Why Designing Creative Tools is Hard
Most product design advice is written for productivity software: reduce friction, lower the floor, optimize for time-to-completion. But creative software offers its own unique set of product design challenges.
I’ve spent my carer designing for creative professionals (filmmakers, editors, motion designers, and more) and the deeper I get, the more I notice how much of the “standard” playbook doesn’t apply in this world. Creative tools are a different category. They serve a different kind of user, doing a different kind of work, with a different relationship to the software itself.
I came into this world from an unusual angle. I started out in film, working as a director, editor, and cinematographer before shifting into product design about a decade ago. I now lead design across our generative video and audio initiatives at Adobe. That background (filmmaker turned designer, now designing tools for filmmakers) has given me a particular vantage on what creative software gets right and where it sometimes goes wrong.
Here are some thoughts that I keep coming back to.
Defaults Are Opinions
Every default in a creative tool is a taste statement the tool (and the team that built the tool) is making on the user’s behalf. The font that loads first. The aspect ratio it opens in. The transition that lives at the top of the menu. The look that generative AI returns when you don’t specify something specific.
Defaults are not neutral starting points. Every default is the tool saying, “this is what we think looks good.” A user who doesn’t change the default has effectively let the tool make their first creative decision for them.
This matters in any creative tool. It matters ten times more in creative AI tools, where the model is generating finished-looking output from the moment the user hits “generate”. The defaults shape the entire body of work the tool produces. If a generative video tool defaults to a particular aesthetic, that aesthetic becomes the dominant flavor of what gets made in it, whether the team chose that on purpose or not.
A discipline around defaults would mean treating every one of them as a thoughtfully-designed decision, not an accident. Knowing what you’re putting forward as the implicit “good.” Knowing what you’re nudging the user away from. Knowing whose taste, exactly, the tool is reflecting. A deep understanding of your users important here — to make sure that defaults align with their taste and expectations.
Workflows Are Fluid
Most product design patterns assume a goal state and a golden path. The user comes in to do a thing, and the tool helps them do it as efficiently as possible.
Creative work isn’t always about efficiency and a linear path. The workflows are fluid, and each user’s path to their final output is different, on every project.
A filmmaker working in a generative tool might bounce between writing, generating, regenerating, editing, scoring, re-editing, going back to writing. Not because the workflow is broken, but because that’s how creative work actually moves. It loops, meanders, and doubles back around. Two filmmakers pursuing the same idea will take completely different paths through the same tool.
Designing for this means giving up on the dream of the optimized funnel. The funnel is the wrong metaphor entirely. Creative tools need to be designed more like instruments than pipelines. A guitar doesn’t have a golden path. A canvas doesn’t have a happy path. The software needs to give you the right primitives at the right time, and help you find your way through.
Taste Moves Quickly
A user’s taste standards often shift faster than the product can. What felt beautiful and trendy months ago feels dated now. What felt cutting-edge last year feels embarrassing today (especially true in the era of generative AI).
This is uniquely challenging for creative tools, because the user’s reference points are just not other software serving the same task. It’s the work being made in their field, which is moving and evolving constantly.
Creative tools have to be designed to keep up. That means leaving room for the tool to evolve (new defaults, new templates, new tooling to unlock certain aesthetics). The software has to keep moving, deliberately and with intention, because the field around the user is moving.
Quality Is Hard to Measure
You can measure time-on-task, error rates, NPS, session length, retention, feature adoption, and all the other great data points. None of these tell you whether the work the creator produced was actually good. Or if the process of making it brought the creator joy.
The most important outcome of a creative tool is largely invisible to the analytics stack. The user might spend three hours, hit twelve errors, abandon the session early, give the product a four out of ten on a survey, and walk away with the best work of their life. Or they might breeze through every metric and produce something entirely forgettable.
This is one of the hardest things to internalize as a team designing creative software. You have to build in ways of knowing whether the tool is doing its job. Look at the actual work being made. Talk to the people making it. Watch how they describe their experience in their own words. Be in the room when something good happens, and be in the room when something good almost happens but the tool got in the way.
