI/UX myself, especially in the early stages. AI has made it much easier to explore different ideas and get a polished interface quickly.
But I donât think AI completely replaces a good designer. For important products, having a designer review the UX, flows, and overall consistency can make a big difference.
For me, the best approach is probably developer + AI for speed, designer for the final polish and user experience.
RunEvr
@rohanparmar Yes, this might be the best approach.
Do you have a dedicated designer at LaraCopilot?
LaraCopilot
@adana Yes, we do have a designer on the LaraCopilot team. I think that combination works really well: developers can move fast with AI, while a designer helps make sure the final experience feels polished and user-friendly.
RunEvr
@rohanparmar Happy to hear that combo works well!
And no one canceled AI usage for designers either =) They can use AI a lot too, but from their professional perspective.
LaraCopilot
@adana Absolutely! đ AI is useful for everyone. The real value comes from knowing how to use it with your own expertise. Designers + AI can be just as powerful as developers + AI.
Itmeo
I think as a solo maker you should design the UI/UX yourself at first. It helps you understand your product and your users much better.
RunEvr
@dimabraven Yes! And even if you need a designer, you can give them your own direction and thinking, which makes the whole design process much more focused.
Itmeo
RunEvr
@dimabraven I canât agree 100% =) I think thatâs enough to get started, especially for small tools and products. But when it comes to more complex products, I still think having a good designer is necessary.
No matter if your designer is human or AI, there is still a user research stage, trial and error.
RunEvr
@anna_ulanova I agree about user research and trial and error, but I do think there is a difference between AI and human designers =)
What product are you working on?