Every User Is Different
Productivity tools can assume rough functional similarity across their users. People filing expense reports are mostly doing the same thing. People writing emails are mostly doing the same thing.
Creative tools cannot make this assumption. Two filmmakers working in the same tool, on the same kind of project, with the same goal, will work in completely different ways. One might block out the entire piece in rough form before refining. The other might work in tight, finished passes from the start. One lives in references and mood boards. The other works from a written treatment and never opens an image. Both are doing it right.
Designing for one of these users tends to break the experience for the other. The challenge is to build tools that bend to different working styles without imposing a single one.
Calibrated Users
The people who use creative software for a living are trained to notice things most users never see, and certainly can’t articulate. The wrong easing curve on a transition. A typeface that sits a quarter pixel off the baseline. A half-second of unjustified delay between an action and its response.
The same eye that catches an unmotivated cut in a film catches an bad transition in a UI. You can’t ship sloppy software to people whose entire job is noticing these details.
This is one of the hardest parts of designing for creative professionals, and maybe one of the easiest to underestimate. The team building the tool has to be calibrated to the same standards as the people using it. This means bringing in engineers, PMs, and QEs with deep love and care for craft — not because the creative surface is the work, but because the surface communicates whether you (as the builders of the creative tools) can be trusted with the work.
The Depth Tax
Power users and beginners want opposite things, and the same tool has to serve both without insulting either.
Most product design wisdom says: make the tool easy to learn, reduce time-to-value, and expose features progressively. This is sensible advice for productivity software and doesn’t always translate to creative tools serving deep work. Tools that go deep require a large vocabulary, a deep understanding of features, strong muscle memory, and a clear mental model. None of those things are discoverable. They have to be earned over time in the software.
You need to make the tradeoff deliberately. Decide who the tool is for. Build the surface that serves that user. Accept that you’re not probably building a single tool that magically serves everyone, because that tool probably doesn’t exist.
Personally, this is where I’m most excited about malleable software, and about AI that lets users scaffold their own interfaces based on what they’re actually trying to do. Tools that bend to the user instead of forcing the user to bend to them.
The User Is Also the Expert
When you design a creative tool, you’re designing for someone who often knows their craft better than you know your product.
This is humbling, and it should be. A filmmaker who has been editing for twenty years has a relationship with the craft that no PRD can capture. They know things about pacing, attention, timing, and feel that won’t show up in any usability test, because the user can’t articulate most of them. They just know it at their core.
The implication for how creative tool teams should be staffed feels obvious to me, but it seems to be under-leveraged. You need people on the team who come from the craft. Filmmakers, editors, sound designers, colorists, motion artists. Not as advisors or research subjects, but as actual members of the team, helping make the decisions. Adobe does this well (we have tons of designers, PMs, QEs, and PMMs who come from the creative industries they are now building tools for — myself included). In my mind, this is essential.
The Tool Is Competing with the User’s Imagination
This is the hardest one. The tool is always, in every moment, competing with the user’s imagination.
The user knows exactly what they want to make. Or at least, they know what they want it to feel like. The version in their head is always ahead of the tool in their hands.
This is the gap creative software lives in. Every moment of friction is the gap widening and every moment of unexpected delight is the gap narrowing. The job of creative software is to close as much of that gap as it can, knowing it can never fully close it. The best creative tools feel like the imagination is leaking out into the software. The worst ones feel like the imagination is being trapped behind a brick wall.
A Different Discipline
Designing creative tools is hard, and most of why it’s hard isn’t obvious from the outside.
I don’t think this means we should give up on rigor. It means the design approach in this category looks different. It means doing things like:
- Caring about the details (to be fair, we should always be doing this, but it’s especially important here)
- Staffing the team with people who come from the craft
- Treating defaults as taste.
- Being comfortable with the fact that a creative path looks different for every user, on every project.
Mostly, it means being honest about what creative users actually need from a tool, and being up for the challenge.
